God's Imitator

Chapter 67: Four Rules


Seeing this line of data, Lin Sizhi fell into a brief contemplation.

"So, this Imitator who designed the game believes that even in scenarios where there are relatively smart people in the game, there will still be a guaranteed 40% death rate.

"And if the players participating in the game aren't very smart, the death rate could soar to 70%.

"Was it designed with these numbers in mind from the very beginning?"

Depending on the type of game, the format of the proposal given by Walkway may have slight differences.

For instance, games like 'Blood Poker' which are about distribution, or general judgment games, do not require the Imitator to fill in the [Estimated Death Rate].

But this game is a new type: 'Filtering Type', judging from Walkway's earlier description, simply put, it means elimination.

Moreover, the elimination targets include both the Imitator and the players.

The proposal document for a filtering type game has a distinctive feature, that is, on the first page, there is an entry for filling in the [Estimated Death Rate], along with a note: the designer needs to write what they believe to be the possible upper and lower limits of the death rate.

However, there is no requirement stating "the death rate must reach a certain percentage" or similar.

This means that even if the objective is 'eliminating players', the extent of elimination still depends on the Imitator who designed the game.

With 40 players, if 70% are eliminated, 28 people will die.

Lin Sizhi couldn't help but frown slightly.

"This death rate is too high. Is this 'selection', or 'mowing down'?"

Continuing to read further down.

The proposal is densely packed with a plethora of rules, all the necessary props are clearly listed.

Lin Sizhi browsed through the incomplete proposal in his hand carefully from start to finish, roughly determining the content of the game.

The 'Matchmaking Game' will select 40 players from 6 communities to participate, 20 males and 20 females each.

The three players with the shortest visa time in each community will be forcibly required to participate.

Additionally, participation can be via voluntary registration, with each community limiting the total number of participants to 4-8, while ensuring a 1:1 male-to-female ratio.

The game will run for 8 hours.

The rules of gain vary between male and female players:

Male players, upon leaving the game, will indiscriminately receive a 30,000-minute visa time as a reward;

Female players will have a small amount of visa time deducted at random (within 5 minutes) every hour during the game, and will not receive the 30,000-minute visa time reward at the end of the game.

Once the game officially starts, it will alternate between a '10-minute rest - 10-minute meeting' pattern, meaning that within 8 hours, each player will participate in 24 meetings.

Throughout the 8-hour game, apart from entering meeting rooms to meet other players, players can only operate within their own lounges and cannot communicate with other players in any way.

During meetings, players from different communities will be matched at random, with a 75% chance of drawing a player of the opposite sex.

Every hour, players will receive 1 'Like' and 1 'Dislike', which can be given to their counterpart during a meeting to express their attitude.

The final meeting of the game will conduct a 'Final Selection Vote'. If the meeting partners are of the opposite sex and give each other a like, both will receive an additional 30,000-minute visa time upon leaving the game.

From the second hour, the game will also update with 'Talent Show' rules and will randomly select two players to compete in a talent show PK.

Other players can vote 'Interesting' or 'Boring' for them, where 10 'Interesting' votes can be exchanged for 1 'Like', but receiving 20 'Boring' votes will result in mandatory performance stoppage.

Inside the lounge there is a vending machine and a data query machine.

The vending machine sells expensive food, drinks, and visa time exchange coupons.

The data query machine can query the number of 'Likes' and 'Dislikes' a player has acquired themselves, and it can query game-related data concerning 'ratios', then broadcast it to all players.

But it cannot query any data related to individual 'Likes' and 'Dislikes' changes.

After 4 hours, the game will enter the second stage and introduce new rules.

However, what exactly the rules are is not specified in the incomplete pages of the proposal.

There are only three incomplete pieces of information:

[After entering the second stage, receiving 20 'Boring' votes in a talent show will result in an instant death penalty.]

[By killing other players through any game rule, one will receive 1/10 of the deceased player's remaining visa time as a personal reward.]

