Man and machine

We are tired. We have no experience.
We are respectable people and sinners.
We will become legends and will disappear in history.
We are knights in the sky, ghosts in the desert, mice in the mud.
This is our story.

-“Battlefield 1”

If you must choose a moment in “Battlefield 1” as the climax of the whole game, perhaps it is the sound of the protagonist Daniel Edwards trying to start the engine of the tank “Black Beth” at the end of the chapter “Blood War” roar. In the trailer, this scene is undoubtedly a turning point in the rhythm from relaxing to exciting. When it is played by hand, the appeal is even better, because in this battle, the player has forged a deep friendship with this tank. And this moment is the beginning of this friendship bears fruit and you once again fight together.

In August 1918, when the First World War was nearing its end, the Allies launched the “Hundred Days Offensive” to drive Germany out of the land occupied by the “Emperor’s Battle”. The “Blood Battle” described the Second Cambrai The battle (October 8-10, 1918) was one of the most important battles.

In this battle, the British broke through the Hindenburg line, greatly weakening the morale of the German troops, and advanced the expected end of the entire war from 1919 to 1918. The achievement of such a result is not unrelated to the overall weakness caused by the overstretching of the German defense line, but the more important reason is the 324 new tanks that the Entente put into combat. Under the close cooperation between the infantry and the air force, the tank army quickly tore the German front, forcing the German supreme commander to admit that the war had to end.

The fledgling Daniel Edward was originally a personal driver, and became a tank driver after joining the British Army.

The soldier, Daniel Edward, is the driver of one of the tanks. When Daniel operated the tank for the first time, his mistake caused the commander of the tank team to sigh. The “Black Beth” has also just entered the battle. Although this behemoth can shoot through the side-mounted machine guns at the German army while surpassing the trenches, the mechanical design has just started, and unexpected failures often occur.

When Daniel entered the cockpit for the first time, the right machine gunner said half-jokingly: “She doesn’t like to hear foul language.” This not only shows the unreliability of weapons and equipment during World War I, but also reveals another point: In addition to relying on comrades in arms, the soldiers We must also start to get used to relying on weapons of great destruction like tanks for combat.

From the commander to the maintenance worker, everyone in Black Beth regards her as a combat friend. After all, whether she can run smoothly determines not only her own destiny, but also the success or failure of this battle. From the player’s point of view, Black Beth’s powerful offensive power is the only chance to break through the enemy’s defense line and fight against the enemy tank army.

In terms of process design, DICE studio also cleverly used this point to give players the power of destruction at the beginning of the game, reproduce the swift posture of the Allies in the Second Battle of Cambrai, and let the players have a strong attitude towards the black Beth. Trust; just as the worship of mechanical power tends to be blind, a series of level settings are used to expose the many shortcomings of this fashionable and imperfect tank design.

When passing through the muddy land, the tank was trapped in a trap and was besieged by German infantry. If the carrier pigeons called for air support, the consequences would be disastrous. When entering the dense fog area, because of the lack of advanced reconnaissance equipment, he had to rely on Daniel to conduct reconnaissance on foot; As he was about to cross the village, Black Beth was once again unable to move due to a mechanical failure suffered in the previous battle.

Black Beth was paralyzed in the woodland and was besieged by infantry.

If the tank controlled by the player at the beginning of the battle is a whole, and can move and attack at the same time, in the next three paragraphs, the player will have to break away from the tank and make up for the weakness of the black Beth with his own ability. It is in this process that the tank has gradually evolved from an infinite weapon to a comrade in arms who needs protection.

In the first two stages, she can still use firepower to help you solve all the troubles, but after the mechanical failure is completely paralyzed, the relationship between the player and the weapon is completely reversed. Infiltrating into the German-controlled village looking for spark plugs is a thrilling bridge that not only constitutes an extreme contrast with the opening battle (from infinite power to being under siege), but is also the key to establishing the player’s emotion with Black Beth.

