To become the richest man from the beginning of the game
Chapter 644 The highest peak of domestic stand-alone game artistry
Chapter 644 The highest peak of domestic stand-alone game artistry
"So, what is the content that the game maker really wants to express?"
"That's actually a pretty good distinction."
"The real problems reflected in the game are the content that the official is collecting in the Weibo event. This is the function of the 'mirror' of the game "Struggle". By reproducing the elements of reality, everyone can pass through This game sees reality."
"But if it fully reflects reality, it is clear that documentaries or documentary-themed movies will be a better carrier that can present all the content in front of everyone more objectively."
"And "Struggle" is a game. The reason why the carrier of the game is used is because the producer can combine the content he wants to express with the game mechanism!"
"So, those parts that are combined with the game mechanism are what the producer really hints through this 'mirror'!"
"Next, there are a series of questions and answers. These questions are the unreasonable parts left by the producer in the game. It is precisely because they are unreasonable that they are puzzles."
"Everyone can think about the meaning behind them."
“[1] Why is the game divided into a poor version and a rich version, priced separately, and it is stipulated that there is no discount for buying together?”
"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 the game, but we cannot actually choose our own life; on the other hand, it is because the poor are encouraged to buy the rich People version, encourage the rich to buy the poor version, so that each other is not stuck in their own world, but can truly substitute into each other's living environment."
"In the game, the living environment of the poor and the rich is so different that they can't understand each other at all."
"The rich man asks why the poor can't spare time to spend with their children. Can they be busier than the president of a big company?"
"This is because the protagonist of the rich has never really brought himself into the situation of the poor, so he cannot understand why the poor at the bottom cannot control their own time;"
"The protagonist of the poor believes that as long as he struggles, he can get a better life, 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 of the rich, but often ignore the blessings provided by the massive resources behind the rich. Many rich people advocate that they have 'zero wealth beyond hard work' and advocate that they start from scratch, while The poor still believe it, why? It’s because the poor can’t know how much the rich’s connections, ways of thinking, educational background, etc. have brought to the rich.”
"Including the murderer who believed that the rich were liars, because he believed the rich at first, but later discovered that the rich only told part of the truth."
"So, this pricing strategy itself is to encourage the poor and the rich to experience each other's life 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-world decisions to determine your experience in the game. This approach can only be achieved by the artistic carrier of the game."
"[2] Why is the English name of the game STRUGGLE?"
"This is exactly the beauty of the language. If it simply expresses the meaning of 'struggle', then fight or strive is obviously better. These two words are 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 background of the story in English, it is easy to find that this is actually a pun: the rich are struggling, while the poor are struggling."
"After understanding this layer of meaning and looking back at the Chinese translation of 'struggle', it will add a layer of irony, and you will know that although they are all struggles, the struggles of the rich and the struggles 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 roll, but no matter how you struggle, you are still in the clouds;"
"The struggle of the poor is a sinking quagmire. Hard work is just to prevent yourself from falling further. Once you stop, you will be swallowed by the quagmire."
"[3] Why are the characters in the game so facialized?"
"When playing games, everyone will find that rich people are handsome and glamorous, while different poor people conform to our stereotype of such 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 a face."
"This is obviously not in line with the theme of the game, because if the realistic theme wants to highlight the sense of reality, it must be as real as possible, and the facial characters and exaggerated art performance will weaken this sense of reality."
"On the one hand, it weakens the player's sense of 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 face is used to represent a certain type of people, and the game also uses the life of a poor person and a rich person to reflect the lives of all the poor and all the rich."
"And it's obviously a symbolic implicit expression, just like the way it's advertised."
"[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 it was a kind of fatalistic thinking, which implied that no matter how hard one tried, one could not change one's own destiny."
"But I quickly realized that was clearly wrong."
"The reason is very simple, because Mr. Pei, the producer of this game, cannot be a person who believes in fatalism!"
"Although I have never met Mr. Pei, anyone with a little knowledge of the inside story will know that Mr. Pei is different from the rich protagonist in the game. He is truly self-made!"
"From "The Lonely Desert Highway", to a series of successful games, 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 cannot find any signs of capital intervention , all indications are that Pei was always born in an ordinary working class, completely step by step, self-made."
"Mr. Pei himself is a person who changes his life completely by himself. How could he preach a fatalistic idea?"
