Chapter 645: The Peak of Artistry of Domestic Single-Player Games(1/3)
"So, what do game makers really want to express?"
"It's actually easy to distinguish."
"The real-life issues reflected in the game are what the official is collecting in Weibo activities. This is the 'mirror' function of the game "Struggle". It uses the method of reproducing realistic elements to allow everyone to pass
This game sees reality."
"But if it completely reflects reality, obviously documentaries or documentary-themed movies will be a better carrier, able to present all the content in front of everyone more objectively."
""Struggle" is a game. The reason why it is used as a carrier is because the producers can combine the content they want to express with the game mechanism!"
"So, those parts that are combined with the game mechanics are what the producers really hint at through this 'mirror'!"
"Next, there is a series of questions and answers. These questions are all unreasonable things that the creators left in the game. It is precisely because they are unreasonable that they are puzzles."
"Everyone can think carefully about the meaning behind them."
"[1] Why is the game divided into a poor version and a rich version, priced separately, and stipulated that buying them together cannot enjoy discounts?"
"On the one hand, it is because pricing itself is a kind of performance art, such as emphasizing that 'there is no second chance in life'. We can choose games, but we cannot actually choose our own lives; on the other hand, it is because the poor are encouraged to buy the rich.
The human version encourages the rich to buy the poor version, so that each other is not limited to their own world, but can truly take on each other's living environment."
"In the game, the living environments of the poor and the rich are so different that they can no longer understand each other at all."
"The rich protagonist asks, why can't poor people take time to spend with their children? Can they be busier than the CEO of a large company?"
"This is because the rich protagonist has never really put himself into the situation of the poor, so he cannot understand why the poor at the bottom are unable to control their own time;"
"The poor protagonist believes that as long as he struggles, he can get a better life. He must learn from outstanding people and change the thinking of the poor, so that he can change his life."
"This is because the poor only see the efforts promoted by the rich, but often ignore the blessings provided by the massive resources behind the rich. Many rich people preach that they have "zero wealth outside of their efforts" and that they are self-made, but
The poor still believe it, why? It’s because the poor have no way of knowing the rich’s connections, way of thinking, educational background, etc., and how much benefit it has brought to the rich.”
"Including the murderer who thought the rich man was a liar, it was also because he originally believed the rich man, but later found out that the rich man only told part of the truth."
"So, this pricing strategy itself encourages the poor and the rich to experience each other's lives in the game, get out of their own cognitive blind spots, and look at this issue from a more comprehensive perspective."
"This approach is to break the dimensional wall and use real-life decisions to determine your experience in the game. This approach can only be achieved by the artistic carrier of games."
"[2] Why does the English name of the game use struggle?"
"This is precisely the beauty of language. If we simply express the meaning of 'struggle', then fight or struggle is obviously better. These two words are more positive, more positive, and more in line with the original meaning of struggle."
"But the word struggle not only means struggle, but also struggle and struggle. Combined with the full English story background, it is easy to find that this is actually a pun: the rich are struggling, while the poor are struggling."
"After understanding this meaning, if you look back at the Chinese translation of 'struggle', it will add a layer of irony. You will know that although they are both struggles, the struggle of the rich and the struggle of the poor are not the same thing at all.
"
"The struggle of the rich is in the misty clouds. If you want to struggle, you can fly up. If you don't want to struggle, you can lie down and wallow. But no matter how you struggle, you are still in the clouds;"
"The struggle of the poor is like a sinking quagmire. Their hard work is just to prevent themselves from sinking further. Once they stop, they will be swallowed up by the quagmire."
"[3] Why are the characters in the game so facial-shaped?"
"When you play the game, you will find that rich people are handsome and glamorous, while different poor people all conform to our stereotypes of this kind of people."
"Even the game's style of painting exaggerates the appearance, demeanor and expression of each character, making them no longer look like a living person, but become facial makeup."
"This is obviously not in line with the theme of the game, because if realism themes want to highlight the sense of reality, they must be as real as possible, and facial makeup characters and exaggerated artistic expressions will weaken this sense of reality."
"On the one hand, it weakens the player's discomfort. On the other hand, it also allows the player not to be too obsessed with the perspective of the character itself, and can look at these issues with a higher dimension and a more detached mentality."
"Facialization is a highly condensed image of each character. At the same time, it also symbolizes that the story of "Struggle" is a highly condensed story of many stories."
"In the game, each facial mask is used to represent a certain type of person, and the game also uses the life of a poor person or a rich person to reflect the lives of all poor people and all rich people."
"And this, like the propaganda method, is obviously an implicit expression rich in symbolic meaning."
"[4] Why does the game have only one ending and it cannot be changed?"
"The rich will be killed no matter what they choose, and the poor will fall into a cycle of poverty no matter what they choose."
"At first, I thought this was a fatalistic thought, implying that no matter how hard people try, they cannot change their destiny."
"But I quickly realized that this was obviously wrong."
"The reason is very simple, because Mr. Pei, the producer of this game, cannot be a person who believes in fatalism!"
"Although Mr. Pei and I have never met, anyone who knows a little bit about the inside story will know that Mr. Pei is different from the rich protagonists in the game. He is truly self-made!"
