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with the real history as the background. Its advantage lies in the player's sense of substitution. Do not destroy this sense of substitution. author's contribution nuclear peace messenger "may be one of the most famous obstacles in civilization 6: Gandhi is a civilization leader who advocates peace in the game settings. However, the AI players who use this civilization leader in the game always turn into war maniacs after 3000 years of seclusion and farming, and use nuclear bombs to deal with the hostile neighbors. This huge contrast between the setting and the reality makes players talk about Gandhi, and the air is filled with a happy atmosphere. Gandhi himself would not have thought that his image among a group of 21st century players would be a war maniac who is keen on throwing nuclear bombs. The dislocation of historical image and game image shows a common dilemma of all simulation games or strategy games based on real history: such games need to restore history to enhance the sense of substitution, but to what extent is it appropriate to restore them? ——Among the strategic games based on history, civilization 6 is far from the highest level of reduction. Of course, in order to give the players a sense of immersion in "controlling the historical trend of human civilization", it uses the famous people who have existed in history as leaders, uses the unique features of different periods, regions or countries in history as symbols of the particularity of civilization, and uses the familiar human history stage control game process, but its map is not on the earth. Each game uses the random map feature to give it some roguelike game features, even though the player's role at this time is a leader of civilization. In the "civilization" series, players don't really put themselves into a real historical situation. In the Creative Assembly studio, which has developed the "total war" series, the situation is different. When the latest series "Total War: the Three Kingdoms" was released, players complained that the game did not restore the history of the Three Kingdoms to a sufficient degree, "without internal flavor". According to the historical records, the production team restored the maps, historical figures, soldiers, cities and technology of the Three Kingdoms period, but the players were still dissatisfied with the randomly generated ordinary generals and events - how could the Guan and Zhang brothers under Liu Bei go to Cao Cao? This dissatisfaction peaked after the release of the first DLC, the chaos of the eight kings. As far as the game is concerned, the chaos of the eight kings is a good "total war" game, with some innovations in the design of the strategic stage. However, as a game with real history as its background, CA studio made a serious historical error in the chaos of the eight kings, which caused the player's indignation and almost destroyed the reputation of Ca among domestic players. In the strategy game against the background of real history, the mistakes and imprecision in the historical facts make the players discontented, but when we think about it carefully, the existence of such discontentment is actually puzzling. Take "Total War: Three Kingdoms" as an example. Although players always complain about all kinds of historical facts in the game, they often do not follow the track of historical facts. Players with excellent battlefield command ability may capture and kill Cao Cao with Liu Bei in the first few rounds of the game, so as to enter the Central Plains from Shandong all the way west, or use trade and diplomatic mechanisms to generate food and land out of nothing. What's most impressive is that the host of station B "praises citica V" keeps Zheng Jiang's powerful force by constantly sacrificing his husband. It's neither in line with historical facts nor common sense, but it's really interesting. . Compared with the tragic reality of Zhuge Liang's death before his graduation in the annals of the Three Kingdoms, players are more willing to let Zhuge Liang realize his unfinished wish in the game. In the same way, players are more willing to let Byzantine Empire break through the situation and recover Rome than the unfortunate fate of Byzantine Empire in the 15th century. The strategy game needs to let the player's choice and the strategy which displays be meaningful, the different choice and the strategy should bring the different result. The problem is that once you want to take history as the background and strictly based on the existing history, the choice of players is meaningless, because history has no if. The prime minister really died with an unfinished wish, and Byzantium finally died, which is an unalterable historical reality. But in order to make the participation of players meaningful, the game must open a door for players to have the opportunity to change history and create a history that is in line with their wishes. Therefore, the magic transformation of history has become an indispensable part of the strategy game based on history. Even if we can fully follow the track of real history, more players are still actively engaged in creating history. The mechanism design of "P society and four buddies" is the best way to restore the real history. However, as long as you search the relevant game video in station B, you will find that the most popular is always the magic rewriting of history in the game. All of a sudden, we found that when breaking through the history set by the developers and creating a new historical situation became the most important source of fun for players, there was a magic similarity between the strategy game with history as the background and the goose play. In goose play, the player plays a naughty goose to make a mess of the garden. At this time, historians are hired to carefully examine every detail of the game to ensure its rationality. The developer is the conscientious gardener. The game is a well-organized courtyard, and the player is the white goose who makes trouble in the courtyard. However, if the mechanism and details designed after careful examination can only be exchanged for the praise of the players at last, and the real fun of the players lies in the magic transformation and the creation of history, the painstaking efforts of the developers seem unnecessary. In particular, considering that even professional historians dare not say that they can restore history, no matter how hard developers try, they cannot reproduce the real historical environment in the game. So what's the significance of making such a detailed textual research in the game? . As far as design is concerned, both the rising stars and the endless series have quite brilliant designs, namely, the event system of the stars and the extremely discerning race of the endless series. In contrast, civilisation 6, whose market volume may be equal to the sum of the two, seems a little mediocre. The problem, however, is that civilisation 6 is the most popular. Compared with "stars" and "endless" series, the biggest difference of strategy games such as "civilization 6", "total war" series, "Three Kingdoms" series and "P society four sprouts" is that they are based on the real history. Yes, players are keen on creating and magic changing history, but the characteristic of strategy game is to create history, because the choice after careful consideration must be meaningful. At this time, the advantage of strategy games against the background of real history is that it can provide an environment for players' imagination to "land" quickly. It's hard to do in an overhead world. No matter how hard developers try to perfect the design of the overhead world, it's hard for players to think it's "real", so as to quickly replace it into the game world. Therefore, the advantage of strategy game with real history as background is reflected in players' sense of substitution. Compared with role-playing games or first person shooting games, the interface of strategy games is more abstract. If an overhead world is added, the imagination of players can not easily "land" in the world, creating a gap. At this time, the benefits of real historical background are shown: players can quickly invest in the world and establish a relatively stable emotional relationship with the game. In the strategy game based on history, the fun of players really comes from creating history. In all strategy games, however, players are making history. By creating history, the choice of players has meaning, but for players, that meaning must be felt. This requires the substitution of the game world and the projection of imagination and emotion into the fictional world. For the strategy game with high level of abstraction, it is a wise choice to introduce the real history, even if the players are always more strict with the historical textual research requirements in the game. To be clear, players need Gandhi in the game background, but it's up to them to decide whether to throw a nuclear bomb or not, instead of letting the system take over, which may be the subtlety in the design of historical strategy game.