Writing Kit · Case study 02 · Design & live ops
First Intent
初心
In June 2026, Love and Deepspace revealed a sixth love interest and cancelled him eight days later. Most coverage blamed his face. This is a case study of what a character launch really promises players, and the four-layer test I would run before bringing anyone new into a world people love.
- Subject
- Love and Deepspace (Papergames) · the sixth love interest, Valko
- Lens
- Character design, live operations, player trust
- Keywords
- Launch · promise · love · fate
- Use
- A pre-launch test for any character-driven world
Context
Love, as a product
Years ago, a woman wrote online that after being beaten at home, at her lowest, she held her phone and asked: “What do I do, Li Zeyan?” Someone answered with a sneer: isn’t Bai Qi a cop? Why doesn’t he come and save you?
Li Zeyan and Bai Qi are two of the love interests in Mr Love: Queen’s Choice, Papergames’ 2017 hit. The exchange stayed with me because it shows how close these games sit to real life: the people who play them bring everything with them.
Players come from every kind of life. Some are well looked after, some stand firmly on their own, and some are going through a hard stretch and come to the game for a little comfort. Whatever their circumstances, real life doesn’t stay outside when they open the app.
About ten years ago Papergames began making romance games. They are labelled “for women”, but what they really give shape to is something everyone carries: the wish to be loved and cared for. I said the same in a job interview: the longing for love and freedom belongs to everyone. If people come in good faith to experience what love is, rather than to belittle or sexualise a character, the product fits them.
So the question for the people who design and run these games is simple. When you create a new character and launch him, what is in your heart? And why do real-world problems keep spilling into the virtual one?
What happened
Eight days in June
Love and Deepspace launched in January 2024 with three love interests: Xavier, Zayne and Rafayel. Two more, Sylus and Caleb, joined later, and players broadly accepted them. The sixth went differently.
A surprise livestream introduced Valko, a werewolf clan leader and tech chairman, due in version 6.0 on July 9. Within two days the announcement had more than a million comments, a large share of them negative.
The official account answered criticism with jokes along the lines of “Sorry! But look at his shiny eyes…”, and released his trailer on schedule.
The team called him part of the long-term plan and promised more for the existing five. The top reply, liked more than a hundred thousand times: “Not accepted.”
Valko was cancelled outright, with a promise never to add another love interest, and thirty days of compensation.
Overseas, a petition to bring him back passed 220,000 signatures.
Method
Four layers, from looks to love
As in Case 01, I take the event apart in four layers (with a persona comparison inside Layer 2) and question each one in turn. The rule is the same: every layer has to explain something the layer above it can’t. If it doesn’t, I have stopped too early.
| Layer | Question | What to check |
|---|---|---|
| 01Looks | Is he attractive? | Model, style, first impression |
| 02Fit | Does he belong in this world? | Foreshadowing in the main story, visual grammar, timing |
| 03Trust | What does he cost the people already here? | Content backlog, gacha dilution, the team’s tone |
| 04Meaning | What does loving him give the player? | The value he teaches; the part of the player he helps heal |
Layer 1 · Looks
“He’s ugly” is the obvious answer
Most headlines stopped here. His rugged, Western-leaning model stood apart from the five refined leads, and memes comparing him to a footballer spread far beyond the game.
But looks can’t carry the whole explanation. Overseas, the same face drew a petition of more than 220,000 people asking for him back. Same character, opposite verdicts. Whatever decided this, it wasn’t his face.
As a player, I don’t accept that we were wrong. It was never about beauty.
Layer 2 · Fit
A stranger with no door into the story
Players measure a newcomer against the world they already live in. Valko had only indirect mentions in a lore section and no setup in the main story. He didn’t arrive through the story; he was dropped onto it.
His visual grammar was different too. A break in style can work, but only when the story gives a reason for it. Here nothing did. Sylus and Caleb, the two leads added after launch, had been met in the story first, and they were accepted.