The moment after you collected four spark plugs and repaired the black Beth after all the hard work, you not only reunited as a whole, and faced the next German tank assault together, part of the player’s life was also merged into black through these four spark plugs. Inside Beth.

Perhaps it was Daniel’s reckless curse that awakened her, perhaps it was Daniel’s life-saving adventurous spirit that inspired her, or perhaps it was just a miracle. In any case, Daniel’s battle roar finally won him the heart of Black Beth, and this tank finally resumed operation.

Daniel drove the black Bess into a decisive battle with the German tank group.

In the next confrontation, the player returned to the state of driving the black Beth at the beginning of the battle, but what needed to be confronted was the German tank group, which was equally strong in firepower and superior in number. At this time, the player’s feelings are no longer as relaxed and comfortable as they were at the beginning. In this absolutely inferior battle, only with the cooperation of Black Beth can they survive in a desperate situation to the end. After fully understanding her strengths and weaknesses, this battle brought the relationship between the player and the black Beth to the culmination, and only in this way, when she is destroyed, can the player’s heart be affected in this way.

The relationship between humans and ever-evolving mechanized weapons is exactly the theme that “Battlefield 1” tries to explore: after humans have developed weapons with increasing lethality, they also suffered from its backlash, although this was during World War I. A trend is only emerging, but humans will eventually develop an atomic bomb capable of destroying the entire city in World War II; while the “Blood War” demonstrates the cruel power of mechanized weapons, it also reverses the design of the entire game process to construct humans. Another possible relationship with the machine: interdependence, and makes the player realize that the real evil is not the machine, but the human heart.

At this time, looking back at the friendship between man and machine mentioned at the beginning, does it still feel incredible? When we focus our attention on the game, we will find that whether we are a machine or a human, the partners who are dependent on the player’s lips and teeth play an indispensable and important role in shaping the emotional experience. Why join a partner who has always been with you? What are the changes in their role and form? How does the game flow affect the construction of these partners? How do they change the player’s inner world and pass the creator’s ideas to the player?

To answer these questions, let us first review the partners who have accompanied the player’s growth.

Adventure alone

Midona: “Well… I guess it’s time to say goodbye? We all know that light and shadow can’t coexist. But… never forget that there is another world that is closely connected here.”

Zelda: “Light and shadow are two sides of the same coin. Neither side can exist without the other. I know the reason why the goddess left the shadow mirror in this world. They left it because we are destined to meet each other. Yes… …I believe so.”

Midona: “Zelda, your words are full of kindness, and your heart is very clear. If everyone in Hailaru is like you, maybe you will have a good time.” (Go to the Shadow Mirror and look at Lin K) “Thank you. The princess was right; as long as the mirror is still there, we can meet again. Link…I…bye.” (She shed a tear on the shadow mirror, the mirror shattered into thousands of pieces ; Link runs towards her, but she is far away in the mirror.)

In the previous “Legend of Zelda” games, Zelda is the ultimate McGoffin adventurer played by the hero Link, but there are not many works that actually excavate her, even in the “Sword of the Sky” In “, she “removed” her status as a princess and became Link’s childhood friend, but she was still absent most of the time. She only appeared at the end of the maze with a glimpse, giving Link the motivation to continue his adventure.



The encounter of Midona and Link Wolf

In “Twilight Princess” released by Nintendo in 2006, Zelda continued to play the image of a “troubled girl”, but at the same time, there is another princess in the game, her name is Midona. Of course, at the beginning of the game, the player did not know the identity of Midona’s princess. Because of the devil Ganon, her figure was reduced to a rather cartoonish appearance, which is contrary to the image of the princess in most games. The princess’s behavior is often unexpected: after encountering the captured Link wolf, she throws out an olive branch to help Link disperse the shadows and retrieve the lost artifact fragments.

In the past “Legend of Zelda” works, Link has always been a lonely hero, players can only rely on their own ingenuity to tackle problems. But in this work, the influence of the Shadow Realm caused Link to transform into a wolf. At this time, although he gained a certain advantage in movement and attack speed, he lost many weapons and props when he was in human form.