"It's like studying hard and getting 100 points in every exam, but telling you every day that studying is useless, do you believe it?"
"If you use your brain a little, you will know that this view is completely untenable!"
"Then, why does the game have only one ending, and it cannot be changed?"
"As I said before, the game is using the life of one poor person and one 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 ideas that the game wants to express."
"The game forcibly stipulates the only ending for the poor and the rich, and there are two considerations."
"First, like most stories and movies, a single ending can keep the integrity of the whole story and allow the creator's thoughts to be expressed."
"If you don't define the ending, you can't make the beginning and the end of the game echo each other."
"The kind rich man ends in tragedy, and the kind poor man also ends in tragedy. The story will have more tension, but if a happy ending is used, the tension of the whole story will be diluted, and the thoughts that the creator wants to express will be lessened. Off track."
"Secondly, this is a more advanced form of 'fatalism'. It does not emphasize that people cannot change their own destiny, but that in this social environment, an individual's choice cannot change the entire class."
"The rich may die violently, or enjoy their old age, and even the vast majority of the rich will enjoy their old age. However, the hatred between the classes has been established, and the hatred of the poor against the rich has been irreversible, so 'kill the rich' It becomes an inevitable event, just a matter of 'who kills the rich' and 'which rich man kills'."
"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 the same. 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, from the perspective of the whole group, it will become more and more unsolvable."
"So, the game deliberately locked the ending, let us open up various branches in the game over and over again, make different choices, and find the hidden plots of the two versions... In the end, nothing changed."
"Why can't we change the ending? Because the game mechanism is restricting us."
"The extension is that the poor in the game cannot change their lives through struggle because the game mechanism of the entire society is restricting him."
"Here, the dimensional wall of the game is broken again: in a certain game rule, no matter how hard you try, you will never be a real winner."
“[5] Only one clothing brand appears repeatedly in the game, what does it represent?”
"Many people should have seen the brand luxury, which is the golden logo of 'LL'. This is the only brand that appears in the game. It is a luxury brand managed by the rich protagonist's father and inherited by the rich protagonist. It also appeared in on many people."
"From the perspective of the game, the player's 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 represent luxury goods, and the ones without labels are ordinary products. This is the game The basic concept of design: Occam's razor law, express a certain content in the most concise way."
"But this kind of expression is magically integrated into all aspects of the game. It is not just a decoration."
"Have you noticed the biggest difference between the rich version and the poor version? The rich version, no matter how you choose, will only change from one kind of success to another. And the poor version, you only need to choose a little If you make a mistake, you will immediately slide down and usher in the end of the cycle of poverty ahead of schedule.”
"What's the difference? The game has already hinted at the numbers."
"For the poor, life is a long series of numbers, because careful calculation is necessary to keep the chain of life running continuously. Once a certain number is wrong, it will trigger a chain reaction, causing the entire chain to collapse instantly. Efforts are wiped out in an instant.”
"In contrast to the rich, no matter how 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 money in the game, constantly 'setting the struggling poor back on track', trying to make the money number clear, and finally ushering in the only ending."
"Why do the poor's expenses continue to increase as their income increases? Some people think that it is because many poor people lack financial awareness and are brainwashed by consumerism. But we must note that many of the expenditures in the game, we have no option."
"For example, why does a poor man spend a month's salary on a luxury suit, a belt and a briefcase? Does he really need these things? Can cheap things not be used?"
"Yes, he really does."
"Because in the environment of the game, if he wears cheap clothes, he will be rejected and isolated by his colleagues and people around him, and he will never be able to integrate into that circle."
"That's 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 cohesion of consumerism and a concrete symbol."
"In the game, people who are rich or poor wear this brand. The only people who don't wear it at all are the homeless and the homeless."
"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, the people around you will use malicious or kind words. way, constantly reminding you."
"Malicious people will avoid you, reject you, and prevent you from entering certain circles; kind people will remind you and tell you why you need these things."
"So, whether it is the poor protagonist or the player, they have no choice. This is another design that breaks the dimensional wall."
"You are very angry, because you have made the right choice, but still can't save money. Yes, the poor protagonist in the game is in the same mood as you."
"What's even more ironic is that the wealthy protagonist never wears luxury. Is it because he is more self-disciplined? No."
"Because he is the son of the president of Luxury, and he owns a private horse farm, so what if he wears Luxury? No one doubts whether he can afford it. It's normal for him to wear it, and he supports his own brand; Not wearing it is a virtue of simplicity."
