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Keep Players Busy When They Died: Death System Design in 'Conqueror's Blade'
In game design, every second of the players' experience counts, and the waiting experience at death is no exception. We need to consider what information they want to know, how to participate in the battle, and how to better plan the next battle strategy during their "death time". Through this presentation, Shawn will share how "The Conqueror's Blade: Frontier" designs the player's death experience from three aspects: the death summary, the spectator system and the remote control of soldiers, to let the players not waiting, but getting ready instead.
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