The player plays the role of Midona, who still seems to be Link, but sits on the Link Wolf, but plays a vital role in the entire journey: the player needs to rely on her to travel between the two worlds, and she can only rely on her to travel between the two worlds. It is possible to traverse many obstacles as a node. In addition to making valuable suggestions when navigating the maze and confronting the boss, under this slightly dark worldview, Midona’s frequent gags have become a rare pleasure in the lonely journey.

The true form of Midona.

As the adventure progresses, the true identity of Midona Twilight Princess is revealed. At present, her attitude towards Link has changed from blind use to interdependence, and the regret and pain hidden under cynicism have also begun to surface. Zelda’s self-sacrificing behavior ignited Midona’s already desperate heart, and Lin Ke’s tireless efforts to return the world to peace has also become the direction of her efforts. In previous works, Link is the so-called hero of choice. Players will not think too much about the motivation behind his behavior, but will only take it as it should be. However, in this work, with the help of Midona’s perspective, we are able to renew Examine the power behind this classic story.

After Zelda exhausted his strength to heal Midona and disappeared into ashes, we could see the shock and awakening in Midona’s eyes; and after Link was raided by Zante and completely sealed as a wolf, we could also see To the concern in Midona’s eyes; when Ganon showed his true body and everything was in crisis, it was Midona who sent Link and Zelda out of the castle, determined to seal them at self-sacrifice; when the story came. At the end, after returning to the shadow realm, she suppressed her feelings and shattered the shadow mirror connecting the two worlds with a single tear, completely cutting off the possibility of reunion with Link.

Midona is not only the witness of Link’s heroic behavior in “Twilight Princess”, she has gradually grown from a coquettish and willful little girl to the Twilight Princess who shoulders the fate of two worlds, and her decision in turn reflects Link and The preciousness of Zelda. Midona is like a mirror. After introducing this new partner perspective, the series’ consistent narrative routine also has a freshness: the princess is no longer a McGoffin who is raised by a boudoir, and the prince is no longer just Only at the end of the game can you see the princess’s true face. The two of them rewrite the fate of this world side by side, and at the same time establish a precious relationship.

“Twilight Princess” is the beginning of the “Legend of Zelda” series embracing cinematic narrative, and the addition of Midona is also an objective requirement of this narrative method. If you want to establish an emotional connection between the player and the character in a limited time, it is obviously difficult to rely on the cutscene between the levels, and it will miss the most unique charm of the game: interactivity. Midona reveals to us another possibility: while combining character creation with the game process, there are also more opportunities to give life to this character. Her smiles, songs and sighs, even when they are boring. A yawn, all with this adventure into our memory. Maybe after many years you have forgotten the solution of every maze in “Twilight Princess”, but this character will not fade because of it.

Rivals urged

Criminals will always lie to avoid exposure of the crime. You cannot tell who is guilty and who is innocent! All I can do is make every defendant be found “guilty”! So I took this as my principle.——Yu Jian Lian Shi

In the heart of Qiaozhou, the founder of the “Reverse Referee” series, the first generation has two protagonists: one is naturally the lawyer Chengbu Tang Longyi; the other is the “villain”: the prosecutor Yujian Lianshi. Unlike Midona, Yu Jian Ren Shi has almost always appeared as the player’s opponent. Unlike Cheng Bu Tang who wants to save the client and obtain an innocence verdict, under the guidance of his teacher Shu Mo Ming, Yu Jian Ren Shi’s only goal is Get a guilty verdict, even if you fabricate evidence for it.



In the “Reverse Referee” series, the player plays the role of a lawyer, who needs to use various methods such as investigation and identification to help the suspect obtain “not guilty” testimony.

Yu Jian Lian Shi is certainly the protagonist’s mortal enemy in court, but without his various skills and sophistry, Cheng Bu Tang will also find it difficult to find out the truth, let alone make a series of shocking reversals on which he is famous. When we strip off the exaggerated performance and carefully examine the role played by Yujian in the case, we will find that he not only provided evidence and elicited witnesses, but also can always poke Chengbutang’s various semi-deprecated theories into a riddle and persecute him. We cannot stop here, we must find out the truth.