Layer 2 · Persona
Five promises and a sixth
A persona in a romance game is more than a job and a look. I read each lead along four lines: who he is, what bond he has with “you”, what emotional promise he makes, and how the story brought him in.
| Lead | Bond with you | Promise |
|---|---|---|
| 01Xavier | Deepspace hunter and partner; a prince of Philos; the fated lover | A gentle love that has been waiting for you |
| 02Zayne | Heart surgeon; the childhood friend who vanished, now your doctor | Calm, restrained care |
| 03Rafayel | Artist born of the sea civilisation Lemuria | Romantic, sensitive love that asks to be loved back |
| 04Caleb | Fleet commander; raised in the same family as you | Lost and found again |
| 05Sylus | Head of the underground organisation in N109; enemy turned ally, set up over the main story | Danger and control, aimed only at you |
| 06Valko | Chairman of EonCore and head of a werewolf clan; no bond with you in the story so far | “Wild free will, yielding only to you” |
What the comparison shows
Each one is first “who he is to you”: the one who waited, the one who left, the one you grew up with. Valko was introduced by title and species: chairman, werewolf.
Danger and control is Sylus’s territory, and Sylus earned it through a long arc. Valko arrived in the same corner without that arc, and his company sits in the network of the story’s main antagonist. A villain turned lover needs time on the page; he had none.
In the preview livestream he enters the home of a woman who lives alone, with a line about letting the wolf in. Players read the five as strongly respectful of the heroine; this read as the opposite.
Wildness that yields to one person, a beast who is also a rational executive: commentators saw real appeal in the contrast. One argued any newcomer would have been rejected at that moment, because the anger was about sharing resources, not about werewolves.
So the persona problem was not that he was a werewolf. It was where he was placed: in an occupied corner, with no bond to the player, and introduced in a scene that cut against how the other five treat her.
Layer 3 · Trust
Every new lover is a new promise
In a romance game the relationship is the product, and a relationship is a promise kept over time. Players were still waiting on the five: by one count the longest-stalled main story had gone more than 500 days without an update, and many bond chapters were unfinished. A sixth lead meant a sixth claim on the same team’s time, and a card pool in which everyone they already loved became harder to draw.
Here is someone new to love.
The ones you already love will wait longer.
Then came the voice. Answering grief with “but his eyes are shiny” told players their concern was being managed, not heard. The first apology answered the feelings and skipped the questions. Trust lost in a week took a cancellation and a permanent promise to stop the bleeding, and even that did not fully repair it.
Layer 4 · Meaning
We didn’t feel love
People mocked players for this game: a socially acceptable sex product, cheap emotional value. But aren’t those part of love too? Love is complicated. It has physical desire and psychological fit, hatred and jealousy, being together and being apart.
Within that complexity, every character in the game is trying to help us repair the most original child in us. Only that child can create love. In a romance game, do we love the character? We love that child.
That is the meaning. That is the first intent.
Each of the five teaches something:
Guard your own heart, even when no one understands you.
Whatever happened in childhood is no excuse to let yourself become a monster.
It is all right to lose your temper and let the child in you out. And how to fight beside someone, and truly trust them.
How to add colour to your own life, and play two roles at once, between the fairy tale and the real world.
How to meet the dullness and weight of life politely, and stay steady, like Sisyphus with his stone.
Valko arrived with a job title and a species: chairman, werewolf. What was missing was one sentence: what will loving him teach me? Without it, players didn’t see a lover. They saw a product, and they declined to pay.
A line that circulated among players makes the same point from the other side: what a character’s love means is not the money you spend on him, but whether your real life goes well.
我们没有感受到爱。所以我们不买单。
“We didn’t feel the love. So we didn’t buy it.”
First Intent · Layer 4Coda
Love, and fate
Case 01 ended on fate: a cause settled before two people ever met, which only has to appear lightly to undo a love deeper than the sea. This game answers back. Asked whether he believes in fate, Sylus says: “信不信又怎么样,不畏惧就行了。” Believe it or not, what matters is not being afraid.
That is what players were asking the studio for. Not a new face, but proof that the love they had already been given was made with intent. Please give us hearts made free by strength and resilience, like theirs. Please give me the courage and wisdom for all of life.
This is a story about love, virtual or real.
Conclusion
A launch is a love letter, or an invoice
Looks were the trigger, but a global petition for the same face rules them out as the cause.
