Crossover in the Anime World

Chapter 3188 Recasting

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 is resurrected, he will definitely make everyone dissatisfied. This is the king's destiny, he makes a decision and then takes responsibility for that decision. He no longer wanted to be the king, but in the end he decided to use two cards to resurrect two people before leaving everyone.

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, and both young people 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 that simple and magical.

Arisu Ryohei also followed suit and threw out the card and shouted 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 dressed as he was before he died, looking at his friends in disbelief, and then at himself in disbelief. Did he not expect that he would be resurrected?

There is only a death game with no chance of resurrection, which seems very unhuman. Now that there is a chance for resurrection, there is not only 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. As expected, it’s the same no matter which world you’re in.

On the other side, the dead girl was also resurrected, and she and her friends hugged each other, feeling full of orange. The girl learned from her friends what 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 ​​​​a girl is not unique. There are many game designers who 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, it depends on the player's choice, whether to stay and take care of the wounded, or to just care about themselves.

If you stay to help the wounded, there is a chance of survival. If you keep running forward, you will hit a dead end and die.

This game also tortures human nature and hopes players can show kindness. But in the end, only one player stopped to help and was saved from death. Other players only care about themselves and end up destroyed.

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's nothing you can do about it, because in many other games, you will die if you protect the weak. For example, Komabe Daikichi, he protected the weak and then had his head blown off.

So the game of death doesn’t encourage everyone to protect the weak. 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?" Duran asked the girl.

The girl was silent. This was a very understandable truth. She also realized that her own death was only one out of ten exceptions at most.

Players are faced with a near-death situation, and of course they choose to abandon the weak rather than protect the weak, because most death games are like this, and the targets of harvest are the weak and those who protect the weak. In such an environment, protecting the weak is abnormal behavior.

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.

Girls have ideals, but ideals alone cannot change the general environment. If you want to change the general environment, you have to keep practicing. Dulan told the girl these words directly, leaving her deep in thought. After all, Dulan just said it nicely. It is 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 feels that her brain cells do not allow her to create a fair game, and it is difficult for everyone to protect the weak in the game. It's too difficult. Her little brain can pretend to have some naive ideals, but she can't think of a way to implement them.

"If you encourage everyone to protect the weak, 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 these are all games that encourage everyone to protect the weak, how can game designers last long? We must clean up the weak on a large scale, and hunting players on a large scale is the best option. The weak should be allowed to become a hindrance, rather than 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 do you want to protect your philosophy?”

"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 doomed to die? Then what is the purpose of their efforts? And the designer has not had a chance to choose, so he was selected I can only be a game designer, but I can’t become a player, so I 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, on the other hand, have no way to transform into players and can only go to the dark side. Of course, there are various resources that can be enjoyed in game design, so what they have to do seems to be to extend the enjoyment time as much as possible and delay their own demise.

"The lives of game designers are 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, socialization, 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 after becoming legal residents, they want to go further.

This is just like the common people and the rich second generation. The rich second generation are born with no shortage of material things, but instead of pursuing self-realization, they think about how to consolidate their status. After progressive civilians get material things, they still want to go further.

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