During courtroom debates, the relationship between the two has gradually changed. Chengbutang’s belief in “believing that the defendant is innocent” seems to be the spiritual core throughout the series, but Yujian Renshi abandoned his father’s path of lawyering and turned The journey of becoming a prosecutor is the key to digging out the depth of this work. Qiao Zhou positioned Yu Jian Lian Shi as a tragic figure: trapped in the bizarre death of his lawyer’s father, he has always had a deep sense of guilt; his attitude towards the defendant is a clear comparison with Cheng Bu Tang. Yes, it should also be in line with people’s prejudice towards suspects in reality.

In this sense, Yujian is also the embodiment of the extreme part of our hearts. Compared with Chengbutang, who has repeatedly fought hard in desperation and created miracles with extraordinary imagination, Yujian emphasizes logical deduction and conclusive evidence, and represents the psychological side of the player. The reason why the collision between the two is wonderful is that it restores the conflict deep in our hearts; the moving part of Yujian’s personality change is also that his awakening also urges players to reflect on themselves.



The game is launched with two clues: “court” and “detective”, and players have to take on different responsibilities accordingly to solve the problems encountered in the case.

At the end of the chapter “Reversing the General”, players can already see the transformation of Yujian’s creed. He has never been an iron-handed prosecutor who only seeks to solve the case quickly, and has become a helper of Chengbutang. This setting beyond the ordinary meaning of “villain” has in turn deepened the charm of this character. At this time, it is no longer applicable to use “mortal enemy” to refer to Yujian, and “good opponent” may be more appropriate. In the last chapter, “Reverse, then see you again”, his true face as a teacher was revealed, and Yu Jian’s blow was conceivable, but after he was changed from prosecutor to defendant, he was forced to rethink the meaning of the law.

Although in “Sisters of Reversal” players have seen the corruption of power to the legal system, only after this issue is brought to the table, “Reversal Judgment” finally transcends the human dilemma that most crime works will discuss, and begins to touch on the legal system. Reflection. In this sense, the importance of Yujian is not inferior to that of Chengbutang. However, if the two are directly set as a partnership, the most intense court debate in the game will also lose its tension. After the story is split into two intersecting parts, the two people who act in opposite styles can collide with the most dazzling spark.

In real life, we rarely have a rival like Cheng Bu Tang Long Yi, and the game allows us to have a heartfelt showdown with Yu Jianren in court. If you stop here, this character will be short-lived, and will not be remembered and loved by players. The disorientated heart under the cold surface of Yu Jian Lian is the motivation that supports the player’s continuous progress on the emotional level.

Fatherly love

Allie: “Joel, I am sorry about your daughter, but I have also lost some people.”
Joel: “You don’t understand what it means to lose.”
Ellie: “Everyone I cared about either died or left me. Everyone—except you! So don’t tell me anything. I will be safer with others, because to be honest, I will only More scared.”
Joel: “You are right… You are not my daughter… I am definitely not your father. We are going to part ways.”

In the whole plot of “The Last of Us”, Naughty Dog Studio hardly uses words to define the relationship between Ellie and Joel. This brief dialogue is probably the only clearer discussion. Most of the time, the relationship between the two is shown through actual games. In the battle with the infected, robbers, and survivors, Ellie is Joel’s good comrade; when the player is in a crisis, she almost always rushes to help in time, and will also give great help with a sniper rifle in the middle of the game ; When Joel was injured and fell into a coma, the player could even control her for a period of time, using bows and arrows to fight with daggers.

Joel and Ellie didn’t believe each other at first.

The originality of Ellie’s character mainly came from “Mystery Adventure 2: Pirates and Ways”. In the original script, the protagonist Drake had the opportunity to walk with a dumb woman. Although he was eventually cut off, this resolute female image But it stays in the heart of the creator; another source of creativity is the children in war-torn countries like Syria and Afghanistan. The conflicts and disasters they experienced are similar to those of Ellie’s survival in the last days. After the fusion of the two, the image of a girl who is full of foul-mouthed and strong personality, but who can always burst out incredible power from her weak body, came to life.

