Game Design: You Call This Very Easy?
Chapter 712

Androids, After All, Were Terrifyingly Cheap

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Yinzi watched Connor turn away coldly, making no move to comfort the girl on the ground, who kept crying after the fright.

He removed the pistol's magazine, separated the bullets, and tossed them onto the road beside him.

The previous captain behind him seemed to want to say something, but Connor still left without a trace of emotion.

After finishing the first storyline, Yinzi returned to the flowchart. Here, he could see the choices he had made, the paths he had not chosen, and the possibilities he had unlocked.

Every major branching point could be seen here.

Looking at the unlit flowchart and the enormous tree-like panel, Yinzi finally realized just how meticulously crafted the game was.

Life was full of choices, and different choices, like the butterfly effect, could lead to all sorts of endings.

The freedom he had imagined before was being able to do whatever he wanted in a game.

But the freedom he saw now was that different choices could lead to different endings.

"Holy shit, Old Thief always has his own understanding of games." The shock in Yinzi's eyes was beyond words as he looked at the different branching routes.

In many games he had played, choices were mostly predetermined.

Even in Sprout's previous games, some choices were no exception. They did not have much impact on the story; most existed only to increase player immersion and would not affect the game's progression or content.

At most, different dialogue choices would prompt different responses from NPCs.

He had only seen a similar level of freedom in Red Dead Redemption 2, but clearly, the choices in this game went even further.

That also meant an incredibly tedious amount of work.

The bullet comments had already erupted into chaotic discussion. Most people were watching the stream while

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