The Mad Hatter knows that he will definitely be scolded. After all, there are only two resurrection cards. No matter who is resurrected, he cannot satisfy everyone, because there is no dead person who can convince everyone and everyone hopes that he can be resurrected.
So no matter who he resurrects, he will definitely make everyone dissatisfied. This is the king's destiny. He makes a decision and then takes responsibility for this decision. He no longer wants to be the king, but in the end he decided to use two cards to resurrect two people.
Leave everyone again.
Really tired.
"I leave the cards to you." The Mad Hatter handed the cards to Arisu Ryohei and Duran, one for each.
Arisu Ryohei is very happy that he can finally resurrect his friend.
Duran said it was pretty good. Both young men should have another chance. So he threw the card out and said: "Resurrection."
The card released a strong light, and the light was like a door. A figure walked out of it, it was the girl who needed to be resurrected.
It's so simple and magical.
Arisu Ryohei also followed suit by throwing out a card and shouting for resurrection. The card seemed to be able to channel spirits and knew the target of the user's resurrection. Soon Komabe Daikichi appeared in front of everyone. He was still on his deathbed.
Dress up, look at your friends in disbelief, and then look at yourself in disbelief, but you didn't expect that you would be resurrected?
There is only a death game without the chance of resurrection, which seems very unhuman. Now that there is a chance of resurrection, not only is there the pain of separation, but also the touch of reunion.
"Komabe!" Arisu Ryohei was really about to cry. Seeing his friend standing alive in front of him, the satisfaction of regaining him made him extremely excited.
"Am I not dead?" Komabe Daikichi was confused. He still remembered that he was dead and encountered many difficulties after his death.
"It was the resurrection card that brought you back to life."
Komabe Daikichi seemed to understand. Looking at the apocalyptic environment around him, he knew that this was still a dying country, and they still had to participate in the death game. Sure enough, it was the same no matter which world they were in.
On the other side, Death Girl was also resurrected. She and her friends hugged each other, and they were very angry. The girl learned from her friends everything that happened in the game on the beach. Many people died, but in the end the game was solved.
The girl was a little disappointed. After all, she hoped to prove the kindness of human nature through her own death, hoping to prove that the game designer was wrong.
But the result only proved the players' madness.
In fact, the idea of girls is not unique. Among game designers, many people have designed games that test human nature. For example, there is a game that requires everyone to keep running forward, but someone will be injured at the beginning. At this time, you need to look at
The player's choice is to stay and take care of the wounded, or to just care about themselves.
If you stay to help the wounded, you have the possibility of survival. If you keep running forward, you will hit a dead end and die.
This game also tortures human nature, hoping that players can show kindness. But in the end, only one player stopped to help and was saved from death. The other players only cared about themselves, and finally went to destruction.
Designing these games does not prove the kindness of human nature, it can only prove the selfishness of human nature again and again. Players will only protect themselves, not the weak.
There is nothing we can do about it, because in many other games, if you protect the weak, you will die. For example, Komabe Daikichi, he just protected the weak, and then his head was blown off.
So the game of death does not encourage everyone to protect the weak, but suddenly a game comes that encourages protecting the weak. Isn’t this just fun?
"Out of ten games, nine will die if you protect the weak, and only one will survive if you protect the weak. If so, should you follow the experience of nine games or the experience of one game?" Dulan asked the girl.
The girl was silent. This was a very clear truth. She also realized that her own death was only one out of ten exceptions.
Players are faced with a near-death situation. Of course, they choose to abandon the weak rather than protect the weak, because most death games are like this. The targets of harvest are the weak and those who protect the weak. In such an environment, protecting the weak is abnormal.
the behavior of.
That's why Du Lan believes that girls should not commit suicide, but should create more games that encourage everyone to protect the weak, so as to change the atmosphere.
The girl has great ideals, but ideals alone cannot change the general environment. If you want to change the general environment, you have to keep practicing. Dulan directly told the girl these words, making her fall into deep thought. After all, Dulan
Just to put it nicely, it’s really not easy to design this kind of game that encourages and protects the weak.
It's not easy for game designers, and they don't have much time, because soon all the playing cards will be collected, and then they will die.
The girl felt that her brain cells did not allow her to create a fair game, and it was difficult for everyone to protect the weak in the game. It was too difficult. Her little brain could pretend to have some innocent ideals, but she could not think of a way to implement them.
"If you encourage everyone to protect the weak, then she won't live long, because until the player dies, our visa will expire." Game designers and players want to confront each other, not to help players become good people.
So if there are all games that encourage everyone to protect the weak, how can game designers last long? The best choice must be to eliminate the weak on a large scale and hunt players on a large scale. Or should the weak become a hindrance, and
It is not the key to turning defeat into victory.
"Contradiction, congratulations for now realizing the truth of society. This world is such a contradiction. It is difficult to have the best of both worlds. You can only choose one of the two. Do you want to protect yourself, or do you want to implement your ideas?" Duran asked: "Protect yourself,
Or to protect the concept?”
"Of course it is to implement the idea. My suicide before was too worthless. This time I hope to design a few fair games before I die." The girl has decided that she is willing to sacrifice again for the idea, but this time she will not commit suicide.
, but to design more fair games.
"A very good determination, but it's a pity that you don't have a chance, because this stage of the game is over and your colleagues are already dead."
The two girls were stunned for a moment, obviously not expecting this, but then they asked: "Why? Is the game designer destined to die? Then what is the purpose of their efforts? And the designer has not had a chance to choose, so he was selected
You can only be a game designer, but you can't become a player, so you can only end up in a dead end?" They think this is unfair.
Players can also choose to become permanent citizens and design games after clearing all games. Game designers have no way to transform into players and can only go all the way. Of course, there are various resources to enjoy in game design.
Then what they want to do seems to be to extend the enjoyment time as much as possible and delay their own demise.
"The life of game designers is limited, but they have the resources and can choose whether to indulge in material desires or practice their ideas. You should have higher pursuits and self-realization. Unfortunately, most designers only stay at the level of material desires.
." Duran said that the difference between game designers and players is that their needs are at different stages.
Survival, safety, social interaction, dignity, self-actualization.
Players are still in the stage of seeking safety, while game designers should be in the stage of seeking respect and self-worth. Unfortunately, many game designers are not aware of this. Instead, players continue to make progress and want to go further after becoming legal residents.
This is just like the common people and the rich second generation. The rich second generation are born with no shortage of material, but they do not pursue self-realization. Instead, they think about how to consolidate their status. After the progressive common people obtain material, they still want to go further.