"From the beginning of "Lonely Desert Highway" to one successful game after another, and then to each industry, we have witnessed the rise of Tenda in the past two years, and no matter how hard we try, we can't find any sign of capital intervention.
, all signs indicate that Pei was born into an ordinary working-class person and started from scratch step by step."
"Mr. Pei himself is a person who changes his life entirely on his own. How can he promote a fatalistic idea?"
"It's like a top student who studies hard and gets 100 points in every test, but tells you every day that studying is useless. Do you believe it?"
"If you use your brain a little bit, you will know that this view is completely untrue!"
"So, why does the game have only one ending and it can't be changed?"
"As I said before, the game uses the life of a poor person and a rich person to reflect the lives of all poor people and all rich people."
"Everyone's life is different. There are huge differences between poor and poor, rich and rich. So once you let go of multiple endings, it will dilute the idea that the game wants to express."
"The game forcibly stipulates the only ending for the poor and the rich. There are two considerations."
"First, like most stories and movies, a single ending can ensure the integrity of the entire story and allow the creator's thoughts to be expressed."
"If you don't limit the ending, you can't make the beginning and end of the game echo each other."
"The kind-hearted rich man ends up in tragedy, and the kind-hearted poor man also ends up in tragedy. The story will be more tense. But if a happy ending is used, the tension of the whole story will be diluted, and the idea that the creator wants to express will be lost."
Off track."
"Second, this is a more advanced form of 'fatalism'. It does not emphasize that people cannot change their own destiny, but emphasizes that in this social environment, an individual's choice cannot change the entire class."
"The rich may die violently, or they may enjoy their old age, and even the vast majority of the rich will enjoy their old age. However, the hatred between classes has been established, and the hatred of the poor towards the rich is irreversible, so 'kill the rich'"
It will become an inevitable event, it is just a matter of 'who kills the rich man' and 'which rich man is killed'."
"The poor may counterattack and become rich, or they may go bankrupt and become beggars, but the relationship between the poor and the rich remains unchanged. Just like in the game, if the poor are always exploited by the rich in various ways, then the poor will always be exploited by the rich in various ways.
Poverty is an inevitable event. Even if there are individual exceptions, looking at the entire group, it will become increasingly unsolvable."
"So, the game deliberately locked the ending, allowing us to open up various branches in the game over and over again, make different choices, and find two versions of hidden plots... but in the end nothing changed."
"Why can't we change the ending? Because the game mechanism is restricting us."
"And by extension, the poor man in the game cannot change his life through struggle because the game mechanism of the entire society is restricting him."
"Here, the dimensional wall of the game is broken again: within a certain set of game rules, no matter how hard you try, you will never become a real winner."
"[5] Only one clothing brand appears repeatedly in the game, what does it mean?"
"Many people should have seen the luxury brand, which is the golden logo of 'll'. This is the only brand that appears in the game. It is a luxury brand run by the father of the rich protagonist and inherited by the rich protagonist. It has also appeared in
on many characters.”
"From a game perspective, players' memory is very limited. If you make two brands, it is likely to be confused, so the best way is to make only one brand to represent luxury goods, and the ones without labels are ordinary products. This is a game
The basic concept of design: Occam’s razor, express a certain content in the most concise way.”
"But this expression is magically integrated into every aspect of the game. It is by no means just a decoration."
"Have you noticed the biggest difference between the rich version and the poor version? In the rich version, no matter how you choose, you will only change from one kind of success to another. In the poor version, you only need to make a slight choice.
If you make a mistake, you will immediately slide down and usher in the end of the poverty cycle early.”
"What's the difference? The game has actually hinted at it, it's the numbers."
"For the poor, life is a long series of numbers, because they must be careful in order to keep the chain of life running. Once a certain number is wrong, it will trigger a chain reaction, causing the entire chain to collapse in an instant, destroying all the previous ones.
All your efforts are instantly wiped out.”
"On the other hand, rich people, no matter what they choose, no matter how much money they spend, they will immediately have more funds to make up for it."
"So, the game mechanism has been controlling the number of game money, constantly 'getting back on track' for the struggling poor, working hard to clear the money number, and finally ushering in the only ending."
"Why do the poor's expenses keep increasing as their income increases? Some people think it's because many poor people lack financial awareness and are brainwashed by consumerism. But we have to note that for many expenditures in the game, we don't have them at all.
Choice.”
"For example, why should a poor person spend a month's salary to buy a luxury suit, a belt and a briefcase? Does he really need these things? Can't cheap things be used?"
"Yes, he really does."
"Because in the game environment, if he wears cheap clothes, he will be rejected and isolated by his colleagues and the people around him, and he will never be able to integrate into that circle."
"This is why many people want to maintain 'decency', because decency is not just a matter of face, but also a matter of real real interests."
"Yes, this is consumerism as we know it."
"The luxury brand is the aggregation of consumerism and a concrete symbol."
"In the game, everyone wears this brand, whether rich or poor. The only ones who don't wear it at all are the homeless and homeless people."
"Once the poor protagonist finds a better job, he must change into luxury, live in a better house, and drive a better car. Because if you don't do this, people around you will use malicious or well-intentioned intentions.
Way to remind you constantly.”
To be continued...