He had no door into the story, and he opened a new promise while old ones stood unpaid.
A character has to be built from love before he can be sold as one. Players can tell the difference.
Toolkit
What I take into my own work
Let the audience meet a character in the story before they meet him in the shop.
Don’t open a new promise while existing ones are visibly overdue.
If a character looks different, let the story say why.
If you can’t finish it, he isn’t ready.
In a crisis, answer the question that was asked.
The same design can be a betrayal to one community and a gift to another.
Find the empty corner, not an occupied one, and give the newcomer a bond with the player before he gets a price.
I use the same test on Row. Every time he takes a new role in my stories, I ask what this version of him gives the reader that the others don’t.
Notes
- Series
- Writing Kit: short case studies on how stories move people
- Subject
- Love and Deepspace (Papergames / Infold Games, 2024–), version 6.0 announcement, June 2026
- Sources
- The studio’s open letters of June 28 and 30, 2026; reporting and commentary by The Paper, The Beijing News, TMTPost, DoNews, 18183, Tencent News and PocketGamer.biz
- Context
- Mr Love: Queen’s Choice (Papergames, 2017)
- Figures
- My own diagrams. No game art is reproduced.
- Writer
- Jingwen Li
写作工具箱 · 案例 02 · 设计与运营
初心
First Intent
2026 年 6 月,《恋与深空》公开了第六位男主,八天后又取消了他。大多数报道把原因归结为他的长相。这是一份关于“新角色上线到底向玩家承诺了什么”的案例分析,也是我在把任何新角色带进一个被人爱着的世界之前,会做的四层检验。
- 对象
- 《恋与深空》(叠纸)· 第六位男主敖尹
- 视角
- 角色设计、游戏运营、玩家信任
- 关键词
- 上线 · 承诺 · 爱 · 命运
- 用途
- 任何以角色为核心的世界都可以用的上线前检验
背景
被产品化的爱
很久之前,有一个现实中的女孩子在被家暴之后说,自己最难过、最痛的时候,也会抱着手机问:“怎么办啊,李泽言?”然后被恶劣地质问:白起不是警察吗?他怎么不来救你?
李泽言和白起是叠纸 2017 年《恋与制作人》中的两位男主。这段对话让我一直记得,因为它说明了这类游戏离现实有多近:玩家会把自己的生活一起带进来。
玩家来自各种各样的生活。有人被家人好好照顾着,有人能靠自己稳稳站住,也有人正处在一段艰难的日子里,来游戏里寻找一点安慰。不管处境如何,打开游戏的时候,现实并不会留在门外。
大概十年前,叠纸开始做恋爱游戏。它们被称作女性向,但真正被描绘出来的,是每个人心底都有的东西:想被爱、被关心的渴望。面试里我也这样讲:对爱与自由的渴求,属于每一个人。如果人愿意满怀善意来体验“爱到底是什么”,而不是来贬低、性化任何角色,那么这个产品就契合。
所以,问题很简单:作为设计与运营,你们在新角色创作、上线的时候,怀着的初心到底是什么?为什么会导致现实问题蔓延到虚拟世界?
