Chapter 209 The Spiritual Connotation of "The Famine"
For the game "Famine", there are many points that attract players, but in the final analysis, its original driving force is "survival".
In Maslow's hierarchy of needs theory, needs are divided into five major categories, namely: physiological needs, security needs, love and sense of belonging, respect, and self-realization.
These five requirements form a pyramid-shaped structure, with the lowest level being physiological needs and the highest level being self-realization needs.
The more basic the demand is, the easier it is to achieve, but it is also the most important and urgent.
That is to say, if a person lacks food, safety and respect at the same time, then generally speaking, his demand for food should be the strongest. In comparison, safety and respect are not that important.
That is why people take risks in extreme hunger, fighting against large beasts (giving up safety) or bowing to power (giving up dignity).
Maslow's hierarchy of needs theory is widely used in various fields, and the game field is no exception.
Many game designers use this theory to build a complete Maslow level of needs in the game, which is used to drive players to chase the illusory data in the game and indulge in it.
To give a simple example, some games with "selling combat power" as the core selling point emphasize safety and respect these two needs.
For a relatively weak player, he has the risk of being killed by a stronger person in this kind of game at all times, so he feels a strong sense of insecurity, which will drive him to spend more money or time in the game and become stronger to maintain his own safety.
After those more powerful players have the attribute of security, they will turn to pursue respect and self-realization, such as fighting for the king, establishing a large guild, leading their younger brothers to participate in national wars, and spending a lot of money for these virtual sense of honor.
Generally speaking, few games can use the "physiological needs" level because this gameplay is relatively troublesome, especially the mechanisms of many games do not support it.
In fact, human physiological needs are very simple, nothing more than food, water, health, reproduction, etc. However, in general games, characters are generally not allowed to run around for food and water, and there is no concept of hunger value, because the game content is limited, and there is also many more worthy content for players to experience.
"Famine" captures this blind spot well and shows the theme of "survival".
Moreover, "Famine" is not just a simple game. If you dig deep into its spiritual connotation, you will find that it actually has the depth that some masterpieces do not have.
Unlike many protagonists who shoulder great missions, Wilson's meaning of existence is existence itself. He does not need to save the world or save others. His only goal is to live well. Everything he does in the world of "Famine" is for the most basic goal: to live better.
"Famine" is a highly stylized game with a very mature ideological core.
The world of "Famine" is not any known historical background, and even this world is full of some settings that are completely out of reality. Its entire style and music are full of black humor, but when facing death, it is extremely real.
This feeling of coexistence of absurdity and reality runs through the entire game of "Famine", including the setting of coexistence of technology and magic in the game, which greatly enhances this feeling.
The machinery of activity, the pigs living in the crowd, the tombstones in the forest, the remains of the seniors, the terrifying monsters... all kinds of terrifying settings that seem to have no effect on each other at first glance, but there are inseparable connections behind them.
The entire world background is highly unified and forms a unique magical realist world.
The playability of "Famine" comes from its rich settings. It looks like a simple 2D game, but its actual playability is far more abundant than that of some masterpieces.
Monster species are very complex, each monster can provide unique food, resources, and the protagonist can use a wealth of construction systems to create fires, barbecue grills, pots, traps, etc.
Moreover, the protagonist also has rich interactive actions, such as collecting, cutting, digging, ignition, planting, etc. All props, including the surface itself, can be interacted with. Those precious props can also be used directly as fuel at critical moments.
The ways to obtain resources are also different. If players want to obtain pig skin, they can go head-on with the pig man, or find abandoned pig man huts and search materials for altars, or plant spider eggs next to the pig man village, waiting for the spider to fight with the pig man, and take advantage of it.
When players have achieved something, lost interest in survival mode, and their survival needs are no longer enough to stimulate players to continue the game, players will also discover adventure mode and open up new challenges.
Moreover, this is also an extremely cruel and ruthless game. In the face of survival, any negligence may cause irreparable consequences.
But because of this, the meaning of survival itself is becoming more and more precious. When I was hungry, I found a pigman village full of carrots and berries. The feeling at this moment would be very beautiful.
After playing "Famine", many players will understand how happy it is to "be able to eat enough".
It is precisely because of these reasons that "Famine" can not only attract new players who are interested in survival games, but also retain those hardcore players for a long time. Many people even insist on playing this game for several years without feeling boring at all.
Because every journey of "Famine" will be different.
And, like many sandbox games, mod is the eternal charm of the game "Famine".
Putting aside the official DLC, the mods created by players themselves have also brought a lot of fun to this game.
For example, in terms of character mods, there are Zoro (with its own knives, can cut trees, road deaf, all maps are always black), Ace (with its own fireball, return the spirit value next to the fire), etc.; in terms of auxiliary mods, there are display values and architectural geometry; functional mods, there are permanent tents, and expanded backpacks...
In addition, there are super-large mods, such as Dark Hero. One mod alone is enough for many players to play for half a year. This super-large mod is almost equivalent to a new game.
Of course, Chen Mo just chose a few mods that are commonly used and do not affect balance. As for the other mods, it is enough to let the players develop them themselves.
Chapter completed!