With each update, this mode becomes more and more detailed, featuring 8-player competition with each game lasting over 20 minutes, which is indeed very addictive.
For a time, many players even called Battlefront Girls the Auto Chess Launcher.
Besides this new auto chess mode, the second way to pass the time is the base building gameplay.
With so many years of updates, the base gameplay of Girls Frontline has become quite mature, but this update is still astonishing.
Because it's in this forward operating base in Australia.
In addition to placing buildings as usual, players now have access to a more comprehensive interior structure system, allowing for a wider zoom range.
It can even zoom in to enter the room.
At the same time, more furniture was also added with the update.
This time, players can not only place furniture, but also customize almost everything from the floor and walls to the carpet and even the partitions.
This is different from the original base vehicle's interior. The original base vehicle had space restrictions for placing furniture and items, but the new version has completely removed these restrictions.
Players can even choose the size of the building.
At the same time, the new version of the base also incorporates the "The Sims" gameplay, which is already relatively mature in "Eastern Fantasy World".
The little people can talk to each other.
Each android can move freely within the base, and players can observe their daily behaviors, such as eating, resting, socializing, and training.
Each humanoid also has its own daily routine and lifestyle.
These systems existed before, but the previous humanoid behavior logic was somewhat like that of NPCs, where players would only respond when they clicked on them.
As for their daily activities, these humanoid figures behave much like other anime/manga dormitories—wandering aimlessly.
This time, however, these androids were loaded with a very obvious action model.
They are like the characters in The Sims, with real-life life trajectories.
Moreover, unlike The Sims, where characters are randomly generated, players need to play the game for a period of time to feel immersed in it.
Only after becoming familiar with these randomly generated characters can one truly immerse oneself in the story.
However, every android in "Girls' Frontline" is a character familiar to players, and all the "residents" have very, very detailed character designs and background cards.
Therefore, the development team can lay out the action routes and AI logic for these girls based on their personalities. This laying out could result in a dozen or even dozens of action links for some main characters.
These action paths, combined with the major update to the furniture system, allow girls with different personalities to have completely different action trajectories.
For example, if the commander places the same easel in the bedrooms of different characters, 95 might see it and take the easel out to paint some flowers and plants or sketch the scenery.
If 97 saw it, he might draw a "strange" commander and then take the doodle to players for feedback.
There are also some AW2000s whose names I can't mention, who might choose to draw doujinshi of themselves and the Commander at home.
If a player happens to see this and moves their character up at this time, a special event can be triggered.
A more lively android might wander around the island, a more artistic one might go to the library to read, and a more responsible one might voluntarily go to the training ground for extra training.
The entire model is actually based on some of the logic of Eastern fantasy worlds.
This is also what makes Spark Games different from other game companies. Spark's technical communication is relatively good internally, at least unlike Ubisoft, whose games seem to get worse and worse over time.
As a reference to "Touhou Fantasy World", even if the player does nothing, the character will still act.
These elements have now been modified and incorporated into "Girls' Frontline".
In addition, the game has refined the time and season system. In previous versions, time passed relatively quickly in the base, but in this version, the flow of time has slowed down.
It makes it easier to distinguish time periods.
This practice of dividing time periods is mainly to more realistically represent a human's day.
Start in the morning of the game.
The pale golden sunlight of early morning streamed into the base.
The androids who went on expeditions the night before will verify their identities outside the base, brush off the snow, and enter the base.
Before catching up on sleep, they would first find the commander, report on the expedition, ask for a hug, and vent their frustrations. This is an Easter egg event.
The trigger frequency is scheduled based on the affinity level of the humanoid performing the task.
If it's a humanoid character who has already entered into a marriage agreement, it's very likely that when it returns, it won't just want a hug, but will drag the commander along for a loving reassurance.
In short, after reporting, they will find some recreational facilities on their own, and then go back to their dormitories for a good night's sleep. This can naturally trigger events; for example, some androids might choose to go to a bubble tea shop, and then fall asleep while drinking it.
Besides the returning dolls from expeditions, there are also some special doll squads that have this return ceremony.
These are the things that are thrown out, under normal circumstances.
Humanoids without missions will enter training mode in small teams.
This squad mode is a fairly common feature in "Battlefront Girls". In the initial version, some dolls did not have squads.
However, with multiple version updates, especially the previous Auto Chess update.
Basically, all the androids have their own teams. In the daily storylines, apart from the individual storylines of popular characters, the Spark development team often develops daily storylines in the form of teams.
At the base, large-scale training sessions are also conducted in small teams, including "going to school".
Yes, even humanoids need to "go to school." This setting aims to introduce a school-like atmosphere and also to show players what it's like for humanoids to live a complete collective life in a base.
This design made the universal school uniform skin in this major update a huge seller.
It should be noted that this campus-wide skin, which costs only 99, is not a skin for a single character. After purchasing it, all characters will have their own JK uniform.
However, this game is an old game that has been running for 4 years. While the development team is being conscientious, they have also hidden a lot of tricks. Although the JK skirt is only 99, the "stockings", "decorations" and "interactions" of some popular characters need to be purchased separately.
Of course, even so.
This skin pack is also highly praised. It costs 99 yuan and can be used by everyone, which is equivalent to more than 100 skins. What more could you ask for?!
Moreover, like all other skins, this skin pack will also change the appearance of the chibi characters inside the base after you use it.