From the beginning of the creation, Naughty Dog has determined that the core of this work is the relationship between Joel and Ellie, and everything after that has been developed around it: the setting of the end of the world binds the two characters tightly. At the same time, the urgent theme of survival allows the relationship between the two to develop rapidly within the length of a game; the experience of losing a beloved daughter in the prologue explains Joel’s fatherly love for Allie, and Allie is next to Joel. The state was also tense and uneasy from the beginning, gradually became relaxed, and even humorous (compared to her early and late body language, this is quite obvious); the encounter between the two and the various characters during the journey is also subtly affecting and Shape their relationship.

Among them are Bill who wanders alone among the infected, Henry and Sam who are dependent on each other but ended in tragedy, the Tommy and his wife who live in groups for peace, and some who are like David in the last days. Gang of thugs. During the journey of Joel and Ellie across the United States, players gradually understand that it is not the humans infected by the fungus that are truly terrifying, but the surviving thugs.

When Joel handed the gun to Ellie, the relationship between the two also changed qualitatively.

This relationship, built from scratch, grows in the players’ games, cutscenes, and details that seem to be inadvertent but always touch the player. In the end, it seems to be unexpected, but it is reasonable. ending. Select unheard records in the audiovisual store, look through the diary left by the owner in the temporary refuge room, give a high five on the dam, and chat while riding a horse together with the deep guitar sound , These quiet moments were scattered between the breathless survival battles, allowing Joel and Ellie to gradually move from strangeness to intimacy, and deeply pierced the feelings between them into the players’ hearts.

Ashley Johnson, the actor who plays Ellie, once said that “The Last of Us” is the origin story of Ellie, the heroine, and this game is actually a dual protagonist game (but the player did not know that there was Chance to play Ellie).

In previous video games, women mostly existed in stereotyped images, or the protagonist’s love object, or existed only for the sake of seductiveness. Ellie is a flesh and blood character. She will not stand by when Joel is in distress, but will also Angrily ran away because of Joel’s decision. After setting the core of creation to build a character, Naughty Dog also jumped out of other video games to supplement the narrative of the game flow.

Narrative weightlessness

As Stanley picked up the phone, a burst of white light enveloped him, filling him with not only light, but also hope. Hope to get together again one day-wait… Oh, my God… Stanley, did you unplug the phone line just now? No, this is not even an option; how did you do it? You actually…choose the wrong one? I didn’t even know I could do this. Wait for me to check…

—— Narrator

In “Stanley’s Fable”, the player has to play the role of office worker Stanley, who has been living a nine-to-five life, until the day’s instructions from the superior suddenly stopped, and the game began. The player needs to control Stanley to walk out of the office to discover the “truth” of this world (of course you can close the door and stay in the house). The reason why quotation marks are added to the word “truth” is because there is no single truth in this world. Different choices will lead players to different routes and experience completely different endings.

In the countless routes and endings, there is a voice that accompanies you all the time. This is the narration in the game. Without Kaiwan Brightening’s dry British accent, and only using subtitles to describe the current state, the charm of the entire game will be greatly reduced.

When the player deliberately act against the instructions of the narration, the fun of the game really begins: after the narrator who tries to tell the story according to the script and encounters a rebellious player, a serious tone will often fall into an embarrassing situation that is difficult to justify, and even give up completely to tell the story for the player. As the player approaches the eerie truth step by step, the narrator will switch to a cold tone at the right time, questioning the player’s decision, and even mocking the player’s efforts in vain; but more often, what the narrator does is actually It is to smash the fourth wall, allowing players to witness the core of game design in an incredibly direct way: interaction.

As a text adventure game, the protagonist Stanley was just a screw to keep himself safe at first.

If the player follows the instructions of the narration, there will be no fun in the game. At this time, the narration becomes a “reliable” narrator; and when the player starts to disobey the instructions of the narration, the narration becomes “unreliable”. . In other words, the premise for the appearance of the “unreliable” narrator is exactly the player’s behavior of “playing cards in an unreasonable way”.