事件经过
六月的八天
《恋与深空》于 2024 年 1 月公测,开局有沈星回、黎深、祁煜三位男主。之后秦彻和夏以昼陆续加入,玩家总体接受良好。第六位却完全不同。
一场突击直播公开了第六位男主敖尹:狼人家族首领、科技公司董事长,预计 7 月 9 日随 6.0 版本上线。两天之内,官宣微博下的评论超过一百万条,负面评论占比很高。
官方账号用“对不起!但是他眼睛亮亮的……”一类的俏皮话回应质疑,并按原计划发布了他的 PV。
制作组称他是长期规划的一环,并承诺继续推进现有五位男主的内容。点赞超过十万的最高赞回复只有三个字:“不接受”。
敖尹的上线与开发被直接取消,官方承诺以后不再推出新男主,并发放 30 天登录补偿。
在海外,要求让他回来的请愿签名超过了 22 万。
方法
四层拆解:从长相到爱
和案例 01 一样,我把这件事拆成四层(第二层里加入人设对比),逐层追问。原则也一样:每一层都必须能解释上一层解释不了的东西。如果做不到,就说明我停得太早了。
| 层级 | 追问 | 检查什么 |
|---|---|---|
| 01长相 | 他好看吗? | 建模、画风、第一印象 |
| 02契合 | 他属于这个世界吗? | 主线铺垫、视觉语言、时机 |
| 03信任 | 他会让已经在这里的人付出什么? | 产能欠账、卡池稀释、官方的语气 |
| 04意义 | 爱他,能给玩家什么? | 他教会我们的东西;他帮玩家修复的那一部分 |
第一层 · 长相
“丑”是最显而易见的答案
大多数报道停在了这里。他硬朗、偏欧美的建模和五位精致的男主格格不入,拿他和足球运动员比较的梗图很快传出了游戏圈。
但长相解释不了全部。在海外,同一张脸换来了超过 22 万人请愿让他回来。同一个角色,完全相反的结论。决定这件事的,不是他的脸。
作为玩家,我不承认我们错了。与美丑无关。
第二层 · 契合
一个没有门的陌生人
玩家会拿新角色和自己已经生活其中的世界作比较。敖尹只在“世界深处”板块里被间接提到过,主线里没有任何铺垫。他不是从故事里走进来的,而是被空降到故事上面的。
他的视觉语言也不一样。画风的断裂可以成立,但前提是故事给出理由。这一次什么都没有。公测后加入的秦彻和夏以昼,玩家都是先在故事里遇见了他们,所以接受了他们。
第二层 · 人设
五个承诺,和第六个
恋爱游戏里的人设,不只是职业和长相。我从四条线来读每一位男主:他是谁、他和“你”有什么羁绊、他给出什么情感承诺、故事是怎么把他带进来的。
| 男主 | 与你的羁绊 | 情感承诺 |
|---|---|---|
| 01沈星回 | 深空猎人、搭档;菲罗斯星王子;宿命恋人 | 温柔而不外露、一直在等你的爱 |
| 02黎深 | 心外科医生;少年时消失的青梅竹马,重逢后成为你的主治医生 | 冷静、克制的照顾 |
| 03祁煜 | 出生于海洋文明利莫里亚的天才艺术家 | 浪漫、敏感、会索取爱 |
| 04夏以昼 | 远空舰队执舰官;和你在同一个家庭长大 | 陪伴,以及失而复得 |
| 05秦彻 | N109 区暗点组织首领;亦敌亦友,在主线中长期铺垫 | 只对你的危险感与掌控感 |
| 06敖尹 | EonCore 科技董事长、狼人家族首领;目前故事里和你没有羁绊 | “野性的自由意志,只向你臣服” |
对比之后看到的
每一位首先是“他对你来说是谁”:等你的人、离开过的人、和你一起长大的人。敖尹是被头衔和物种介绍出来的:董事长,狼人。
危险与掌控是秦彻的领地,而秦彻是通过主线里漫长的铺垫赢得它的。敖尹落在同一个角落,却没有这段铺垫;他的公司还处在主线反派的利益网络里。反派转正需要篇幅,他一点都没有。
在前瞻直播里,他以狼人身份闯入独居女性的家中,说出“引狼入室有什么不好”。玩家眼中的五位男主,对女主都有很强的尊重感;这一幕恰好相反。
只向一个人臣服的野性、狂野又理性的董事长,评论者看到了这种反差的魅力。也有人认为,在那个时间点,任何新男主都会被抵制,因为愤怒针对的是分流资源,而不是狼人题材。
