I Make Games to Make Players Cry
Chapter 101

The Game's Original Plot and Direction of Changes

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The game "Control Failure" is based on a grand world view.

Therefore, once the world setting of "Control" is applied, there is no need for any further innovation.

Therefore, its game plot can remain the same and is also very simple.

Based on the setting of "Control", it is roughly as follows:

The Chaos Insurgency, a new organization that had defected from the Federal Bureau of Control, infiltrated an agent and a doctor within the Control Bureau's newly established Containment Sites -19, turning them into undercover agents.

Their mission was to weaken the site's security, create chaos, and incite disturbances and destruction.

Due to the direct targeting by the Chaos Insurgency, many of its Control Bureau were attacked, resulting in Control Failure.

Therefore, Site 19 in the game was built on a snow-capped mountain and received Supernatural Anomaly from the other stations for control.

The Nine-Tailed Fox Squad was also formed at this time to deal with potential attacks on Site 19.

The Splitter infiltrator working at the site was naturally aware of the Nine-Tailed Fox Squad's strength.

Therefore, the PhD among them, taking advantage of his position, submitted a construction plan for 'modularized site areas' under the pretext that other sites had been attacked due to security issues.

The plan was approved by the engineering department, and using Meme, Site 19 was transformed into a 'maze'.

This behavior caused dissatisfaction among many people, but the engineering and security departments ignored the researchers' feelings in order to ensure the safety of the site.

The reason this doctor did this was simply so that he could use a 'maze'-like approach to stall the Nine-Tailed Fox Squad after creating a disturbance.

Once everything was ready, the two undercover agents began their plan.

While monitoring the Terror Elder in A-FBC-0106, the undercover agent released this extremely dangerous anomaly while his colleague was getting coffee, and promptly notified the undercover doctor to report the situation.

Due to the Aleph (hazardous) level breach of control, security at the site in the area was activated under the facility protocol.

However, because the site has been transformed into a huge and difficult-to-discern maze, people in other areas are not yet aware of the abnormal breach of control.

Meanwhile, the undercover doctor took this opportunity to enter the control room of the Old AI, W-FBC-0079.

By upgrading the system, W-FBC-0079 was connected to the site network, controlled the power system, and caused a major power outage throughout the facility!

Meanwhile, the game's protagonist, D-9341, was conducting tests with two other D-Class Personnel in the control room of W-FBC-0173.

At the moment of the power outage, the entire site experienced its largest-scale Control Failure!

Numerous conscious, perceptive, and capable anomalies roam freely within the site, hunting down any humans they encounter.

The game begins.

Meng Shu has no intention of changing this plot.

However, in order to connect to the fourth ending of Skyhill, he planned to have Skyhill's protagonist D-5671 shot and killed before the Old AI caused the major blackout in W-FBC-0079, and then attract the attention of the three D-Class Personnel in the control room of W-FBC-0173.

Distracted, he suffered a broken neck.

The subsequent power outage was what truly gave the protagonist the opportunity to escape the W-FBC-0173 control room.

The protagonist's identity and abilities remain unchanged.

His Walker, and he was originally a Level 4 researcher in the organization, which is equivalent to B-Class Personnel designated by Meng Shu.

Because they conducted research on prohibited projects without permission, they were downgraded as a penalty.

He became a pathetic D-Class Personnel, number D-9341.

Due to a series of unexpected events, previous research experiments have achieved tremendous success!

He gained the ability to save and load save files!

But no one else knew about this ability except him.

Meanwhile, because of his illegal research, the organization did not execute him, but instead began to observe him.

Then, through various experiments, they were surprised to find that he seemed to have an incredible sixth sense!

In several WAW (difficult) experiments that D-9341 had never encountered before, he skillfully avoided them as if he knew in advance what dangers were coming.

His luck is comparable to that of Z-FBC-0181 ' Lucky Person '!

Therefore, in order to confirm that D-9341 was Supernatural Anomaly.

In one of the W-FBC-0173 experiments, he was assigned to the experiment along with two other D-Class Personnel.

Then

Gunshots rang out.

Although the game features a huge and easy-to-get-lost map, it is actually a linear game.

It is also equivalent to a sandbox game.

The player's mission is simple, with only one objective: to escape the Containment Sites -19 site facility.

The secondary objective was to explore the site and find the real cause of the Control Failure.

However, this process became extremely difficult due to the map's large size.

In addition, the W-FBC -0173 'Statue' and the Terror Elder A-FBC-0106 roaming around make it seem like players are in constant danger.

To give the statues a better chance to kill the player, the game also included a blinking system.

Once the progress bar reaches the bottom, the game's main character will automatically blink.

If W-FBC-0173 is in front of the player at this time, and the player does not move away to avoid it in time.

The result is that you have to reload the save and start over.

Meng Shu really liked this gameplay, and to make it more fun, he decided to add a gun system.

He wanted players to experience the feeling of despair while holding a weapon.

The original game had four endings.

If the player escapes through door A and takes control of the Terror Elder (A-FBC-0106), he will be taken away by the Nine-Tailed Fox Squad.

If the Terror Elder is not controlled, he will appear at the exit, attract the Nine-Tailed Fox Squad, and then the protagonist will be taken away by the Chaos Insurgency in the chaos.

If the player escapes through Gate B and the nuclear missile is deactivated, the Immortal Giant Lizard (A-FBC-0682) will break free of control, and the protagonist will be killed by the Nine-Tailed Fox.

