Super Righteous Player-Chapter 1188 - 232: The Players Who Start to Venture into Business in Full Scale (5K)
Chapter 1188: Chapter 232: The Players Who Start to Venture into Business in Full Scale (5K)
The players who were "exiled" along with Annan also followed him into the Underground City. They took several carriages of the subway that left from Dennisiowa, all to themselves.
After all, the players had entered the United Kingdom as "Winter’s Hand."
Now, as it was time for Annan to leave, they were definitely going to follow him.
It was certain they couldn’t just stay in Dennisiowa.
However, the players seemed to be very familiar with the lifestyle of the Underground City... After casually getting off the subway, they all dispersed.
Some took the subway to cities they had not visited before to sweep nightmares and open teleport points, while others teleported directly to places they wanted to go, continuing their usual daily lives or their original "task lines."
Take Husky’s toy and game business for example...
During the time when Annan was imprisoned in a nightmare, she had already produced the first batch of finished products.
Back when Annan entered the Lava Forbidden Tower, which was just when he entered the nightmare, Husky had already sent a batch of games to the Lava Forbidden Tower for "beta testing."
—Compared to their initial plan, Husky’s side had become much friendlier. At least it was a legal beta test, not a "physical account deletion" type of closed beta test.
But indeed, she gathered a bunch of important feedback.
Mostly... the Wizards thought the games were too easy.
The more precise feedback Husky received was from Wizard apprentices—they thought that the games Husky sent them were not at a difficulty where "only they could easily grasp but their classmates couldn’t continue playing."
Instead, everyone could play quite well, with nearly even odds of winning.
Different from adult Wizards who paid more attention to the game’s depth, fairness, potential for exploration, and expandability.
A fair amount of Wizard apprentices’ attention was still focused on reality—or rather, because their living areas were so narrow, they mainly focused on "their immediate second social circle."
In other words, for the sake of comparison.
Anyone who has been to school knows that "hierarchies" exist among students. In any country, any region, there are hierarchies based on different divisions.
There are inevitable differences between students.
There are differences in intellectual factors, as well as non-intellectual factors... Differences lead to comparison, group division, isolation, and dominion, ultimately forming a primitive form of society and social interaction.
The same is true within the Wizard’s Tower.
The apprentice Wizards in the Wizard’s Tower are all underage young Wizards in their early teens.
The learning in the Wizard’s Tower is a kind of "boarding system," a highly enclosed lifestyle... Many young Wizards enter the Wizard’s Tower at the age of eleven or twelve and might not leave until they are seventeen or eighteen or even fail to advance and stay until twenty-three or twenty-four.
Their conception of the world outside the Wizard’s Tower had gradually become vague.
They considered the world within the Wizard’s Tower—mainly the small world of Wizard apprentices—to be especially important. freёweɓnovel.com
The most typical would be constantly dragging along someone.
When they fantasize about encountering adventures, they hope to bring their best brothers or beauties along; or when defeating some unexpected great devil and "saving the Wizard’s Tower," they can also take the opportunity to teach their disliked peers a lesson, or perhaps those peers just happen to be attacked and die.
To adults, these demands might seem to have a small scope... But the Wizard apprentices of this era haven’t experienced the era of information explosion; the Wizard’s Tower they live in is their entire world.
For them, the anger of a tutor could be as devastating as the destruction of the world; the distance of relationships amongst friends can seemingly determine the rest of their lives—and this situation continues until they are close to graduation.
As they advance to higher grades, some Wizard apprentices progress to Transcendents early on, becoming Formal Wizards, assisting the tutor in collecting influences, or leaving the Wizard’s Tower for various formal jobs. They break free from the enclosed circle of the Wizard’s Tower, becoming reliable Wizards... and gradually distance themselves from their previous circles.
Unless they keep pace with other adult Wizards—these outstanding young people will then form sufficient Trust and friendship.
It’s more accurate to say that such Trust stems from "understanding" rather than "friendship," because they each know the other’s dark history.
Of course, this outdated "understanding" could also be reversed into betrayal.
After all, people change, and no one will remain in the stage of a Wizard apprentice forever, nor does anyone wish to be viewed by others as the immature apprentice of the past.
Therefore, such relationships often don’t last a few years before breaking apart.
On the other extreme, some Wizard apprentices who fail to graduate even after several years have their old friends gradually leave. Unable to leave but also unable to mix with new friends, they are forced to mature—but this maturity is often Twisted.
Under such circumstances, Wizard apprentices have an eager desire for "comparison."
Due to the highly enclosed environment of the Wizard’s Tower, external factors such as family background, understanding and application of social rules, social connections inherited from their parents’ generation, and future prospects influenced by talent, have all faded significantly...