As an avid player of drama games with more than 100 visual novels in the Steam game library, when I saw the test period of “Weaving Words”, it was well received, and it was marked as a buyout system by most players with the label of “rich storytelling”. When it comes to a stand-alone text mobile game, it is the first time to buy it.
Unlike traditional visual novel games in the form of illustrations and text, “Weaving Words” has a very special setting:
The plot options cannot be clicked directly, but the question mark representing the character’s consciousness on the screen must be moved to touch the options.
This kind of operation runs through the whole process of the game. In the game, the disordered words on the screen need to be reconnected in order to form a complete sentence.
But after entering the game, the first 10 minutes of experience, maybe you and I will feel a little disappointed. The difficulty of connecting words into sentences is not high. Basically, you already know the order of the words at a glance, but you still have to use question marks to slowly connect them. Move the question mark to touch the option instead of directly clicking on the option. This is slightly awkward. The setting of, it also seems a bit “excessive.”
But this disappointment and confusion will soon disappear, and the game immediately made me understand how necessary the seemingly lengthy “novice tutorial” for the first ten minutes is:
Because the form of “moving question mark and text in the screen” will run through the game and break through the limits of text expressiveness.
In the early stages of the game, when a character is “forced” to a question that he doesn’t want to answer, the phrase “I shouldn’t tell her” forms a maze on the screen, separating the question mark we manipulate from the answer.
To “speak” the answer that the character does not want to say, you must control the question mark representing the character’s consciousness to pass through the maze of words.
The ingenuity of this design is that through the unique visual and interactive design, during this operation, we truly feel the emotions of the characters in the game that “do not want to say”. This emotional resonance is a very fresh experience.
The game has also been constantly changing through the “level” design, vividly showing how this “don’t want to say” emotion is getting stronger.
As the character’s resistance in the game continues to grow stronger, the maze also becomes more messy and complicated. It becomes more difficult for us to “speak” what the character doesn’t want to say.
And with the phrase “I shouldn’t say her thing” formed a closed square, the character’s inner resistance also reached its extreme.
The mechanism of “conjunctions into sentences”, which originally made me feel that there are not too many bright spots, has begun to show its brilliance along with the high degree of unity between the literal meaning and the deep connotation.
In this scene, the player has to connect the positive and negative words on the screen into a sentence. The subtlety of this design is that it is this seemingly awkward operation that makes the player intuitively feel the character on the verge of mental breakdown The inner chaos and vacillation.
As the game progresses, the static text on the screen starts to move. When the character’s “nothing can be grasped” feeling of powerlessness, when you use a question mark to approach the text on the screen, the text will fly away. The feeling of “not catching” suddenly appeared on the screen.
On the screen, “justice”, “love”, “freedom” and other abstract concepts that cannot be perfectly embodied by graphics also complement the setting of “Weaving Words” which is almost entirely written in narrative.
This kind of text-inspired gameplay expresses the conflicts between the characters extremely vividly. In the face of forced confession, “give up”, “resistance is meaningless” and “speak out” lines of red text pounce on the characters, only Only by avoiding these words can I say “no comment”.
The tension and pressure of this plot can be expressed vividly and vividly only through the animation effect of the text.
When the red “work” text without any gaps is pressed against you and there is nowhere to escape, the last fortress of the character “children” creates a literal safe zone for us, blocking the suffocation that work brings us. pressure.
When the countdown at the bottom of the screen keeps beating, the dialogue of the questioning character changes in different shapes and strikes you. In the thrilling process of avoiding the “literal” threat, the ideological struggle between you and the character in the game has truly reached” Synchronize”.
There are many more creative designs like this in the game. In order to avoid spoiling this wonderful story, I can only show it here. After all, only when you uncover the suspense one by one, can you truly experience the beauty of the combination of novel expressions and wonderful plots.
As a team of only four people, “Weaving Words” is developed independently with limited budget and personnel in order to pursue the “second dream” of making independent games by using personal time outside of their own work. For game works, the feel of the operation obviously needs to be optimized. Whether it is the joystick operation mode or the click and follow mode, it makes people feel uncomfortable. In addition, some avoidance links are quite difficult, and the “persuade points” are not too small. For the mass players, it is a bright spot and a shortcoming. It is also obvious that the game is not perfect.
For lovers of text plot games, although the 2-3 hour process is not long, if you like compact and exciting suspense plots, you want to experience an interactive form that is extremely imaginative and breaks the limits of text expressiveness, and is acceptable Its shortcomings and imperfections are worth a try.
Source: TapTap finds good games