To ascend, I had no choice but to create games-Chapter 819 - 453 This is Work_2
Having received the initial startup capital, Huang Ping began to examine the uses of currency within the game.
Simulation games can be divided into several major categories, among which those related to shops generally fall into a few fixed patterns.
Some are level-based, where players need to pass one level after another, with standouts like "Daddy’s Burger Shop," and "There is a Street Here."
To enhance player desire, they keep developing new levels, but generally, as you reach the later stages, it’s like going to war; without years of hand speed, you simply can’t keep up with the subsequent level challenges.
Another type is regional management, where you continually develop a specific area, augmenting your influence through accumulated money and technology. However, in the later stages, the same problem arises: game content development is nearly exhausted, leading to situations where players accumulate capital without end, causing their interest to wane and ultimately quitting the game.
On top of these, there are various hybrids, such as the slightly unorthodox "Skyline" and the plot-driven "Alchemy Workshop" series, which offer much to explore.
Fang Cheng’s new game should fall into the latter category, so how would the boss avoid these subsequent issues?
Upon opening the game’s research and development list, Huang Ping understood the boss’s approach.
The idea was simply to keep players continuously engaged.
Simple and blunt, yet a method others could hardly replicate.
The game’s R&D list was incredibly extensive, just the different types of goods alone were categorized as "food," "weapons," "clothes," "vehicles," and so on, with each category further divided into various subcategories.
The packaging of food could become more exquisite, the taste improved, and through ongoing research, costs could be reduced, thereby increasing players’ profits. 𝚏𝐫𝚎𝗲𝕨𝐞𝐛𝕟𝚘𝐯𝚎𝗹.𝕔𝐨𝗺
Moreover, new food menus could be developed, and even new recipes created through free combination, vastly enhancing the game’s playability and explorability.
Seeing this, Huang Ping felt as if Fang Cheng had stuffed a whole world into this game, ensuring there would always be something for players to do.
After trying it out, Huang Ping found that research on food was swift, and as long as you had money, you could conduct research.
Once an item was researched to a certain level, new items could appear, and then the research could continue.
Different items could also undergo mutations, and mutated items would gain new attributes with strong randomness, ensuring that players encountered different features and surprises each time they played.
However, wouldn’t this make the game too specialized?
But after seeing the staff arrangement, Huang Ping realized he was overthinking it.
During the early to mid-game, players could start their own assembly line in the basement. All players needed to do was set up the line, and then everything would automatically research and restock, achieving full automation.
At that point, players could also continue with item research, crossing different industry items to create even newer and more interesting items.
Just imagining it excited Huang Ping tremendously!
The massive game content, the easy-to-learn mode, the various nodes transforming from quantitative to qualitative changes—all fully displayed Fang Cheng’s gaming philosophy: to generously satisfy players with abundant and refined game content.
After carefully experiencing the game’s content, Huang Ping found that a shop-running game could be this rich and interesting.
This was indeed worthy of the boss!
Not just Huang Ping, other members of the studio also started playing the game and soon discovered an issue...
This game was incredibly addictive!
After selling items, you could get money, which allowed you to start researching and getting better items. The non-stop feedback would unknowingly immerse you, consumed with thoughts like "Just one more research, and I can create a new item."
The varied NPCs in the game also provided excellent feedback. When they found out that desirable items were available, their reactions were lifelike, with some NPCs even bursting into tears when obtaining urgently needed items.
Besides offering money as compensation, they would sometimes bring over some novel items, which could be researched to potentially lead to new props or decorations, keeping the game constantly filled with positive feedback.
From the moment she started playing, Xiao Douzi couldn’t contain her excitement, her expression was like someone who had discovered a new continent, constantly engrossed in the game.
Even Monkey, who didn’t usually like slow-paced games, became addicted, scratching his head and occasionally pulling Huang Ping over to ask questions.
Though lacking intense combat or dramatic plot twists, simulation management games have their own unique slow-burning charm, and this game undoubtedly took that to the extreme.
Flexing his fingers, Huang Ping felt his fighting spirit rising.
Come on, boss, I certainly won’t let you down!
Given the importance of numerical experience in simulation games, Xiao Douzi became a key element in this project.
In her effort to improve the game, Xiao Douzi racked her brains daily, constantly testing various data, looking as if she had just returned from a long journey after half a month’s work.
Seeing Xiao Douzi like this, Fang Cheng felt that this child might be pushing herself too hard.
Looking kindly at her, Fang Cheng said, "You’ve worked hard during this period, do you want any reward?"
Xiao Douzi’s eyes lit up, and she said excitedly, "Overtime..."







