Given the multitude of characters and storylines, multiple countries or regions became necessary; otherwise, there wouldn't be enough structure to support such an expansive universe.
However, if you continue to develop along the lines of multiple countries, it's easy to make the game exciting.
Each country could be characterized by a representative element, from which themes and architectural styles could be designed, providing a wide range of materials for inspiration.
Furthermore, the alignment of characters with elements enhanced character recognition.
In this respect, if done well, it could actually hinder the collection of players' negative emotions.
At this point, Qin Fengliang's cunning idea emerged.
"President Li, here's what I'm thinking.
"Firstly, we don't have to strictly design the countries and regions according to the elements; not all elements need to have an equal standing.