"The rules and regulations for the poor do not exist for the rich at all, because no matter what the rich choose, under the blessing of a specific aura, it will become a virtue."
"Thinking about it even deeper, the rich don't wear luxury, but they are using the high profits of this brand to harvest all the poor infinitely. The rich are desperately advocating consumerism and the sense of quality of luxury goods, making you feel like yourself Using luxury can have the same life as the rich, and even the entire group has formed a consensus that they will spontaneously reject the poor who cannot afford luxury. This in itself creates a cage for the poor and defines a poor person. The rules of the game cannot be broken, no matter how you choose, the rich will win."
"It's like playing craps, where the poor are playing for their luck, and the rich get six points on each side no matter how they roll it."
"[6] Are there really only two classes in the game?"
"Obviously not."
"I believe that many people are trying their best to find the connection between the rich protagonist and the poor protagonist, and even feel that the rich protagonist was killed by the poor protagonist or the son of the poor."
"But the game is desperately denying 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, and it actually runs through the game and is everywhere."
"The beginning and ending of the rich man's version, hijacking the protagonist's mother and killing the protagonist are all homeless."
"In the beginning and ending of the poor man's version, the protagonist's father worked hard to keep the protagonist from becoming a homeless person, so the protagonist is grateful to his father; while the protagonist struggled all his life, and the son who deceived himself continued to struggle, all for the sake of making himself And kids don't become homeless."
"Like my previous analogy, in this game, there are not only rich people in the clouds and poor people struggling in the quagmire, but also homeless people who are completely swallowed up at the bottom of the quagmire."
"The poor told us from the beginning that these people at the bottom of the quagmire are the dropouts from the cesspool middle school, the prisoners in the prison, the beggars and mental patients on the subway, the social death after taking the relief, and the health of their hands and feet. A homeless man who can only live on the streets for the rest of his life."
"Once the poor give up, they will become homeless. That's why they have to struggle hard in the quagmire. Struggling, 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 that to the child? Doesn't he know that he has been deceived by his father's lies all his life?"
"Maybe, he has a fluke mentality, thinking that his children will be different, maybe, he just has to tell this lie."
"Because if he tells the child that struggle is useless, then his child will sink down and become one of those homeless people, and the protagonist knows exactly 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 can't get you to the clouds; but if you look at the bottom of the quagmire, You just know that this kind of struggle is meaningful, at least it keeps you from sinking."
"And what about the rich?"
"The protagonist of the rich man almost died when he was born, but he never believed what his father said. He made friends with poor people. He worked hard to write books and wanted to help those poor people change their destiny."
"But he didn't realize that it wasn't the poor who hijacked his mother, but the homeless; that it wasn't the poor who killed him, but the homeless; that he could be friends with the poor in college, but It is impossible to take a second look at the beggars in the subway.”
"So, he thinks that the rich can be friends with the poor, which is true; but he doesn't realize that it is the rich and the homeless who really can't understand and become two species, and the poor, just emerge The part of the quagmire that he can see, and more people slowly rotting under the quagmire, he cannot see in the cloud."
"The irony is that it is the rules of the game set by the rich that make the poor homeless."
"So, the homeless guy said the rich guy is a liar, because from the homeless guy's point of view, this guy is advocating struggle while taking everything away from himself."
"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 kinds of relationships are there between the poor and the rich that Mr. Pei wants to express?"
"This is the last question, and it is also the last content that the game maker wants to express after combining all the above details."
"In fact, Mr. Pei has already stated the content of this aspect."
"Do you still remember the movie "A Better Tomorrow"? It was a more tragic scene than "Struggle"."
"It is conceivable that if the society in "Struggle" develops for a few decades, it will become "Beautiful Tomorrow"."
"In "A Better Tomorrow", there is an easter egg at the end. Someone threw a gun into the protagonist's room. The implication is obvious, that is, when social conflicts reach the level of "A Better Tomorrow", the poor have only one choice."
"In "Struggle", there is no similar choice, because the environments they describe are different, and the emphases to be expressed are different."
"Violent resistance cannot cure all diseases, and it is not the best choice in any situation. In the environment of "A Better Tomorrow", this may be an option, but in "Struggle", there is no such possibility Soil. We can imagine that even if this poor person chooses to fight, he will become the next murderer who is locked up for saying "liar" and condemned and criticized by tens of thousands or hundreds of thousands of people. got worse."