Under normal circumstances, the base will be in training mode for the entire morning.
But that doesn’t mean players have nothing to do. Players can go to the classroom and training ground to interact and even participate in training. There are also several regular interactive mini-games available.
One is a shooting game, another is a quiz game, and the third is a "physical education class" game.
Of course, players can also become the "Head of Students".
Go patrol the dormitories to see if there are any people secretly sleeping in late, or lazybones dozing off in class.
If the commander has the leisure, he can go for a walk around the dormitory and see if there are any lazy humanoids.
In addition to the significant upgrades to the base's interior, the player's command center has also been upgraded, corresponding to another major version of the gameplay.
Chapter 576 Decision-Making System
However, let's put aside this other mode of the major version for now.
Let's continue telling the story of a humanoid's day.
After the morning training ended, the entire base entered a "simulated life" mode in the afternoon.
The base's daily atmosphere is deliberately different from the battles during the player's main storyline, with a more oppressive style, especially in the buildings designated for the living area, including the background music, which is also more casual and relaxed.
Here, players can see different squads of "little lolis" running around wildly, and also see older women drinking coffee in a coffee shop.
This period offers the most interactive opportunities throughout the entire "day".
The development team of Girls on the Frontline not only redistributed the daily base tasks from previous versions to adapt to the new base mode.
At the same time, many random tasks have been added.
These random daily tasks were selected from thousands of daily texts submitted from around the world during the Frontline Girls' Daily Task Collection campaign.
The entire event was almost entirely modeled after the crowdsourcing project of "Eastern Fantasy World".
In fact, it's not just the frontline girls.
To accommodate the daily content of numerous anime-style games, Spark even launched its own "Writer Project."
This writer program is open to submissions from around the world. As long as the submission meets the submission criteria, the author will receive a basic incentive. Spark will then place the submitted manuscripts in relevant communities on the Spark platform.
A free trial is conducted, and after various data are reviewed, it enters the second review. If there are no problems in the second review, it will be put into the game. If there are problems, the author will usually be asked to make revisions.
Ultimately, these drafts will become part of the game's storyline and appear in the game.
Spark will provide a second round of incentives based on players' skip rate and positive review rate when completing tasks.
Simply put, it can be understood as a targeted, topic-based paid manuscript submission program.
Of course, this type of external submission is mainly for daily tasks and short stories, which consume a lot of material but don't have such high overall requirements.
When inviting submissions, Spark also includes the event trigger category.
For example, in Girls on the Frontline, if all the chance encounters in a coffee shop were to be written by Xinghuo himself, then there would be over a hundred stories for over a hundred characters.
Even if you only write about the main characters, the workload is still huge.
However, if it's a commissioned piece, all the characters can be included, and because of the length limit for the text, these short stories are actually quite concise and to the point.
A large number of daily events are a powerful tool for keeping players engaged and entertained.
After all, there are limits to the daily activities that players can trigger each day. For players, their real experience is that there are new things to do every day.
In addition to architecture, Spark also invites submissions based on the season.
Spring, summer, autumn, winter.
Different seasons bring completely different daily routines. Expanding the base system and adding a large number of side quests helps retain players, which is very useful for an older game.
As for new players, it's even more comfortable, because when they enter the game, the first thing they play are the daily storylines with high approval ratings, which greatly helps the game's new player retention rate.
In addition to the major upgrade of the base.
Another core update in this major version is city management and its derivative main storyline within this gameplay.
As a commander, players will be managing not only a base, but an entire city.
This part of the gameplay is integrated into the main storyline.
In essence, its gameplay is somewhat similar to a once wildly popular mini-game called "Reigns".
In the game "Kingdom," players take on the role of a king, making choices on both major and minor national affairs to maintain a balance of power and resources.
The specific gameplay involves the system continuously presenting events, and players making choices by swiping cards left or right, constantly balancing four values: religion, people's livelihood, military, and finance.
Once one of these factors reaches an extreme value or reaches zero, the player will die.
In the major version of "Battlefront Girls".
This part of the gameplay has been relatively expanded and made more concrete.
In addition to completing the main storyline of each major update, players will encounter a fixed segment at key junctures in the main storyline: "City Decision-Making."
The player's secretary will compile all the events that have occurred in the city during this period and the decisions that require the player's attention, and present them to the player in the form of a "file".
After clicking, the file will unfold in front of the player from a first-person perspective.
Players will enter an immersive decision-making interface.
A desk with files spread out on it and a steaming cup of coffee beside it, the city night view in the background, and the occasional sounds of noise from the distant streets.
This detailed design allows players to have a stronger sense of immersion, making them feel as if they are truly in the role of a city manager in the game.
On the left side of the document are the events that require player decisions.
For example, some residents said that they found a humanoid figure stealing supplies in the city.
Players have a number of choices to make.
"We firmly deny it and arrest the person who made the whistleblower."
"Increase patrols and investigate the facts."
"Internal review, confirmation of facts, public statement, and severe punishment for such incidents."
Before making a decision, players can click on different parts of the document to view more detailed information.
For example, clicking on the "humanoid stealing supplies" event will show players a more detailed description.
This includes the whistleblower's identity, the location of the incident, the time of the incident, and even blurry photos provided by the witness.
Players can also click on "City Map" to view the surrounding environment of the event location, or click on "City Data" to view statistics on similar events during this period.
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