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Game Creator System [LitRPG]
02 – False Neurological Feedback

02 – False Neurological Feedback

Although making games in this world was simpler than in the other world, games in this world had to be useful.

Even if I wanted to make a really fun game, knowing that this would make me stand out from the other games, I still had to think of some way to make the players stronger while playing, since the games were the Players' way of training so as not to die in battle against monsters.

To deal with this in an easy way, I could just take the games that are already successful in this world and improve on them, making them fun while allowing players to improve as they play.

But as good as that sounds, this strategy could easily be copied by other Game Creators of higher ranks, taking away all my advantage of having realized that games need to be fun.

What I want to do is invent a completely new game for this world, a game that even if other Game Creators copy me, not only will they not understand the game completely, but the Players will know that the game was copied from someone else.

So looking at the card in my hand, I knew I had a great way to start my career as a Game Creator.

I just had to study a bit more and understand how I could turn these cards into something useful for the Players.

Fortunately, I still had three more weeks to finish my game, so that was enough time for me to finish.

'The most surprising thing is that in one week the previous Theo only made that table...'

-

Taking my mind off Game Core, the first thing I did was turn my gaze to the computer and start researching Game Creating.

When the US was determined to create a way to make humans more powerful by mixing magic and technology, other countries just laughed at them and didn't offer any substantial support.

After the Game Cores were created, several countries tried to replicate this technology but were unsuccessful.

Seeing that there would be no way to copy it so quickly, countries tried to buy Game Cores from the US, which although sold, was sold in smaller quantities and for extremely high prices, making the use of Game Cores practically a monopoly for Americans.

The problem is that the number of people who have the talent to be Game Creators is extremely low, and with only one country freely training these few talented people, the studies on Game Cores were not as in-depth as I needed them to be.

Instead of the vast amount of information available on the internet that I could always find for any subject I was looking for, when it came to Game Cores the information was very scarce.

Turning my attention to the books at the University, I knew that these books were my only option for finding the answers I needed, so I sorted out the books that might be useful and started a study session.

Surprisingly, while I was reading the college books I realized that my reading speed and ease of understanding the content was higher than the average before the two memories merged.

What I used to struggle to understand, having to spend several minutes on each concept, now it was as if my computing capacity had increased, making me learn concepts at the same level much more easily.

Without realizing it, hours passed and it wasn't until 3 p.m. that I found an article in a book that explained a way to make my idea work.

The article explained in detail a way that high-ranking Game Creators used called 'False Neurological Feedback'.

This False Neurological Feedback basically consists of using part of the Mana that the Player spends in the game that would go to the Game Creator so that the effort made in the game is reflected directly in the Player's brain, improving cognitive and motor skills and even muscle development and improving the Mana core.

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Sure, this kind of knowledge is as complicated as it sounds, something I wasn't even close to achieving, but perhaps with the System's help it wouldn't be impossible.

This tactic was usually used by high-ranking Game Creators developing games for high-ranking Players because not only was the knowledge required to carry it out extremely demanding, but the Player's improvement is proportional to the amount of Mana they use in the game.

Rank F players use 1 MP per hour of play, which provides a small improvement, but one that would not be ignored by prolonged use.

Despite the great hunger I was feeling from having studied for so long, my desire to test this idea was much greater than that and I quickly grabbed the Game Core and injected my consciousness into it.

Looking at the small Saphire Drake card, which was a 'Creature', my plan was to make it so that when this type of card was placed on the board the Player would receive a small increase in physical stats such as strength, 'Spell' cards would give the Player a small increase in magic stats, and 'Weapon' cards would give the Player stats in agility.

Sure, it wasn't something on the level that a Player would play 30 cards in a game, receive 30 stat boosts and in two days have the strength of an S Rank Player.

The idea is that if a Rank F Player spends 1 MP per hour, each game lasts an average of 6 minutes and the Player uses an average of 20 cards per game, each card would only give a boost of 0.5% proportional to the boost that 1 MP would give.

And even if there were malicious Players who wanted to make decks to play as many cards as possible, the game would also have a boost limit equivalent to 1 MP per hour.

All these calculations would only be useful if my next test worked, so looking at the card in my hand I took a deep breath and wished that my Mana would be used to change the effect of this card so that it would work in a Runestone-style card game from my memories, that the effect of the card would work exactly as it was written and that the Neurological False Feedback system I had just learned would work on it.

After imagining all this I controlled my Mana to go out through my body and do what I had imagined and the Mana was stuck to my fingertip again!

That probably meant it worked!

'Calm down Theo, you still don't know if this is going to work exactly as you thought...'

Taking a deep breath, I continued injecting Mana...

4 MP...

5 MP...

6 MP...

7 MP...

8 MP...

9 MP...

10 MP...

12 MP...

15 MP...

The accumulated Mana is full!

[15 Mana Points Stored, do you want to remodel the "Saphire Drake Card" into a "Special Saphire Drake Card"].

"Yes!" I replied excitedly.

As soon as I said that, the Mana stored in the tip of my finger began to flow out, shaping itself in a completely different way than it had the first time I made this card.

Even without fully understanding what was happening, I was able to identify small traces of the Neurological False Feedback that I had seen in the books being formed on the card.

'It worked! ' I thought excitedly.

Looking at the beautiful Saphire Drake card in my hand, a huge smile appeared on my face.

With this tactic I could make a game where the Players just played the cards randomly and won the stat points? Yep, but the Players would have to spend an hour doing nothing in the game, dying of boredom, so why not make it fun and make the Players want to play my game?

'I still have a lot of work to do to develop enough cards to complete the initial collection of 240 cards like in Runestone, especially considering that each card will cost at least 15 MP, that would be a total of 3.6k MP! ' I was startled to think of that figure. 'To finish the remaining 239 cards in 15 days I would need to make 17 cards a day... impossible.'

If I had time to spare, I might even consider making all 240 cards, but that's completely unfeasible, I realized that I needed to cut out the vast majority of cards.

With my 68 MP base, even if I rest and meditate at midday I would only have a total of 136 MP to use per day, I still need to take into account the cost of developing the rest of the game, which could account for a third of the MP spent per day to develop the rest of the game, leaving me with only 90 MP per day to use for card development, 6 cards per day, 90 cards at the end of the 15 days.

90 cards isn't much, but at least it would serve as an initial Early Access model of the game.

Why 15 days to develop the game if I still had 21 days available before the end of the university test?

Because the number of players playing was a very important point in evaluating the game.

Even if I made the best game, if no one played it and I came last, I would still receive a low score from the university, so I would have to make the game available to players for at least 7 days.

With such a good game, I'm confident that in 7 days I'll be competing for the top spots.

So with all that decided, I started sorting out the essential cards to make up the first 90 cards of the game.

As there would be few cards, I also had to reduce the number of heroes, leaving only the Warrior and the Wizard.

In the future I'll add the other heroes along with the other cards in the game, but for now I'll just focus on these two.

For the Warrior I'd leave good cards that synergize well with 'Creature' and 'Weapon' decks and for the Mage I'd leave cards with good synergy for 'Creature' and 'Spell' decks.

This way I could cover the basics of the game and give Players freedom to play as they wish.

To avoid Players using only spell cards to gain maximum and boost magic, I came up with a good idea.