"So, is there a third situation?"
"Actually, there are, it is the real world we live in."
"In the game, the poor don't have an upward path, but in reality, we do."
"In the game, the poor can't fight consumerism, but in reality, we can."
"In reality, most people don't actually define a person by their 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 levels. In the end, due to some accidental factors, 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, we can keep saving 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, rich and poor are not told what to do."
"But in reality, someone is telling us what to do. The game "Struggle" is telling us what to 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 are living in hell, just because we have never seen the real hell."
"And after seeing the world in "Struggle", we will realize that we are already living in heaven."
"Although this paradise is not so perfect, at least we are still full of hope."
"Many players don't understand the plots in the game very well, because these plots do not conform to our real life, so there will be a feeling of estrangement, and the choice of characters in it will be very weird."
"And this actually just proves that what we take for granted is actually a great happiness."
"Using the game "Struggle" makes us realize the happiness in real life, and encourages us to cherish the present and work hard. This is the deep meaning of the game creators 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 represents that the producer's ability to control the game's artistry has reached the pinnacle, and every detail has its meaning."
"So, back to the original question."
"How does "Struggle" go beyond the four basic game theories on the premise that it seems to violate these four basic theories?"
"Choosing a misplaced promotion method is to break the dimensional wall and make the promotion method a part of the game content;"
"The interactive movie game that chooses realistic themes seems to be unpopular, but it actually provides convenience for breaking the dimensional wall and builds a bridge between the game and reality;"
"The private goods included in the game may make people feel uncomfortable at first glance, but the more you dig deeper, the more you will be inspired. You can suffer in the game, but you can get happiness in reality;"
"Its existence is not to excavate demand, but to create demand. 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, it turns out that we Need this game."
"So I think that "Struggle" is by far the highest peak of domestic stand-alone game artistry, and even for players, it is a precious spiritual wealth."
……
After finishing the last full stop, He An still felt a little unfinished.
He seemed to have a lot more to say.
In fact, there are many details in the game "Struggle", and every detail can be unfolded to write hundreds or thousands of words in detail.
But He An still decided to stop here, because the attitude of Tenda's official Weibo has been very clear.
The reason why the game is all-encompassing is that there are countless details, because it itself has the function of a "mirror". Analyzing these details is actually analyzing reality, and the analysis of reality is endless.
These should be handed over to all players on Weibo to complete together.
And He An believes that his mission is to analyze the top design concepts in games from the perspective of game designers, and drive the progress of the entire domestic game industry. meaning.
It's just right here.
So, He An checked the content of the entire long Weibo and pressed the send button.
The content is a bit long and a bit boring.
People who have never played games may think that this is meaningless preaching, but those who have played games should have some resonance.
He An feels that this is precisely the charm of the art of games.
The sugar coating on the outside of the pill seems to have no effect and cannot really cure the disease, but it can make the patient less painful when taking the medicine.
Just candy, not a cure.
It's just pills, which won't be accepted by many people.
But coating pills with sugar and really helping some people is precisely the ultimate goal that He An, as a game producer, pursues all his life.
Just like the "Landlord Game" he once produced, it was also to achieve this goal.
Although he experienced the catastrophe of domestic stand-alone games during this period, and had to switch to online games for the survival of the company, but in his heart, he always regarded this matter as his mission and pursuit.
Even if his ideas are outdated, and even if he can no longer make a work like "Landlord Game", He An never gave up this pursuit. When teaching, he will try his best to pass on this pursuit.
But now "Struggle" has completely surpassed "Landlord Game" in every aspect.
This shows that the domestic stand-alone game really has a leader, and He An is very pleased.
Although he has never met Mr. Pei, but through this kind of communication in the game, it is enough to become a confidant.
"Tell these contents to Mr. Ma, and all my teaching contents will be complete."
"The previous four basic theories were overthrown and all reshaped, and they fit perfectly at a higher level."
""Struggle" is a comprehensive transcendence and in-depth interpretation of "Landlord Game", which can explain what a truly responsible and ambitious game producer should do."
"After listening to these contents, President Ma must be inspired, right?"
