分级阅读 · A2 · EN
让游戏公平的计时器
When Lina started making a small mobile game, she wanted players to feel excited, not tired.
Her first design had a bright red button that appeared every second, and players had to tap it as fast as possible.
At first, people loved the challenge, but after five minutes they said the game felt like work.
Lina watched their faces and noticed that their eyes moved quickly and their shoulders became tight.
She learned that attention is not a simple switch; it rises and falls like a wave.
So she added short quiet moments between the fast parts, letting players rest their eyes and breathe.
She also changed the red button to a soft blue circle that grew slowly, which made people focus on timing instead of speed.
Players stayed longer and made fewer mistakes.
Lina's teacher explained that good game design respects the human brain, because attention needs rhythm, not constant pressure.
Now Lina tests every new level with a small group and asks one simple question: does this feel fair?
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共 3 题,答完自动计入你的能力雷达(仅记录维度正确率,不排名)。
1. What did Lina's first game ask players to do?
2. Why did Lina add quiet moments to the game?
3. What can we infer about good game design from the text?

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