"Ababâs True Story" left Peter feeling frustrated.
In reality, the difficulty and plot twists werenât 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 couldnât 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 "Ababâs 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 wonât play the game any longer, feeling sick of it, feeling like you canât accept it, and simply hit Alt+F4 to exit the game.
But the Earth OL game doesnât 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 gameâs plot, protagonist Abab always had a strong "suicidal" intention, which he couldnât quite understand before.
Isnât 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 couldnât Abab have the thought of "deleting his account" when he felt unsatisfied and frustrated?
"I was wrong..."
Calm Peter said gravely, "This isnât a crappy game; on the contrary, itâs a masterpiece of profound significance!"
"What?"
Hearing his words, colleague Tony said with a puzzled look, "Whatâs wrong with you? Werenât you just saying even a dog wouldnât play this garbage game?"
"I was shallow!"
"âAbabâs True Storyâ let me experience what itâs like to have a vision impairment for the first time. Although itâs 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 Iâd 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, isnât this realistic?
Five hours ago, he absolutely couldnât understand how Ababâs twisted mindset was formed, but now he got it.
Without suffering what others have suffered, donât counsel them to do good!
Looking at Abab from a godâs perspective, his personality is indeed twisted and awkward, perplexing one with his actions and words.
But the smartest aspect of "Ababâs True Story" is that the developer doesnât let players play from the "godâs 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, "Iâm very regretful for my previous irresponsible remarks! âAbabâs True Storyâ 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 couldnât wait to write a recommendation article for "Ababâs True Story" and place it on the homepage of Game Detectiveâs website.
"Feature recommendation?"
"No, no, the developer didnât make that request!" The editor-in-chief adjusted his glasses and said, "They just hope that at the next TGA ceremony, we vote for âAbabâs True Storyâ as a sacred vote."
Ah?!
Peter thought, since the editor-in-chief brought "Ababâs 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, itâs just this?
The editor-in-chief of Game Detective does hold the nomination and voting rights for TGAâs annual game.
But given "Ababâs True Story"âs quality and completion, along with the gameâs special topics, do we need to deliberately campaign for votes?
Moreover, is the developer crazy? Which game company specifically targets awards, shouldnât they be focusing on sales?
Gaming isnât the film industry!
In the film industry, there are works "specifically aimed at awards," as winning awards equals elevating oneâs status, gaining better resources, and earning more money.
But in the gaming industry, you can say you canât find a work "specifically aimed at awards."