Recommend Mid-Autumn Festival Mingyue's new book "I am an emotional killer", the old author who wrote "Grass Roots and Stone Commoners" and "Great Beauty Era", the quality is guaranteed~
(End of this chapter)
"So, what is the content that the game maker really wants to express?"
"That's actually a pretty good distinction."
"The real problems reflected in the game are the content that the official is collecting in the Weibo event. This is the function of the 'mirror' of the game "Struggle". By reproducing the elements of reality, everyone can pass through This game sees reality."
"But if it fully reflects reality, it is clear that documentaries or documentary-themed movies will be a better carrier that can present all the content in front of everyone more objectively."
"And "Struggle" is a game. The reason why the carrier of the game is used is because the producer can combine the content he wants to express with the game mechanism!"
"So, those parts that are combined with the game mechanism are what the producer really hints through this 'mirror'!"
"Next, there are a series of questions and answers. These questions are the unreasonable parts left by the producer in the game. It is precisely because they are unreasonable that they are puzzles."
"Everyone can think about the meaning behind them."
“[1] Why is the game divided into a poor version and a rich version, priced separately, and it is stipulated that there is no discount for buying together?”
"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 the game, but we cannot actually choose our own life; on the other hand, it is because the poor are encouraged to buy the rich People version, encourage the rich to buy the poor version, so that each other is not stuck in their own world, but can truly substitute into each other's living environment."
"In the game, the living environment of the poor and the rich is so different that they can't understand each other at all."
"The rich man asks why the poor can't spare time to spend with their children. Can they be busier than the president of a big company?"
"This is because the protagonist of the rich has never really brought himself into the situation of the poor, so he cannot understand why the poor at the bottom cannot control their own time;"
"The protagonist of the poor believes that as long as he struggles, he can get a better life, 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 of the rich, but often ignore the blessings provided by the massive resources behind the rich. Many rich people advocate that they have 'zero wealth beyond hard work' and advocate that they start from scratch, while The poor still believe it, why? It’s because the poor can’t know how much the rich’s connections, ways of thinking, educational background, etc. have brought to the rich.”
"Including the murderer who believed that the rich were liars, because he believed the rich at first, but later discovered that the rich only told part of the truth."
"So, this pricing strategy itself is to encourage the poor and the rich to experience each other's life 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-world decisions to determine your experience in the game. This approach can only be achieved by the artistic carrier of the game."
"[2] Why is the English name of the game STRUGGLE?"
"This is exactly the beauty of the language. If it simply expresses the meaning of 'struggle', then fight or strive is obviously better. These two words are 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 background of the story in English, it is easy to find that this is actually a pun: the rich are struggling, while the poor are struggling."
"After understanding this layer of meaning and looking back at the Chinese translation of 'struggle', it will add a layer of irony, and you will know that although they are all struggles, the struggles of the rich and the struggles 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 roll, but no matter how you struggle, you are still in the clouds;"
"The struggle of the poor is a sinking quagmire. Hard work is just to prevent yourself from falling further. Once you stop, you will be swallowed by the quagmire."
"[3] Why are the characters in the game so facialized?"
"When playing games, everyone will find that rich people are handsome and glamorous, while different poor people conform to our stereotype of such 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 a face."
"This is obviously not in line with the theme of the game, because if the realistic theme wants to highlight the sense of reality, it must be as real as possible, and the facial characters and exaggerated art performance will weaken this sense of reality."
"On the one hand, it weakens the player's sense of 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 face is used to represent a certain type of people, and the game also uses the life of a poor person and a rich person to reflect the lives of all the poor and all the rich."
"And it's obviously a symbolic implicit expression, just like the way it's advertised."
"[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 it was a kind of fatalistic thinking, which implied that no matter how hard one tried, one could not change one's own destiny."
"But I quickly realized that was clearly wrong."
"The reason is very simple, because Mr. Pei, the producer of this game, cannot be a person who believes in fatalism!"
"Although I have never met Mr. Pei, anyone with a little knowledge of the inside story will know that Mr. Pei is different from the rich protagonist in the game. He is truly self-made!"
"From "The Lonely Desert Highway", to a series of successful games, 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 cannot find any signs of capital intervention , all indications are that Pei was always born in an ordinary working class, completely step by step, self-made."
"Mr. Pei himself is a person who changes his life completely by himself. How could he preach a fatalistic idea?"
"It's like studying hard and getting 100 points in every exam, but telling you every day that studying is useless, do you believe it?"
