This Is Not a Bug but a Game Feature

Chapter 467 - 287: Physical Strength and Energy Value

This Is Not a Bug but a Game Feature

Chapter 467 - 287: Physical Strength and Energy Value

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Chapter 467: Chapter 287: Physical Strength and Energy Value

"Abab’s True Story" is an open-world simulation cultivation game.

The term open-world refers to a large map, spanning several dozen square kilometers.

On the other hand, the game offers a high degree of freedom where players can engage in almost any behavior except for a few prohibited actions.

As for simulation cultivation...

In Chen Ba’s design framework, this is the process in which players strive to change their circumstances starting from scratch, essentially known as simulation cultivation.

In fact, this is a gameplay variation of "Cold Window Study Simulator" and "Living Under Someone’s Roof Simulator," and fundamentally, the logic is the same—it’s all about consistently striving towards predetermined game goals.

What are the game goals?

In "Cold Window Study Simulator," the goal is for players to study diligently, overcoming various difficulties such as family and farm work, and ultimately being admitted to their desired school.

Whereas in "Abab’s True Story," the game goals are not as explicit as in "Cold Window Study Simulator," and are rather quite free...

But this freedom is an illusion!

Although game goals are not clearly defined, the direction is fixed, meaning players need to strive to overcome physical barriers or character flaws, ultimately integrating into society and achieving career success.

In other words, everything is about striving in this direction.

As for the result of such endeavors, namely the ultimate game achievements, they vary from person to person.

It might be becoming a renowned scientist, an outstanding broadcaster, or perhaps an artist, pianist, or famous writer...

"Cold Window Study Simulator" sets "farm work" as a hindrance for players and imposes a "Physical Strength" limitation on players’ actions.

In "Abab’s True Story," the protagonist does not need to do farm work or herd cattle, but he/she is a person with disabilities, and his/her physical functions are somewhat lacking compared to a normal person.

Moreover, the game imposes both "Physical/Energy" constraints, preventing players from running wild like horses off the leash.

Different "physical defects" will also lead to variations in the physical strength and energy bars.

Here’s an example!

A character with restricted mobility who needs to rely on a wheelchair or crutches will have relatively low physical strength because his activities are limited by physical constraints.

Some characters with special medical conditions might have high physical strength but extremely low energy, resulting in lower success rates and reduced experience when completing tasks.

This is a balancing system Chen Ba arrived at after repeated deliberations!

Initially, he only designed a "Physical Strength" system and did not create an "Energy Value" system.

But Lu’s words made him realize that if the game only included "Physical Strength," it might not be fair or realistic enough.

Why is that?

Because the range encompassing persons with disabilities is quite broad, covering individuals with physical handicaps or severe illnesses.

This creates a special situation!

Would two players with brain issues or missing limbs have the same physical strength?

No?

Missing limbs would result in reduced physical strength?

This would not be reasonable; players with brain problems or intellectual impairments have issues unrelated to physical strength.

Thus, Chen Ba changed the perspective, adding an "Energy Value" system based on physical strength.

Furthermore...

Besides physical strength and energy, the game features multiple attribute values. While physical strength and energy are fixed and can be restored after a night’s sleep.

Attribute values are not fixed; they grow gradually with increasing experience levels. Different ways of allocating attribute points will directly influence the development path.

For example, career branches!

A player assigns the freely gained attribute points mainly to "Eloquence" and "Emotional Intelligence," resulting in a character with "great speaking skills and high emotional intelligence."

This enhances his chances of succeeding in auditions at television stations despite mobility challenges.

On another note!

Focusing on developing "Eloquence" and "Emotional Intelligence," if a player wants the protagonist to become a renowned writer, this would undoubtedly be much more challenging.

Different attribute allocation schemes crucially affect the players’ subsequent game route choices and success rate.

As for "Physical Strength" and "Energy Value," they are less influential in career development...

"Physical strength determines the player’s available time for activities, where one point of physical strength is roughly equivalent to one minute in the game."

At the planning meeting, Chen Ba explains by showing his newly created PPT: "Physical strength can be gradually restored by eating, sleeping, or resting, or can be quickly restored and its limit increased through special items and exercise equipment."

"The second application of physical strength in the game is work!"

"The protagonist, despite being physically challenged, aspires to become a great painter, so he must dedicate time to learning and practicing painting, right?"

"These activities greatly consume physical strength and energy! Freelancer professions like a painter are indeed better compared to fixed working hours occupations, which would have basic physical and energy requirements."

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