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Chapter 645: The Peak of Artistry of Domestic Single-Player Games(2/3)

"Malicious people will avoid you, exclude you, and prevent you from entering certain circles; kind people will remind you and tell you why you need these things."

"So, both the poor protagonist and the player have no choice. This is another design that breaks the dimensional wall."

"You are angry because you clearly made the right choice, but you still can't save money. Yes, the poor protagonist in the game feels the same as you."

"What's even more ironic is that the rich protagonist never wears luxury. Is it because he is more self-disciplined? No."

"Because he is the son of the president of Luxury. He has a private horse farm. So what does it matter if he wears Luxury? No one doubts whether he can afford it. It is normal for him to wear it, and he supports his own brand;

Not wearing anything is the virtue of simplicity."

"The rules and regulations for the poor do not exist for the rich, because no matter what the rich choose, under the blessing of a specific halo, it will become a virtue."

“Think even deeper, the rich don’t wear luxury, but they are using the high profits of this brand to harvest all the poor indefinitely. The rich are desperately advocating consumerism, and the quality of luxury goods makes you feel like yourself.

By using luxury, you can have the same life as the rich, and even the entire group has formed a consensus that will spontaneously exclude poor people who cannot afford luxury. This in itself creates a cage for the poor and identifies a poor person.

The rules of the game cannot be broken, no matter what the choice, the rich will win."

"It's like playing dice. The poor are trying their luck, but the rich will always end up with six points no matter how they roll."

"[6] Are there really only two classes in the game?"

"Obviously not."

"I believe many people are trying their best to find the connection between the rich protagonist and the poor protagonist. They may even think that the rich protagonist was killed by the poor protagonist or the poor man's son."

"But the game is trying so hard to deny that. You can't find any connection between the poor and the rich."

"Why? Because this is not a complete closed loop."

"There is actually a third class in the game, which is the 'homeless'. You will find that it is the link that connects the entire closed loop. It actually runs throughout the game and is everywhere."

"In the beginning and ending of the rich version, the people who kidnapped the protagonist's mother and killed the protagonist are homeless people."

"In the beginning and ending of the poor man's version, the protagonist's father worked hard to prevent the protagonist from becoming a homeless person, so the protagonist is grateful to his father; and the protagonist struggled all his life and deceived his son to continue struggling, all in order to make himself

Don’t become homeless with your kids.”

"Just like my previous metaphor, in this game, there are not only the rich in the clouds and the poor struggling in the mire, but also the homeless who are completely swallowed up at the bottom of the mire."

"The poor told us from the beginning that these people at the bottom of the quagmire are dropouts from cesspool middle schools, prisoners in prisons, beggars and mental patients on the subway. They die socially after receiving relief, and their hands and feet are not healthy.

A homeless person who can only live on the streets for the rest of his life."

"Once poor people give up, they will become homeless, so they have to struggle hard in the quagmire. If you struggle, you may not be able to climb up, but if you don't struggle, you will definitely sink."

"The faster you give up, the faster you sink."

"So, why did the poor protagonist say those words to his child? Doesn't he know that he has been deceived by his father's lies his whole life?"

"Maybe he was lucky and thought his child would be different. Maybe he just had to tell this lie."

"Because if he tells his children that struggle is useless, then his children will sink and become one of the homeless, and the protagonist knows very well what a miserable life it will be."

"So, the poor protagonist has no choice but to tell his children to struggle. If you look at the results, this kind of struggle is meaningless because it cannot get you to the clouds; but if you look at the bottom of the quagmire,

You will know that this kind of struggle is meaningful, and it at least prevents you from sinking."

"What about the rich?"

"The rich protagonist almost died when he was born, but he never believed what his father said. He met poor friends. He worked hard to write books and wanted to help those poor people change their destiny."

"But he didn't realize that it was not the poor who kidnapped his mother, but the homeless; it was not the poor who killed him, but the homeless; he could be friends with the poor in college, but he

It’s impossible to take another look at a beggar in the subway.”

"So, he thinks that the rich can be friends with the poor, which is correct; but he does not realize that it is the rich and the homeless who are truly incomprehensible and become two species, while the poor just appear out of nowhere.

In the part of the quagmire that he could see, there were more people slowly rotting under the quagmire, but he couldn't see it in the clouds."

"The most ironic thing is that what makes the poor homeless are precisely the rules of the game set by the rich."

"So, the homeless man calls the rich protagonist a liar, because in the homeless man's eyes, this man preaches struggle while taking everything away from him."

"And this, the rich protagonist will never understand."

"[7] In the game, there is only one relationship between the poor and the rich. So, how many relationships between the poor and the rich are there that Mr. Pei wants to express?"