"If you use your brain a little, you will know that this view is completely untenable!"
"Then, why does the game have only one ending, and it cannot be changed?"
"As I said before, the game is using the life of one poor person and one 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 ideas that the game wants to express."
"The game forcibly stipulates the only ending for the poor and the rich, and there are two considerations."
"First, like most stories and movies, a single ending can keep the integrity of the whole story and allow the creator's thoughts to be expressed."
"If you don't define the ending, you can't make the beginning and the end of the game echo each other."
"The kind rich man ends in tragedy, and the kind poor man also ends in tragedy. The story will have more tension, but if a happy ending is used, the tension of the whole story will be diluted, and the thoughts that the creator wants to express will be lessened. Off track."
"Secondly, this is a more advanced form of 'fatalism'. It does not emphasize that people cannot change their own destiny, but that in this social environment, an individual's choice cannot change the entire class."
"The rich may die violently, or enjoy their old age, and even the vast majority of the rich will enjoy their old age. However, the hatred between the classes has been established, and the hatred of the poor against the rich has been irreversible, so 'kill the rich' It becomes an inevitable event, just a matter of 'who kills the rich' and 'which rich man kills'."
"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 the same. 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, from the perspective of the whole group, it will become more and more unsolvable."
"So, the game deliberately locked the ending, let us open up various branches in the game over and over again, make different choices, and find the hidden plots of the two versions... In the end, nothing changed."
"Why can't we change the ending? Because the game mechanism is restricting us."
"The extension is that the poor in the game cannot change their lives through struggle because the game mechanism of the entire society is restricting him."
"Here, the dimensional wall of the game is broken again: in a certain game rule, no matter how hard you try, you will never be a real winner."
“[5] Only one clothing brand appears repeatedly in the game, what does it represent?”
"Many people should have seen the brand luxury, which is the golden logo of 'LL'. This is the only brand that appears in the game. It is a luxury brand managed by the rich protagonist's father and inherited by the rich protagonist. It also appeared in on many people."
"From the perspective of the game, the player's 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 represent luxury goods, and the ones without labels are ordinary products. This is the game The basic concept of design: Occam's razor law, express a certain content in the most concise way."
"But this kind of expression is magically integrated into all aspects of the game. It is not just a decoration."
"Have you noticed the biggest difference between the rich version and the poor version? The rich version, no matter how you choose, will only change from one kind of success to another. And the poor version, you only need to choose a little If you make a mistake, you will immediately slide down and usher in the end of the cycle of poverty ahead of schedule.”
"What's the difference? The game has already hinted at the numbers."
"For the poor, life is a long series of numbers, because careful calculation is necessary to keep the chain of life running continuously. Once a certain number is wrong, it will trigger a chain reaction, causing the entire chain to collapse instantly. Efforts are wiped out in an instant.”
"In contrast to the rich, no matter how 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 money in the game, constantly 'setting the struggling poor back on track', trying to make the money number clear, and finally ushering in the only ending."
"Why do the poor's expenses continue to increase as their income increases? Some people think that it is because many poor people lack financial awareness and are brainwashed by consumerism. But we must note that many of the expenditures in the game, we have no option."
"For example, why does a poor man spend a month's salary on a luxury suit, a belt and a briefcase? Does he really need these things? Can cheap things not be used?"
"Yes, he really does."
"Because in the environment of the game, if he wears cheap clothes, he will be rejected and isolated by his colleagues and people around him, and he will never be able to integrate into that circle."
"That's 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 cohesion of consumerism and a concrete symbol."
"In the game, people who are rich or poor wear this brand. The only people who don't wear it at all are the homeless and the homeless."
"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, the people around you will use malicious or kind words. way, constantly reminding you."
"Malicious people will avoid you, reject you, and prevent you from entering certain circles; kind people will remind you and tell you why you need these things."
"So, whether it is the poor protagonist or the player, they have no choice. This is another design that breaks the dimensional wall."
"You are very angry, because you have made the right choice, but still can't save money. Yes, the poor protagonist in the game is in the same mood as you."
"What's even more ironic is that the wealthy protagonist never wears luxury. Is it because he is more self-disciplined? No."
"Because he is the son of the president of Luxury, and he owns a private horse farm, so what if he wears Luxury? No one doubts whether he can afford it. It's normal for him to wear it, and he supports his own brand; Not wearing it is a virtue of simplicity."