所以人设的问题不在于他是狼人,而在于他被放在了哪里:一个已经有人的角落,和玩家没有羁绊,并且用一场与其他五位对待女主方式相反的戏登场。
第三层 · 信任
每一个新恋人,都是一个新承诺
在恋爱游戏里,关系就是产品,而关系是需要时间兑现的承诺。玩家还在等那五位:据报道,更新最慢的主线已经五百多天没有更新,大量牵绊章节没有完成。第六位男主意味着同一个团队的时间要再分出一份,也意味着卡池里每一位玩家已经爱着的人,都更难抽到。
这里有一个新的人可以爱。
你已经爱着的那些人,要等更久了。
然后是语气。用“但是他眼睛亮亮的”回应玩家的难过,等于告诉玩家:你的担心正在被安抚,而不是被听见。第一次道歉回应了情绪,却跳过了问题。一周内失去的信任,最后要靠取消上线和一个永久的承诺才止住,而即使这样,也没能完全修复。
第四层 · 意义
我们没有感受到爱
那到底什么是爱呢?玩这个游戏的时候,被很多人调侃:合理的性产品,低俗的情绪价值……可这些不是爱吗?爱是复杂的,有生理冲动,也有心理契合;有恨,也有嫉妒;有在一起,也有分开。
但在复杂之中,游戏里的每一个角色,都在试图帮我们修复那个最原始的小孩。只有那个小孩才能创造出爱。恋爱游戏爱的是角色吗?爱的是这个小孩。
这就是意义。这就是初心。
五位男主,各自教会了我们一些东西:
即便被所有人不理解,也要守护自己的心。
不管童年经历了什么,都不是任由自己变成怪物的理由。
可以发脾气,释放孩子气的一面;也教会我们如何与他人并肩作战,如何真正地信任他人。
如何为自己的人生增添一抹童话色彩,如何在童话与现实的世界之间扮演双重的角色。
如何礼貌地应对生活的无趣与苦闷,在西西弗斯推石的命运中,依旧保持沉稳耐心。
敖尹带着一个职位和一个物种来到玩家面前:董事长,狼人。缺的是一句话:爱他,能教会我什么?没有这句话,玩家看到的就不是恋人,而是一个产品。所以玩家拒绝买单。
玩家之间流传的一句话,从另一面说了同样的事:角色爱你的意义,不在于你给他花了多少钱,而在于你在现实中能不能过得开心顺利。
我们没有感受到爱。所以我们不买单。
“We didn’t feel the love. So we didn’t buy it.”
初心 · 第四层尾声
爱与命运
案例 01 停在了命运上:一个在两人相遇之前就已注定的原因,只需轻轻现身,就能瓦解比海还深的情感。这个游戏给了另一种回答。被问到是否相信命运时,秦彻说:“信不信又怎么样,不畏惧就行了。”
这正是玩家想向制作组要的东西:不是一张新的脸,而是证明那份已经给出的爱,是带着初心做出来的。请赐予我们像他们一样因强大和坚韧而自由的心。请赐予我全部生活的勇气和智慧。
这是关于爱的故事。无关虚拟与现实。
结论
上线是一封情书,或者一张账单
长相是导火索,但海外玩家为同一张脸请愿,说明它不是原因。
他没有进入故事的门;旧的承诺还没兑现,又开了一个新承诺。
一个角色必须先被爱着创造出来,才能被当作恋人卖出去。玩家分得出来。
工具箱
带进我自己创作的方法
让观众先在故事里遇见角色,再在商店里遇见他。
已有的承诺明显逾期时,不要开新的承诺。
如果一个角色长得不一样,让故事说明为什么。
如果这句话写不完,他就还没准备好。
危机里,回答对方真正问的问题。
同一个设计,对一个社群是背叛,对另一个社群可能是礼物。
找空着的位置,而不是已经有人的位置;在给他定价之前,先给他一段和玩家的羁绊。
我也用同样的检验对待 Row。每一次他在我的故事里换一个身份,我都会问:这一个版本的他,能给读者什么别的版本给不了的东西?
备注
- 系列
- 写作工具箱:关于故事如何打动人的短篇案例分析
- 对象
- 《恋与深空》(叠纸,2024–),2026 年 6 月 6.0 版本宣发
- 资料
- 《恋与深空》制作组 2026 年 6 月 28 日与 30 日的公开信;澎湃新闻、新京报、钛媒体、DoNews、18183、腾讯新闻、PocketGamer.biz 的报道与评论
- 背景
- 《恋与制作人》(叠纸,2017)
- 图
- 均为自绘示意图,未使用任何游戏美术素材。
- 作者
- Jingwen Li