The uniqueness of this game lies in the “heterogeneous” partnership between the player and the narration. The two are obviously not comrades fighting side by side in the traditional sense, but they are not tit-for-tat rivals. On the contrary, they are more like cross talks. “Joking” and “pengchao”. The former constantly throws out unexplainable behaviors (even deliberately committing risks), while the latter hurriedly weaves stories based on these weird behaviors, but in the seemingly chaotic situation, it is the latter who really masters the overall situation. Of course, the difference from appreciating cross talk is that the player at this time is no longer just a passive appreciator, but also plays the role of “holding” and truly participates in the performance. The experience changes brought about by this change of identity cannot be underestimated. After the players stand at the center of the stage, they also shoulder the responsibility of ensuring that the performance is wonderful. Only by using their imagination to the extreme can they see the most bizarre stories.

Most of the game works are similar to the linear display of traditional drama at the narrative level. Although the player “pretends” to play a role in the play, he rarely has the opportunity to really influence the direction of the story at every turning point. “Stanley’s Fable” “What I tried to restore was an “immersive drama” experience. This kind of experience can be established, of course, it is indispensable to the extremely complicated branch tree, and without the reverse stimulation of this “unreliable narration”, it would be difficult to arouse the player’s inner desire to explore. Unlike the “immersive drama” where several actors and plots are scattered in multiple locations at the same time, the “actors” in the game only have the narration and the player (the player is also the audience), but this interaction is specific, direct and instant. But it is incomparable to any type of “immersive drama”.

Repeat the border

I don’t want to be silent. I want to tell you how I feel. It would be great if we speak the same language. Hate drove me to join them… The only language left to me was revenge. But the words we shared… No, that is not language at all. Because of them… I chose the language of gratitude instead and restored my silence. I am silent…I am…a language blank.

—— Silence

From the moment Hideo Kojima publicly showed the silence of the female sniper in “Metal Gear Solid V: The Phantom Pain”, the character was caught in controversy. With a beautiful face, a hot body, and an overly revealing costume, Silence seems to have fallen into the traditional routine of female characters in video games. But if she believes that she is just a vase that satisfies the patriarchal fantasy, not only will it be biased, but she will definitely miss this touching relationship.

The relationship between silence and the player is established during the actual game.

Unlike Ellie in The Last of Us, Silence cannot express her emotions through words. In the few cutscenes, her identity and motives have been shrouded in the fog until the end, so the player Most of the interactions with her were completed in actual combat with her as a partner.

Silence does not have the strongest combat effectiveness, and its role in assisting in sneaking is far worse than the diamond dog that can mark surrounding enemies, and it can’t play the role of diamond horse manned in long-distance galloping. Many players have not taken her to the battle until the clearance. But if you spend a certain amount of time cultivating goodwill with her, you will find that there are some unspeakable differences between her and other partners.

When you first set up a team to fight, you can’t give Silence any instructions, she will only act according to her own will, but if you are accidentally discovered during the sneaking process, you may see the soldier with the exclamation mark just above her head being caught. The bullet knocked down from nowhere.

As your favorability increases, the commands you can give to Silence will gradually increase. She can detect and mark the location of enemy troops and resources for you, and can also change into anesthesia bombs or armor-piercing bombs based on mission requirements. Shoot the grenade thrown into the air by the player to achieve fixed-point blasting. If the player is willing, he can even use a gameplay similar to that of “Allied Death Squad” and completely command silence to complete the mission.

Fight side by side with Silence for the last time.

Once you get used to the existence of this powerful partner, when she leaves in the later stage, you will definitely feel at a loss. Without her sniper cover, you have to be more careful, but you can’t hear her occasionally humming, and the battlefield loses a bit of temperature and becomes extremely empty. After a long time, you finally met her again, but after a moment of joy, fierce battles ensued. In this defensive wheel battle, you can’t give silence any self-protection instructions like in the past. If you are in a crisis, she will definitely stand up to attract enemy firepower.