"The rules and regulations for the poor do not exist for the rich at all, because no matter what the rich choose, under the blessing of a specific aura, it will become a virtue."
"Thinking about it even deeper, the rich don't wear luxury, but they are using the high profits of this brand to harvest all the poor infinitely. The rich are desperately advocating consumerism and the sense of quality of luxury goods, making you feel like yourself Using luxury can have the same life as the rich, and even the entire group has formed a consensus that they will spontaneously reject the poor who cannot afford luxury. This in itself creates a cage for the poor and defines a poor person. The rules of the game cannot be broken, no matter how you choose, the rich will win."
"It's like playing craps, where the poor are playing for their luck, and the rich get six points on each side no matter how they roll it."
"[6] Are there really only two classes in the game?"
"Obviously not."
"I believe that many people are trying their best to find the connection between the rich protagonist and the poor protagonist, and even feel that the rich protagonist was killed by the poor protagonist or the son of the poor."
"But the game is desperately denying 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, and it actually runs through the game and is everywhere."
"The beginning and ending of the rich man's version, hijacking the protagonist's mother and killing the protagonist are all homeless."
"In the beginning and ending of the poor man's version, the protagonist's father worked hard to keep the protagonist from becoming a homeless person, so the protagonist is grateful to his father; while the protagonist struggled all his life, and the son who deceived himself continued to struggle, all for the sake of making himself And kids don't become homeless."
"Like my previous analogy, in this game, there are not only rich people in the clouds and poor people struggling in the quagmire, but also homeless people who are completely swallowed up at the bottom of the quagmire."
"The poor told us from the beginning that these people at the bottom of the quagmire are the dropouts from the cesspool middle school, the prisoners in the prison, the beggars and mental patients on the subway, the social death after taking the relief, and the health of their hands and feet. A homeless man who can only live on the streets for the rest of his life."
"Once the poor give up, they will become homeless. That's why they have to struggle hard in the quagmire. Struggling, 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 that to the child? Doesn't he know that he has been deceived by his father's lies all his life?"
"Maybe, he has a fluke mentality, thinking that his children will be different, maybe, he just has to tell this lie."
"Because if he tells the child that struggle is useless, then his child will sink down and become one of those homeless people, and the protagonist knows exactly 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 can't get you to the clouds; but if you look at the bottom of the quagmire, You just know that this kind of struggle is meaningful, at least it keeps you from sinking."
"And what about the rich?"
"The protagonist of the rich man almost died when he was born, but he never believed what his father said. He made friends with poor people. He worked hard to write books and wanted to help those poor people change their destiny."
"But he didn't realize that it wasn't the poor who hijacked his mother, but the homeless; that it wasn't the poor who killed him, but the homeless; that he could be friends with the poor in college, but It is impossible to take a second look at the beggars in the subway.”
"So, he thinks that the rich can be friends with the poor, which is true; but he doesn't realize that it is the rich and the homeless who really can't understand and become two species, and the poor, just emerge The part of the quagmire that he can see, and more people slowly rotting under the quagmire, he cannot see in the cloud."
"The irony is that it is the rules of the game set by the rich that make the poor homeless."
"So, the homeless guy said the rich guy is a liar, because from the homeless guy's point of view, this guy is advocating struggle while taking everything away from himself."
"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 kinds of relationships are there between the poor and the rich that Mr. Pei wants to express?"
"This is the last question, and it is also the last content that the game maker wants to express after combining all the above details."
"In fact, Mr. Pei has already stated the content of this aspect."
"Do you still remember the movie "A Better Tomorrow"? It was a more tragic scene than "Struggle"."
"It is conceivable that if the society in "Struggle" develops for a few decades, it will become "Beautiful Tomorrow"."
"In "A Better Tomorrow", there is an easter egg at the end. Someone threw a gun into the protagonist's room. The implication is obvious, that is, when social conflicts reach the level of "A Better Tomorrow", the poor have only one choice."
"In "Struggle", there is no similar choice, because the environments they describe are different, and the emphases to be expressed are different."
"Violent resistance cannot cure all diseases, and it is not the best choice in any situation. In the environment of "A Better Tomorrow", this may be an option, but in "Struggle", there is no such possibility Soil. We can imagine that even if this poor person chooses to fight, he will become the next murderer who is locked up for saying "liar" and condemned and criticized by tens of thousands or hundreds of thousands of people. got worse."
