Chapter 323: About Design
"This War of Mine" is an extremely rare game that tortures human nature.
This characteristic leads to the fact that each player will give different answers when faced with choices in the game due to personality, concepts, etc.
In the same way, when players begin to bear the consequences of their choices in the game, they will also have a deep understanding of what their choices really mean.
Under the Steam comment area, the number of explosive number of gameplay experience evaluations tells the real feelings of different players when they experience the game content.
"On the fourth day, there was too little food. Everyone was hungry, and the abandoned huts in the neighborhood had been scoured, so I had to go to a house farther away.
The map prompted me to be prepared to steal, I thought to myself, a small problem.
As a result, I didn't find a way to sneak in the door, this is not a thief, this is a robber!
The old man had been following me, he told me not to hurt his wife, and he begged me not to take their things.
If I don't steal, I'll die, and if I steal, they die.
The heart collapsed instantly, and the game was closed without the file being saved, so let them all live on the fourth night.
When the real war comes, who will let me go? ”
This review has been liked by more than 4,000 players.
The old couple in the Silent House is definitely the one that has left the deepest impression on countless players in this game.
Abundant enough to explode and the corresponding guard force, but just an old man who keeps begging you to spare his and his wife's lives.
Whether it is to abide by the bottom line of being a human being, choose to let them go, go home alone to withstand the disappointed eyes of his teammates, and endure a cold and hungry day.
Or let go of the morality in their hearts and choose to sweep away the old man's supplies, just to survive in this cruel war.
There is no right or wrong choice between the two options.
It's just up to you.
"It's not a happy game, there's no ignition, no laughter, just sadness and helplessness throughout the whole process, as well as resentment against the war.
When you kill an enemy, the game doesn't give any encouraging comments, and the protagonist's heart goes down.
When you are killed, there will be no heroic BGM sounding, no one will give you a funeral, and you will die like a domestic animal meaninglessly.
Even if the war ends in the end, there is no scene of enthusiastic cheering, only for the player to think about war and human nature. ”
This kind of purely review-style evaluation gets a relatively small number of likes.
In addition to good reviews, there are naturally bad reviews for the game.
For example, the assassination system for the game.
"The simple and easy assassination system is the biggest failure of this game.
The game itself is a survival strategy game, and in order to ensure that players can experience the tension of war at all times, players must first feel the pressure of survival.
When I was in the first week, the pressure on me from the game was still very strong, and I didn't dare to go to any of the dangerous places on the map, and the first moment I heard the footsteps when I was looting was running.
When stealing from someone else's house, always keep an eye on the red circle above your head, and the slightest movement of others is like a frightened bird.
When I listened to the radio and saw the price of cigarettes go up, I was entangled in what kind of materials to trade and struggled to death.
After I made something, I had to watch the radio every day, for fear that the price of what I had just made would fall.
Because the frontal combat effectiveness of the characters is very low, the tension of the game is simply invincible.
But when I learned about assassination, the nature of the game changed completely.
I realized that as long as I had a knife, I could do whatever I wanted in this world.
When there is a shortage of materials, it is boring to kill, and it is not pleasing to the eye to kill.
Barracks, warehouses, brothels, I can clear a place in a day with a familiar composition.
In the later period, the supplies were abundant enough to allow people to survive the war while lying at home.
Eat one canned food and lose one, smoke cigarettes casually, and drink alcohol every day.
At the beginning of the game, the feeling of working step by step, operating little by little, and reasonably allocating materials to get through each day disappeared without a trace.
Hopefully, the game will cut the assassination system and make this game more difficult. ”
Under this evaluation, compared to the number of likes, it is more "I think this evaluation is happy".
"It's bad, there's a Yan Shuangying on the battlefield!"
"Dude, don't you really feel a little guilty when you kill someone?"
"I've been killing fish at RT-Mart for ten years, and my heart is as cold as my knife."
However, no matter what everyone thinks of this game, there is one thing that everyone is thinking about.
That's the "One Week" gaming experience.
On the premise that you are not familiar with this game mechanic in the early stage.
I don't know where to explore at night, what kind of supplies should I collect to go home, and avoiding danger as soon as possible is the first experience for ordinary players.
It is precisely under such pressure that all people can truly gain their own reflection in the war with a strong sense of substitution.
Go to the special war!
As an anti-war game, This Is My War is really very qualified.
The official website of the original intention attracted the unanimous explosion of players early in the morning.
But in the end, it turned into a sentence "go to the special war".
This is the stamina of my war that is far stronger than anyone could have imagined.
When many people began to take this opportunity to vent their emotions on the Internet, some big Vs who have studied deeply in the game field began to analyze in depth what brought the game "This Is My War" such a huge sense of substitution.
And whether the latecomers can reproduce it according to this template.
Playing This Is My War Feeling: Why Do We Love Violence and Why Do We Resist It? 》
"Watching the bodies of the old couple and their son slowly fall, my hands trembled slightly, as if I was holding not a mouse, but a dagger dripping blood from the screen.
As I left the bloodstained room with a backpack full of looted supplies, I knew I was slowly getting used to the killing; However, I also know that until I uninstall the game, the guilt will follow.