[When multiple players are involved in a player's death, the above reward will be divided equally among them.]

Outside the proposal, there is a blank document with space for five new rules reserved for Lin Sizhi to fill in.

...

"Can such a game really cause a 40%~70% death rate?

"Clearly, in the latter four hours of the game, the second stage, there will inevitably be more brutal murder rules, and likely not just one."

Lin Sizhi realized this quickly.

From the rules currently seen, there is only the "receiving 20 'Boring' in a talent show will cause death" as a killing rule, but relying solely on this rule to achieve such a high death rate seems unlikely.

Moreover, "killing other players through any game rule gains 1/10 of the deceased's visa time" emphasizes the aspect of 'any game rule'.

Thus, the methods for killing in the game are surely more than one.

However, none of these killing methods exists in the first stage of the game.

In other words, this Imitator deliberately split the 'Matchmaking Game' in half: the first 4 hours have no killing rules, seeming like a harmonious, collaborative gain low-difficulty game.

But in the latter 4 hours, several new killing rules will suddenly update, provoking players to mutually massacre in some way, obtaining the greatest profit from it.

The Imitator uses 1/10 of the deceased's visa time as bait, while they could actually claim the remaining 9/10 themselves.

From the invitation content Walkway gave to Lin Sizhi, Walkway seemed not entirely satisfied with the game's design.

However, Walkway did not directly reject the game.

In an ambiguous range, Walkway chose to let the Imitator judge the Imitator.

If Lin Sizhi does nothing, the game might still commence as planned, harvesting numerous players' lives.

What particularly caught Lin Sizhi's attention was Walkway's final line.

[Just as players can slowly change the community, the Imitators will slowly change Walkway.]

"Perhaps this is suggesting that the standards and rules for Walkway's review are not strictly unchanged but are influenced by most Imitators.

"Just like players to a community: if the players are harmonious and loving, the community will be harmonious and loving; if players are selfish, the community will likely become fragmented.

"If all Imitators take joy in harvesting players' visa time and constantly expand the boundaries of Walkway rules in games, the New World could also become a pure player slaughterhouse."

Lin Sizhi picked up the proposal again, tapping it on the table to align it.

"I don't like slaughterhouses."

Then, he took out the blank page for additional rules and began to write.

By accepting Walkway's matchmaking game, it meant that both he and the Imitator who designed the game would enter into the game.

Therefore, the rules Lin Sizhi added had only two purposes:

The first is to ensure his own safety as much as possible, either by adding or expanding exploitable backdoors for himself;

The second is to compress the opponent's survival space as much as possible, preferably being able to quickly pinpoint the opponent's identity and kill them.

But the problem is, these rules need to be agreed upon by the opponent to be included in the game.

This means that the new rules Lin Sizhi proposes must deceive the opponent on the surface, even making them believe these rules favor 'harvesting players'.

He must not reveal his intent to kill the opponent.

After some thought, Lin Sizhi wrote down four rules.

[1. Once purchased, visa time exchange coupons cannot be converted back into visa time by the purchaser, and can only be handed over to other players in the meeting room.]

[2. Each time entering the meeting room requires a room usage fee: 200 minutes of visa time. Players each have three buttons, respectively 'I Pay', 'Split', 'You Pay'. When both sides agree, the agreed method will deduct; if there's disagreement or timeout in pressing the button, each will deduct 200 minutes of visa time.]

[3. Any method of killing requires a 10-second system notification to the victim before taking effect.]

[4. After broadcasting five times cumulatively, you can forcibly jump the queue in the talent show and select a player for PK.]

After writing the rules, Lin Sizhi checked for accuracy, signed, and submitted.

If you find any errors ( broken links, non-standard content, etc.. ), Please let us know < report chapter > so we can fix it as soon as possible.


Use arrow keys (or A / D) to PREV/NEXT chapter