Chapter 495 - 301: Questioning Abab, Understanding Abab, Becoming Abab!
Chapter 495 - 301: Questioning Abab, Understanding Abab, Becoming Abab!
"Abab’s True Story" left Peter feeling frustrated.
In reality, the difficulty and plot twists weren’t the main reasons. What truly made him feel down was the constant illusion of "being played by the game" rather than "playing the game," because of the protagonist.
Blind Abab!
During those hours of gameplay, his computer screen never once showed the complete game scene.
Not even once...
He couldn’t see anything clearly, only relying on the dialogue audio and the sound of the blind cane tapping the ground. While playing, he accumulated quite a lot of frustration and anger.
And then the plot was just so suffocating and torturous, which is why Peter had a moment of emotional breakdown and smashed the controller.
But then again.
Games are still just games. After Peter smashed the controller and vented his nameless rage, his emotions quickly returned to stability.
With his mood calmed, he recalled the feeling of being Abab during the game and suddenly realized the deeper meaning of "Abab’s True Story."
He was just a player!
As a player, what he experienced in the game was always a simulated result; the real world would be even more brutal than this.
Even if the game was perfectly simulated, he still only played for four or five hours.
Those four or five hours were already hard to bear, and he even lost control of his emotions and angrily smashed the controller. Then what about those visually impaired friends who truly exist in reality?
You can say you won’t play the game any longer, feeling sick of it, feeling like you can’t accept it, and simply hit Alt+F4 to exit the game.
But the Earth OL game doesn’t exactly have an "exit" option; no matter how hard, how suffocating, how maladjusted, you have to grit your teeth and push through this crappy game...
Oh, no!
Perhaps having thought of something, Peter suddenly realized, in the game’s plot, protagonist Abab always had a strong "suicidal" intention, which he couldn’t quite understand before.
Isn’t it just a few mocking remarks? How does that lead to suicidal thoughts, suddenly not wanting to live?
Putting together his current understanding, he seemed to grasp it. If he felt unsatisfied and frustrated playing the game, he could exit, then why couldn’t Abab have the thought of "deleting his account" when he felt unsatisfied and frustrated?
"I was wrong..."
Calm Peter said gravely, "This isn’t a crappy game; on the contrary, it’s a masterpiece of profound significance!"
"What?"
Hearing his words, colleague Tony said with a puzzled look, "What’s wrong with you? Weren’t you just saying even a dog wouldn’t play this garbage game?"
"I was shallow!"
"’Abab’s True Story’ let me experience what it’s like to have a vision impairment for the first time. Although it’s a simulated environment, I swear, that feeling of having just a hazy light in front of you and seeing nothing is terrible..."
Peter reflected with emotion, "I can hardly imagine if one day my world turned like the game, what kind of mood I’d be in."
Empathy!
At this moment, Peter finally understood the protagonist "Abab" from various aspects.
He also understood why the game created a protagonist like Abab, who is emotionally unstable, occasionally irritable and angry, often self-pitying, and even has suicidal thoughts.
Come on, isn’t this realistic?
Five hours ago, he absolutely couldn’t understand how Abab’s twisted mindset was formed, but now he got it.
Without suffering what others have suffered, don’t counsel them to do good!
Looking at Abab from a god’s perspective, his personality is indeed twisted and awkward, perplexing one with his actions and words.
But the smartest aspect of "Abab’s True Story" is that the developer doesn’t let players play from the "god’s perspective," but instead enhances immersion and empathy through various methods, allowing players to experience everything from a "first-person perspective."
"Maybe some things really need personal experience to understand, while outsiders rack their brains and remain clueless..."
Peter sighed, "I’m very regretful for my previous irresponsible remarks! ’Abab’s True Story’ is a good game, worth recommending to everyone!"
Find the editor-in-chief!
Since the game was brought by the editor-in-chief, he must have some plans. Peter couldn’t wait to write a recommendation article for "Abab’s True Story" and place it on the homepage of Game Detective’s website.
"Feature recommendation?"
"No, no, the developer didn’t make that request!" The editor-in-chief adjusted his glasses and said, "They just hope that at the next TGA ceremony, we vote for ’Abab’s True Story’ as a sacred vote."
Ah?!
Peter thought, since the editor-in-chief brought "Abab’s True Story" to the editorial department and hinted that the developer is a friend, surely a favor is involved, requesting a promotional write-up or two.
Turns out, it’s just this?
The editor-in-chief of Game Detective does hold the nomination and voting rights for TGA’s annual game.
But given "Abab’s True Story"’s quality and completion, along with the game’s special topics, do we need to deliberately campaign for votes?
Moreover, is the developer crazy? Which game company specifically targets awards, shouldn’t they be focusing on sales?
Gaming isn’t the film industry!
In the film industry, there are works "specifically aimed at awards," as winning awards equals elevating one’s status, gaining better resources, and earning more money.
But in the gaming industry, you can say you can’t find a work "specifically aimed at awards."
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