Of course, Fang Zheng had no idea what Asuna was thinking. After returning to his room, he opened his inventory, took out all the odds and ends he had bought while shopping—needles, thread, and the like—and examined them one by one.
Just as Fang Zheng had told Asuna before, every game had its priorities. Take NPCs, for example. The most meticulously crafted were naturally the protagonists, followed by the heroines, then the other supporting characters. As for the NPCs wandering all over the streets or the shop clerks, they could just make a template, randomly add a hairstyle, change the skin color, and call it a day.
Weapons and equipment were the same. The gear you bought with money from a roadside stall obviously would not come with flashy particle effects and glowing visuals. Otherwise, who would bother fighting bosses and grinding for equipment? Generally speaking, in most games, the more important something was, the more detailed it would be. The less important it was, the simpler it naturally became.
Yet these items classified as "miscellaneous goods" were not made so simply. That could not merely be for the sake of realism. It could only mean one thing: the game designer had hidden something within them that the players had yet to discover.
As he thought, Fang Zheng picked up a Feather Pen and gently stroked it, feeling its smooth, soft texture. Then he spread out a scroll, dipped the Feather Pen into the ink he had bought, and swiftly began to draw.
Drawing was no challenge for Fang Zheng. Before becoming a game planner, he had also been responsible for character designs, environments, and equipment concepts, so sketching came naturally to him. Before long, he had drawn a structural diagram of a longsword on the parchment. He then put