Whether in the main the Sims or a spin-off like the Sims: Urbz, there's always a Q&A session during character creation.
In the Sims 4, players can use a simple question and answer to have the system automatically generate a personality that roughly matches their own profile.
However, in " The Sims: Urbz," this question-and-answer format has very limited effect.
It can only provide characters with different starting items, but it won't actually affect the plot of this world or what will happen later.
But after careful consideration, Lin Lixin ultimately decided to keep this seemingly meaningless thing.
Sam knew perfectly well that this was pointless, so he simply selected the first option for all options and quickly skipped this step.
He looked at Lin Lixin standing to the side.
That's the advantage of being close to him; I can ask him anything I don't understand on the spot.
So—what exactly is the purpose of this feature?
Sam would never believe that Lin Lixin thought the discs were too big and was just going to waste some.
In terms of functionality, Lin Lixin is essentially a highly skilled swordsman.
A problem that can be solved with 1KB should never be solved with 2KB.
Then this module, with its extremely bizarre existence, seems rather inexplicable.
"Hmm... if you insist on calling it meaningful, then honestly, there really isn't any."
Lin Lixin pondered for a while. The effect of this thing was very abstract and difficult to explain to him in concrete terms. "Do you still remember our ' Momotaro Dentetsu ' project?"
"Of course I remember, but what does it have to do with this?"
"Pseudo-random."
This is a classic example.
Through their ingenious design, the game artificially provides players with a seemingly comfortable gaming experience.
The smooth experience and good sense of control that players feel are largely due to the system's subtle guidance.
"This thing gives players a sense of control, although it doesn't actually provide any real control."
This design is actually quite common in visual novels.
Sometimes a dialogue will not lead to any branching paths, and will not even have any impact on hidden variables, but designers always seem to cram several dialogues into such places.
The reason for this is, of course, to help players tighten their belts and ensure that they are playing a game, not watching anime.
Of course, if Lin Lixin were to find a most classic case...
That must be the mystical talisman-drawing gameplay from the game " Onmyoji ".
When players draw cards, Itchy Mouse game provides a module for drawing symbols.
Players can freely draw on the talisman paper based on the provided patterns.
It is entirely a placebo design.
No matter how perfect or terrible your drawing is, it doesn't actually affect the gacha results.
Absolutely no impact whatsoever!
All sorts of mystical painting techniques and special formations are just illusions created by coincidence.
The fascinating moments of statistics, the fascinating moments of behavioral psychology.
The actual gacha result is already processed by the server the moment the player presses the draw button.
"Berges Frederick Skinner."
Lin Lixin slowly uttered a name.
This time, Sam finally stopped being confused.
This name is simply too famous in the video game industry.
Skinner, a leading figure in neobehaviorism and the father of game psychology.
He is 83 years old this year.
If he weren't so busy with work, Lin Lixin would really like to visit this Legend psychologist.
"Mr. Skinner published an article entitled ' Superstition in the Pigeon.'"
The pigeons were kept in a specially designed cage, and an automatic feeding device next to them would automatically provide food at regular intervals.
Pigeons can develop unrelated reinforcement through accidental behavior and food stimulation.
For example, if food happens to appear while the pigeon is circling, it will believe that the circling may have brought the food.
The player is like that pigeon who believes spinning in circles actually works.
Perhaps during one of his gacha pulls, he casually drew a five-pointed star, and the game rewarded him with a top-tier character.
Therefore, in his subconscious, he would associate this accidental enhancement with the pentagram.
In subsequent gacha pulls, you'll unconsciously keep trying this pattern.
"Ah—I understand."
Sam looked at the character he had just created, lost in thought. "The placebo effect can make processes that are essentially beyond our control—give the player the illusion that they are in control."
"Yes, this design can alleviate anxiety to some extent and reduce the feeling of powerlessness caused by this completely uncontrollable aspect."
Lin Lixin nodded.
When a game loses its sense of control, the player's experience will plummet, which is a major taboo.
Whether it's taking a bath and changing clothes, choosing an auspicious time and day, burning incense and praying to Buddha, or playing the " Good Luck Comes " game, these are all ways for players to spontaneously compensate for this uncontrollable process.
Once you grasp this point, it's not hard to understand what this seemingly useless mechanism in " The Sims: Urbz " is actually for.
Immersive and engaging experience!
What's the first thing you want to do when you get home from school?
[1. Drink a large bottle of orange juice]
[2. Play street basketball]
[3. Shopping at a department store]
Rather than simply presenting the corresponding items for players to choose from, these simple dialogues directly provide players with a strong sense of immersion.
When players finally obtain that item, they will experience a sense of surprise.
The process of answering questions is a process in which players gradually integrate their own soul with the character in the game.
The more answers one gives, the more it feels like the character is one's own cybernetic avatar.
However, its real function is just to give you a tool.
[Notice!!!]
[Here, you are just an unsung building manager----]
[Your urban Adventure begins----]
Sean chose the default starting point as a cleaner, beginning his career as an employee who had just been fired from his job.
He always felt a strong sense of identification with this background.
Especially since Robert was sitting on the sofa not far behind him.
So spicy!
This time, GAMENOVA did not adopt a completely open approach, but instead provided straightforward guidance.
The character named [ Chris Ceso] walked towards him.
What are you doing sitting here? Go clean the windows! Get to work!
That's good.
This is good, at least for players who don't like aimless, open-ended games.
With a clear objective in place, Sean quite liked the design.
[1. I'm about to do ----]
[2. They're resting right now!]
Sean didn't think twice about choosing an option that even his grandmother could pick correctly, and decided to confirm it immediately.
But Yuli suddenly stopped him.
" Sean, shall we try the second one?"
Playing a game in such a rigid and predictable way is just too boring.