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While everyone else is fueling anxiety, they’ve decided to let players choose to take it easy

Current MMO games have a subtle trend: they love to cram in gameplay features. Many publishers are keen on doing this, offering seven or eight dungeon reset cycles per week, three or four timed events daily, and a heap of casual activities alongside combat gameplay, filling the game to the brim in hopes that players will immerse themselves endlessly.

This aesthetic of "bigger is better" has dominated the MMO industry for many years. Games of this type, aiming to provide players with a "second life," now genuinely feel exhausting to many people, much like real life. Because, in today's high-pressure environment, stuffing more content into a game often makes players feel like they are "working," and no one wants to work another shift after finishing their day job.

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To be fair, adding more gameplay features to a game is not necessarily wrong; that's the subtle aspect of it.

Because "more content means players have enough to play" is actually a rather benevolent design philosophy. Worrying that players won't gain sufficient "life experiences" in their "second life" is also a quite realistic consideration. However, benevolence can become a burden in different contexts. Designers overlooked that most players' lives are not solely about games; many are no longer carefree students, and their available leisure time is limited.

"Jade Dynasty World" was originally like this. However, recently, they realized that this approach did not provide the best experience for players and instead tended to exacerbate player anxiety.

Thus, they decided to pivot and start subtracting features—but to what extent?

They reduced it to the point of nearly rebuilding the game from scratch. And thus, we have their latest S4 version, "Biluo Fanxin," a season that allows players to relax and take it easy.

所有人都在贩卖焦虑,他们却决定让玩家可以选择躺平

This is a very interesting update. The core development philosophy of the entire S4 "Biluo Fanchen" season is to "remove the grind," allowing players to shed anxiety and return to the original joy of playing games casually.

"Anxiety" is an issue that all MMO player communities must face, as the heavy social and stat-focused design of MMOs can easily induce it indirectly. For instance, when running dungeons without a fixed team, players risk being kicked from random groups or having their loot stolen, creating tangible social anxiety. Meanwhile, version updates, power disparities among players, and varying dungeon difficulty requirements lead to direct anxiety about character strength and time investment—casual players worry they won't keep up with the majority without spending excessive time, while returning players fear they'll never catch up to the current meta no matter how hard they try.

This was the case in previous versions of "Jade Dynasty World." In earlier iterations, players generally struggled with the high stat requirements of "Nightmare difficulty" dungeons and were dissatisfied with the high-pressure environment of random groups. Additionally, the complex progression system further burdened players.

After identifying these pain points, the "Jade Dynasty World" development team decided to address them at the system level.

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The first adjustments were made to dungeon difficulty and group-finding mechanics in the game.

In previous versions of "Jade Dynasty World," "Nightmare" difficulty was a highly stressful environment, both within dungeons and inside teams. Because the dungeons themselves were difficult, and many random groups practiced "one-life rule" (kicking members out for a single mistake), yet high-difficulty dungeons inherently require extensive trial and error and experience, this environment gradually deteriorated, leading to the awkward situation of "waiting for the next season to graduate from the current one."

To address this issue, the "Jade Dynasty World" development team first lowered the difficulty. Starting with the S4 season, there will no longer be "Nightmare" difficulty dungeons. Existing dungeon difficulties will be adjusted accordingly, retaining only "Easy" and "Hard" modes. Players seeking greater challenges will have dedicated gameplay modes, but these will be decoupled from numerical rewards—meaning players who don't want to tackle "Nightmare" mode no longer need to force themselves into it for the sake of power.

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Secondly, the development team optimized the group-kicking mechanism in response to the "one-life rule" situation. Kicking members is prohibited during the period just before a dungeon starts and for a while after defeating a boss, maximizing the group-finding experience for casual players. Meanwhile, they will monitor players who maliciously kick others based on big data records and impose penalties.

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The measures to lower difficulty and optimize matchmaking mechanisms received immediate praise from players. Many believe that "Jade Dynasty World" did the right thing by putting the choice back into players' hands through this method—now, everyone can participate in dungeon gameplay at their own pace.

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After adjusting the most important dungeon gameplay in MMOs, the development team also focused on revamping the in-game progression system—another core aspect of MMO gameplay.

In the S4 version, the progression system saw the biggest changes and the greatest increase in gameplay fun. Compared to the monotonous progression of the past, the new season introduces the "Tiangong Jiqiao Pan" (Heavenly Craft Mechanism Board) system. Players can embed Mechanism Stones of different shapes onto a board, allowing these stones to interact and trigger various independent effects, granting different active skills.

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In this system, players must make trade-offs regarding the shapes and attributes of Mechanism Stones, maximizing the use of grid space on the Mechanism Board within limited constraints. Furthermore, players can configure different Mechanism Stone setups for various scenarios. In short, "progression" now offers the fun of build crafting, adding a new dimension to existing gameplay. This ensures that seasonal progression no longer has a single optimal solution, allowing players to truly experience freedom in choosing their playstyles.

