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The design we were not so sure
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Posted 02:35 AM Tuesday, November 15, 2016   [ quote ]

You can do that through looking for the genre and gameplay which are in the heart of non-gamers. "For example, at present we see a lot of classic themes -- farms, Runescape Gold town, aquariums, tribes, empires. These words are very familiar. If you haven't played these games it doesn't matter -- if I tell you about a farm, you will have an image of a farm in your head. A theme like Dungeons & Dragons is far away from non-gamers.""Not a lot of themes are easily understood to a lot of 80 percent of people. Playability is the same: planting, watering, cooking, etc. Even if you are not a gamer you understand this," he said. "We have to look for something which is in the heart of non-gamers."
Even an easily understandable theme may be susceptible to cultural influences -- Happy Farm didn't make it in the U.S. "In the U.S., farms should be a big scale one -- it's different from the Chinese people's impression of farms," Gao said.
"Our game was not successful; in the end FarmVille got the upper hand. We think it's because we haven't grasped the true nature of a farm in U.S. people's heart."When people are real friends, it changes the meaning of their interaction. Happy Farm allows users to steal vegetables from each other -- but in the context of a real friendship, it's a fun interaction. It would not work with anonymous players, Gao said.In the company's new game, Little War, players "are trying to occupy others' land. Cheap RS Gold When we first did the design we were not so sure.


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