"So, is there a third situation?"
"Actually, there are, it is the real world we live in."
"In the game, the poor don't have an upward path, but in reality, we do."
"In the game, the poor can't fight consumerism, but in reality, we can."
"In reality, most people don't actually define a person by their 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 levels. In the end, due to some accidental factors, 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, we can keep saving 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, rich and poor are not told what to do."
"But in reality, someone is telling us what to do. The game "Struggle" is telling us what to 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 are living in hell, just because we have never seen the real hell."
"And after seeing the world in "Struggle", we will realize that we are already living in heaven."
"Although this paradise is not so perfect, at least we are still full of hope."
"Many players don't understand the plots in the game very well, because these plots do not conform to our real life, so there will be a feeling of estrangement, and the choice of characters in it will be very weird."
"And this actually just proves that what we take for granted is actually a great happiness."
"Using the game "Struggle" makes us realize the happiness in real life, and encourages us to cherish the present and work hard. This is the deep meaning of the game creators 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 represents that the producer's ability to control the game's artistry has reached the pinnacle, and every detail has its meaning."
"So, back to the original question."
"How does "Struggle" go beyond the four basic game theories on the premise that it seems to violate these four basic theories?"
"Choosing a misplaced promotion method is to break the dimensional wall and make the promotion method a part of the game content;"
"The interactive movie game that chooses realistic themes seems to be unpopular, but it actually provides convenience for breaking the dimensional wall and builds a bridge between the game and reality;"
"The private goods included in the game may make people feel uncomfortable at first glance, but the more you dig deeper, the more you will be inspired. You can suffer in the game, but you can get happiness in reality;"
"Its existence is not to excavate demand, but to create demand. 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, it turns out that we Need this game."
"So I think that "Struggle" is by far the highest peak of domestic stand-alone game artistry, and even for players, it is a precious spiritual wealth."
……
After finishing the last full stop, He An still felt a little unfinished.
He seemed to have a lot more to say.
In fact, there are many details in the game "Struggle", and every detail can be unfolded to write hundreds or thousands of words in detail.
But He An still decided to stop here, because the attitude of Tenda's official Weibo has been very clear.
The reason why the game is all-encompassing is that there are countless details, because it itself has the function of a "mirror". Analyzing these details is actually analyzing reality, and the analysis of reality is endless.
These should be handed over to all players on Weibo to complete together.
And He An believes that his mission is to analyze the top design concepts in games from the perspective of game designers, and drive the progress of the entire domestic game industry. meaning.
It's just right here.
So, He An checked the content of the entire long Weibo and pressed the send button.
The content is a bit long and a bit boring.
People who have never played games may think that this is meaningless preaching, but those who have played games should have some resonance.
He An feels that this is precisely the charm of the art of games.
The sugar coating on the outside of the pill seems to have no effect and cannot really cure the disease, but it can make the patient less painful when taking the medicine.
Just candy, not a cure.
It's just pills, which won't be accepted by many people.
But coating pills with sugar and really helping some people is precisely the ultimate goal that He An, as a game producer, pursues all his life.
Just like the "Landlord Game" he once produced, it was also to achieve this goal.
Although he experienced the catastrophe of domestic stand-alone games during this period, and had to switch to online games for the survival of the company, but in his heart, he always regarded this matter as his mission and pursuit.
Even if his ideas are outdated, and even if he can no longer make a work like "Landlord Game", He An never gave up this pursuit. When teaching, he will try his best to pass on this pursuit.
But now "Struggle" has completely surpassed "Landlord Game" in every aspect.
This shows that the domestic stand-alone game really has a leader, and He An is very pleased.
Although he has never met Mr. Pei, but through this kind of communication in the game, it is enough to become a confidant.
"Tell these contents to Mr. Ma, and all my teaching contents will be complete."
"The previous four basic theories were overthrown and all reshaped, and they fit perfectly at a higher level."
""Struggle" is a comprehensive transcendence and in-depth interpretation of "Landlord Game", which can explain what a truly responsible and ambitious game producer should do."
"After listening to these contents, President Ma must be inspired, right?"
Recommend Mid-Autumn Festival Mingyue's new book "I am an emotional killer", the old author who wrote "Grass Roots and Stone Commoners" and "Great Beauty Era", the quality is guaranteed~
(End of this chapter)
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