Meanwhile, the development team significantly simplified some redundant systems, reducing the difficulty of obtaining gear and progressing. For example, the distinction between PVE and PVP equipment has been removed, merging them into a single equipment system where the gear worn by players automatically adapts to the corresponding gameplay mode. Additionally, the "Folian Yu" item will return in the new version, significantly lowering the difficulty of acquiring progression materials.

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The addition of the Mechanism Board is just one part of the changes to the progression system. The development team also adjusted another crucial aspect: sect balance.

The secondary attribute benefits of all skills have been readjusted in the new season; multiple optional effects have been added to certain nodes in the "Tianshu" (Heavenly Book) system to meet players' build needs; the "Lingqi" (Spirit Contract) system, which was incompatible with player demands, will be removed, with its active skills retained and distributed among basic skills, PVP builds, and the "Tianshu" system.

Finally, in the new season, they further reinforced the roles of different sects. All characters' HP has increased, and healing values have been boosted, making each class harder to burst down. Additionally, the rotation of tank classes will now impact both damage mitigation and attack benefits.

所有人都在贩卖焦虑,他们却决定让玩家可以选择躺平

After completing this phase of sect balancing, the S4 version of "Jade Dynasty World" not only responded to player demands but also provided clearer gameplay experiences and enjoyment perceptions for different types of players. With more progression choices and clearer gameplay directions, it will undoubtedly bring a fresh atmosphere to sect gameplay in the new season. Correspondingly, the player community has given strong support to the official changes, as this represents the game entering a healthier cycle.

所有人都在贩卖焦虑,他们却决定让玩家可以选择躺平

With adjustments to old gameplay features, naturally, new gameplay features will also be added.

The open-world map will change in the new season—the Holy Sect launches an offensive, bringing war to the foothills of Qingyun Mountain, where three factions engage in fierce battles. Players can join the Buddhist, Taoist, or Holy factions in the newly launched cross-server modes "Muye Fengyao" and "Fengxing Xiandao" to compete for rewards on behalf of their faction. "Muye Fengyao" is a pure combat-focused mode, while "Fengxing Xiandao" involves escorting cargo and battling against enemy factions.

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However, compared to the addition of new gameplay features, I believe the welfare design of the new version aligns better with the design philosophy of this update.

Perhaps to let players feel the "fresh start of the new season," in the S4 season, players can receive the Nuwa Stone outfit "Guangmo · Manhua Sucan," worth 3 Nuwa Stones, simply by logging in and signing in. If one set isn't enough... no problem. By completing daily tasks, players can claim another free outfit from the event shop. Players who already own this outfit need not worry either; the official team will provide these players with an upgraded limited-edition version of the costume, ensuring they definitely get their money's worth.

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In addition to cosmetic rewards, the new version includes various optimization features to meet players' desire for streamlined gameplay. This includes the NPC "Yaoguang," which allows you to experience five-player dungeons without forming a party, learn mechanics, and claim rewards, as well as a new "Home Idle" feature for automatic resource collection around the clock.

For returning veteran players, the new version prepares exclusive "Yun Guike" events, including numerous limited-time tasks and rewards. After completing exclusive "fun dungeons" and defeating special guild bosses, veterans can earn even more additional rewards. With the support of these rewards, returning players need not worry too much about falling behind the majority after coming back to the game—

To some extent, this is likely the most suitable season for veteran players to return to the game.

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Looking back at the version changes in the S4 season, you must marvel at the sincerity of the developers and admire their boldness. Because—making such changes to a game certainly carries risks. Such extensive gameplay alterations are akin to remaking a game, requiring significant resource investment.

More importantly, it didn't just make drastic optimizations along existing lines but fundamentally changed the game's design philosophy, shifting from a "content-oriented" approach of cramming in as much as possible to an "experience-oriented" approach that allows all players to travel light.

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Merely based on the development team's judgment of player experience trends, they removed the highest dungeon difficulty, changed the original group-finding mechanics, reworked the stat progression system, and reconstructed the original sect gameplay framework. Making such changes undoubtedly demonstrates the team's immense boldness.

But to some extent, this is actually a choice more aligned with the development team's original intentions. Major changes made by "Jade Dynasty World" have almost always revolved around the principle of player experience, such as switching to Unreal Engine 5 before launch and completely remaking the game.

This time is no different; they are still considering the players, shifting from adding content to ensure players have enough to do, to strengthening the foundation so players can enjoy a more comfortable gaming experience.

This ill-fated game, despite encountering its own "midlife crisis," still possesses the boldness to undergo such earth-shattering changes... Regardless, it is a praiseworthy approach.

And what future this approach will lead to is also something to look forward to.

所有人都在贩卖焦虑,他们却决定让玩家可以选择躺平