"This is the last question, and it is also the last thing the game makers want to express after taking into account all the above details."

"Actually, Mr. Pei has already expressed this aspect."

"Do you still remember the movie "Better Tomorrow"? It was a more tragic scene than "Struggle"."

"It is conceivable that if the society in "Struggle" develops for a few more decades, it will become "Better Tomorrow"."

"In "A Better Tomorrow", there is an easter egg at the end where someone throws a gun into the protagonist's room. The implication is very obvious that when social conflicts reach the level of "A Better Tomorrow", the poor have the only choice."

"But in "Struggle", there is no similar choice because the environments they describe are different and the emphasis they want to express is different."

"Violent resistance cannot cure all diseases and is not the best choice in any situation. In the environment of "Better Tomorrow", this may be an option, but in "Struggle", this possibility does not exist

Soil. We can imagine that even if this poor man chooses to fight, he will only become the next murderer who will be locked up for saying "liar", and will be condemned and criticized by tens of thousands or hundreds of thousands of people, which will only make his situation worse.

It gets worse."

"So, is there a third situation?"

"Actually, there is. It is the real world we live in."

"In the game, poor people don't have a way up, but in reality, we do."

"In the game, poor people can't fight consumerism, but in reality, we actually can."

"In reality, most people don't actually define a person by his clothing, clothing and luxury goods - except for a few people who are deeply influenced by consumerism."

"So, solutions that don't exist in the game do exist in reality."

"In the game, the poor have no choice but to continuously increase their consumption level. Eventually, due to an unexpected factor, the numbers in a certain link are wrong, and everything collapses and returns to zero."

"But in reality, we have choices. We can reject consumerism, continue to save money, complete the initial accumulation of wealth, and change our destiny through struggle."

"If you have hands and feet and work hard to get rich, you can get out of the quagmire."

"In the game, no one tells the rich and the poor what they should do."

"But in reality, someone is telling us what we should do. The game "Struggle" tells us what we should do by breaking the dimensional wall."

"It actually tells us that we should work hard in the real world, because our current struggle is meaningful."

"Many people complain that we live in hell just because they have never seen a real hell."

"And after seeing the world in "Struggle", we will realize that we are actually already living in paradise."

"Although this paradise is not so perfect, at least we are still full of hope."

"Many players do not understand the plots in the game well because these plots do not conform to our real life, so they feel alienated and feel that the choices of the characters are very weird."

"And this actually proves that the things we take for granted are actually a great blessing."

"Using the game "Struggle" makes us realize the happiness of real life, and encourages us to cherish the present and work hard. This is the deep meaning of the game producers in making this game."

"For all game makers, "Struggle" is a textbook-level work because it repeatedly breaks the dimensional wall in various ways and truly expresses the greatest advantage of games as the ninth art: among other art forms

, you are just a spectator, and in the game, you are a participant."

"And many things can only be seen clearly from the perspective of the participants."

"This practice of repeatedly breaking the dimensional wall means that the producer's ability to control the artistry of the game has reached the pinnacle and is extremely proficient. Every detail has its own meaning."

"So, back to the original question."

"How does "Struggle" surpass the four basic game theories even though it seems to violate these four basic theories?"

"The purpose of choosing a misplaced publicity method is to break the dimensional wall and make the publicity method a part of the game content;"

"Interactive movie games that choose realistic themes may seem unpopular, but they actually provide convenience for breaking the dimensional wall and build a bridge between games and reality;"

"The private goods contained in the game may make people feel uncomfortable at first glance, but the deeper you dig, the more inspired you will be. You may suffer in the game, but you can gain happiness in reality;"

"Its existence is not to tap needs, but to create needs. In fact, most people don't realize that we need to understand these principles in order to live a good life. So after understanding all this, we will suddenly realize that we

This game is needed.”

"So I think that "Struggle" is the highest artistic peak of domestic stand-alone games so far. It is even a precious spiritual wealth for players."



After finishing the last sentence, He An still felt that there was still something left to be desired.

He seemed to have a lot more to say.

In fact, there are many details in the game "Struggle", and each detail can be expanded into hundreds or thousands of words in detail.

But He An decided to stop there because Tenda’s official Weibo attitude was very clear.

The reason why the game is all-encompassing and has countless details is because it itself has the function of a "mirror". Analyzing these details is actually analyzing reality, and reality cannot be completely analyzed.

These should be completed by all the players on Weibo.

He An believes that his mission is to analyze the top design concepts in games from the perspective of a game designer and drive the progress of the entire domestic game industry. At the same time, he also analyzes the deep meanings that game makers want to express in games.

meaning.
To be continued...
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