The above passage is a real psychological journey in my game play.
Before playing the game, I never seemed to be upset by the use of violence to cause killings in the game.
But in this game, the act of killing allows me to step outside of the game and look inside myself.
It must be said that This War of Mine is a game like no other, as it tells the story of a group of survivors who gather supplies and try to survive in a ruined city after the war.
It is because of this worldview, coupled with some small tricks used by Mr. Luo in the rhythm and numerical aspects of the game, that the lack of materials runs through the entire game process.
In such a situation, the act of going out to search for supplies is incurred, whether it is violence or being violent, and the act of violence has always been with us.
Before I dive into the topic of this article, I want to talk about why we players use violence in games.
On the surface, in a game in general, the act of violence, or killing, often means quantifying the output of resources.
For example, in RPG games, players can obtain gold, experience points, and equipment by killing monsters, which is a kind of resource output.
In addition, it is encouraged to obtain materials through this behavior and improve the player's positive feedback during the gameplay.
For example, the higher the level, you can learn more cool skills, and the more money you have, you can buy more handsome fashions.
But the basis for this encouragement is that the game design doesn't lead the player to bring emotions into the character.
Players also can't help but think of the characters in the game as real beings.
For example, in the legend of Link, you will never kill Princess Link just because you have nothing to do, you will only shoot at monsters that are swinging their teeth and claws at you.
Knowing this, we also understand that in "This Is My War", there is only one reason for the use of violence.
Due to the scarcity of supplies, players can only use all means to obtain supplies to keep the characters they control alive.
Instead of searching for supplies all over the map, it may be more efficient to use a knife to slaughter the barracks, especially if the player does have the ability.
It seems that the original intention was to encourage players to use violence, but in fact, I believe that many players feel deep chagrin and remorse for their actions during the game.
And this is also the subtlety of the design in the game "This Is My War".
In this game, the character you control is not an NPC that moves completely according to your mind.
Katia used to be a journalist who interviewed many celebrities, was kind-hearted and loved to help others.
Bruno is a chef who runs his own food show, and although he has a cool personality, he is able to make the perfect meal with the least amount of ingredients.
Anton is a mathematics professor who struggles to survive at the expense of all his students, which makes him obsessed with survival because he carries more than just his own life......
The "enemies" you need to face are not monsters that attack you without brains, but ordinary people who are just like you, living in different ways in the war.
an elderly man who lives with his wife in a wealthy area; Even in such a dangerous situation, it is still difficult to run the hospital, selflessly helping any seriously ill patients who come here; A woman who was forced to sell her body in exchange for a mouthful of food.
In such a situation, whether it is worrying about the fate of the characters in the game, or simply using them frequently because of the characteristics of a certain character, players will unconsciously bring themselves to the position of the middle corner of the game to think about the problem.
You can no longer think of the people in the game as lifeless NPCs.
On such a premise.
whether to plunder the supplies of an elderly couple who are incapable of resisting; whether to help others even when one's own materials are extremely scarce; Whether or not to choose to kill to get more supplies, etc., players need to make a human-based choice in a dilemma.
On top of that, "This War of Mine" has designed a 'double-edged sword' reward and punishment mechanism for violence in the game.
Players can obtain more supplies through violent behavior, but on the contrary, this immoral behavior will bring negative emotions to the characters in the game, resulting in reduced abilities and affecting the progress of the game.
This design not only restricts unbridled violence, but also gives players room for self-reflection and reflection through the dilemma of making a choice, which invisibly strengthens the experiencer's identification with the game's "anti-war" theme.
We love violence, but we resist it.
I think that if the production team wants to make a strategy game in the future, it is completely possible to refer to the design idea of "This is My War".
It's a great template that combines the playability of the game with a strong narrative.
Although Mr. Luo has already won so many awards in the world, you never know what kind of surprises his next game will bring to the industry.
Finally, let's talk about my real feelings about playing this game.
In fact, in the early stages of the game, I tried to avoid violence based on the principle of 'compassion'.
The largest scale is just petty theft, stealing some medicine and food from other people's territory, and struggling to maintain the survival of his team.
But when I entered the map called 'The Quiet Cabin', I was confronted by two helpless old men who ruthlessly took a small portion of the belongings.
I swear, I took even less than usual!
But when I returned to the quiet cottage for the second time and saw that the two old men had died due to lack of supplies, my mindset changed.
I don't kill Beren, but Beren dies because of me.
Now that my hands are stained with blood, I don't have anything to do with me anymore.
I began to turn into a murderer.
Stealing medicines in hospitals, killing the young man who was protecting his parents, and hunting down everyone who caught a glimpse of my stealing in the ruins.
Anyway, they have already killed one person, so what does it matter if they kill more?
I seem to be able to get a glimpse of what it would be like to be in a real war from my play.
Of course, how could ordinary people rub out the botanical garden, weapons, and beds by themselves?
At least I won't.
The biggest possibility is that after the war broke out, he died directly in an unknown corner, and maybe the corpse will be eaten as reserve food.
Finally, go to the special war! ”
(End of chapter)