Since the condition of victory in this battle is to wipe out the enemy’s armored units, and the condition of failure is silent death, players must not only maintain firepower output, but also must always pay attention to her health, and from time to time expose their figure to divert the enemy’s attention. Here, the producer Hideo Kojima also throws out another detail that is enough to seriously injure the old players of the series, designing the silent blood tank into the style of sniping the snow wolf in the first generation of “Metal Gear Solid.” He is also a sniper, who has also faced off with the protagonist, and also has a mysterious past. He also has a special affection for the protagonist. The memory of failing to save the Snow Wolf is imprinted in the hearts of every old player in the series, urging them to do their best. Go all out to make up for the mistakes you have made.

Only this time, the result was not much different.

Before disappearing, the last silent glance.

The method of “killing” or “removing” a certain main character is not uncommon even in the history of video games. The special thing about silence is that the feelings between the player and her are played side by side in real battles. Gradually accumulated.

The reason why “Phantom Pain” adopts the task system and stretches the process from more than ten hours to more than forty hours is to give players enough time to build the Diamond Dog organization by hand and forge deep feelings with partners. The player gains everything in the first chapter, and loses one by one in the second chapter: from comrades-in-arms to “relatives”, from achievements to lovers, and even their own identity, they are all done by the players themselves.

Putting the process of building a relationship with the game character into the hands of the player naturally poses a certain risk to the narrative. If the player chooses not to take her into the battle, he will definitely miss the “Dancing in the Rain” event triggered by a degree of goodwill, and it will also cause subsequent follow-ups. The silent ending is slightly blunt. But while setting Silence as the only human comrade in arms, Hideo Kojima also bet on the players at the same time, betting that they will take this partner and this relationship seriously. It is the choice made by Hideo Kojima that he is willing to give up the mature methods of character-making such as cutscenes and take the risk of giving the power of relationship creation to the players.

Between expanding the boundaries of human emotions that the game can reach, and completing the series with perfect posture, he chose the former.

Arriving individual

A successful game partner, in addition to playing an irreplaceable role at the level of gameplay, must also establish a close relationship with the player on the emotional level. It is not easy to not add chaos to the players at the technical level. Getting involved in the subjective field of emotion is obviously more difficult. Creators must not only have enough wisdom to solve technical problems at the AI ​​level, but also have a deep understanding of the player’s psychology.

The game narrative has evolved to this day, and it has fully captured all the experience that other media can provide. While these nutrients can continue to evolve the expressiveness of the game, it has never been able to separate the game from other media. Better graphics, more shocking special effects, and even more bizarre stories are not exclusive to the medium of games.

The partners in the game are different.

When the player picked up the handle and jumped into the game world, they also chose to integrate into it and become a part of it. Creators can interact with players using various elements such as interface, gameplay, environment, and level design, but the introduction of partners brings this interaction into the psychological level.

When trying to build the relationship between players and partners in the game, the direction of game mechanics and narration has also shifted from past pleasures and enmity to serious issues beyond sensory pleasure: in the process of repairing black Beth, we appreciate the cruelty of war; In the process of restoring peace in Hailaru, we re-examined the meaning of heroes; while trying to save our childhood friends from the tragic fate, we were thinking about the duty of a lawyer; when saving Ellie from the operating table, We are also unconsciously weighing the weight of each life; while fighting with the narrator, we appreciate the strangeness of fate; and after the final loss of silence, the void left in each player’s heart is a warning So that we will never be swallowed by the anger of vengeance.

Thinking and pleasure, in the art form of games, are never contradictory and irreconcilable. The fusion of the two is the most unique power of the game. The pleasant experience allows us to put aside the heavy daily life and devote ourselves to the virtual world of the game; and the lively game partners, with their own charm, guide us to face those really important issues.

Author: Hong Yun
Source: Reading Library
Address: https://mp.weixin.qq.com/s/2YE0TILsJj3ZBxbAOAQnag?

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