If the nuclear bomb hadn't been shut down, the lizard would have broken free of control and been killed by the nuclear blast the organization was using to deal with the Immortal Giant Lizard.

The game's storyline is well-developed, and since it's titled "Control Failure," there's no need to include Easter eggs to connect to the next game.

Because he hasn't decided yet to set the timeline of his next game after "Control Failure".

For this game, all he had to do was add side quests and character animations.

He wants to enrich the entire game and stage a truly bizarre crisis.

At the same time, multiple NPCs need to be set up in the game so that players are not alone in the huge site.

The problem now is that the game doesn't delve too much into the background setting.

Because most players of this game come with their own knowledge base.

However, players in parallel worlds do not have this condition.

They've only just begun to grasp the concept of anomalies, so simply copying the game verbatim would only backfire and leave them completely bewildered.

Perhaps once they enter the game, they will have questions like, "Who am I? Where am I? What am I going to do next?"

Therefore, the game's background and backstory need to be briefly explained at the beginning of the game.

It would be best to assign an NPC to play this role.

This approach not only explains the game's setting and informs players of the dangers posed by Supernatural Anomaly, but also provides a companion, allowing players to immerse themselves in the game more quickly.

After outlining her initial plan, Meng Shu looked at the game once again.

Because of the same name.

Below Control Failure is another game called Control Failure: Remastered.

The two games have the same gameplay.

The main differences lie in the visuals and content.

The former has noticeably rough graphics and somewhat awkward controls. However, it boasts abundant content, extremely high gameplay, and is not easy to get bored of, plus multiple endings.

The latter, while having a more eerie and terrifying feel in terms of graphics and lighting, is relatively poor in content, has few anomalies, offers limited playability, and lacks an ending, making it impossible to complete.

The prices of these two games in the system store also differ significantly.

"Control Failure" requires 170,000 Fear Points.

Control Failure: Remastered only costs 80,000 points, a full 90,000 less.

Therefore, Meng Shu looked at the two games, thought about them for a while, and finally made her choice.

I want them all!

Accompanied by the clattering sound of gold coins.

The system emitted a familiar mechanical sound.

You have received a step-by-step development tutorial for the Horror Games "Control Failure".

You have obtained the concept design for the Horror Games "Control Failure".

[You have obtained the method to create a VR version of the Horror Games "Control Failure"]

You've received a step-by-step development tutorial for the Horror Games "Control Failure: Remake"

You have received concept designs for the Horror Games * Control Failure: Remastered*.

[You have obtained the method to create a VR version of the Horror Games Control Failure: Remastered]

Two seconds later, a sudden surge of knowledge appeared in my mind.

Meng Shu had already grown accustomed to this strange feeling, which was like 'remembering' something.

He briefly 'remembered' it and then completely grasped it.

He then opened his eyes and looked at the computer in front of him.

On the desktop, a folder with garbled characters suddenly appeared.

So, unsurprisingly, it contains concept design materials for the two games.

Buying two games at once gave Meng Shu a nouveau riche mentality.

Although the combined Fear Points of these two games is less than half that of Visage, it still couldn't diminish his feeling.

Currently, the system has 17,690,000 Fear Points remaining.

All I can say is that he's still worth tens of millions!

I moved the mouse and opened the folder on the desktop.

Inside, there are two more folders named after the game.

Looking at the two games, Meng Shu smiled gently.

The reason I bought two of them in a row is not because I have too much money, nor because I'm being capricious.

The difference lies in the game maps of the two games.

While Control Failure is fun, the map is extremely rudimentary.

Although it's positioned as a base station, it doesn't feel technological or sci-fi at all.

It doesn't even feel like an industrial building.

It's a game with such a grand and bizarre worldview.

However, due to the limitations of technology and the engine, the resulting visual quality reminded Meng Shu of the early days of 3D games.

Whether it's the walls, the floor, the steps, or even the elevator and the mannequins, everything exudes a clean and minimalist feel.

And it's reused extensively!

The root cause of players getting lost is that the map is copied and pasted repeatedly.

It was so bad that people couldn't tell which was which.

It's basically the kind of 2D graphic game from the 80s and 90s.

Moreover, in the early versions, the game was very bright and had no sense of horror at all.

However, in the latest HD version, the official team has darkened the overall style of the game and added a fog of war effect.

Just like in League of Legends, players are set as light sources, illuminating the surrounding area from their own perspective.

Beyond this area lies the fog of war, where players cannot see other players.

Only by moving and bringing the environment into one's own illumination range can one see things that were not originally visible.

The book "Control Failure" uses this method.

The player is essentially a moving light source, only able to see the surrounding environment.

Beyond that distance, all was pitch Pitch Black.

This method creates a sense of constant, suspenseful fear in the player.

Because you have no idea what's hidden in the Pitch Black ahead.

It's quite an ingenious design for a low-budget game.

However, this feature is not available in Control Failure Remastered.

Thanks to the lighting and shadow effects, the game no longer needs to rely on fog of war to create a sense of terror.

The game's 3D graphics and sci-fi processing create a 'base science fiction' feel that was not present in the original game.

The detailed modeling also makes the dangerous anomalies look terrifying.

Therefore, it is quite obvious why Meng Shu bought both games.

Like Skyhill, we'll retain the original gameplay but completely remake everything else!

Create a "Control Failure" game that's almost as realistic as real life!

Many words in this chapter have been modified, but the core content remains the same; only the vocabulary has been changed. Sorry about that.

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