Traditional Culture Encyclopedia - Traditional culture - Game theory - works of criticism ︱ elements into a mystery: based on the "Original God" of the thinking

Game theory - works of criticism ︱ elements into a mystery: based on the "Original God" of the thinking

Ren Tong / Fudan University School of Journalism doctoral students

Nowadays, the adult generation influenced by the game, anime and manga is not far from the "secondary". The "maturity" required by real life socialization seems to go hand in hand with those so-called "childish" hobbies. When a concept is accepted by more people, the awkwardness of "you're also playing the original God" brings the distance between them closer.

Of course, only "secondary" is not enough, the success of any niche culture out of the circle, need more **** common "elements" of integration, in order to enter the public field of vision. The concept of "element" is very complex, it is not only the concept of chemistry and math, but also the composition of computer language and the core gameplay. ProtoGod builds an open world around "elements". Assuming that understanding a video game is a "jigsaw puzzle" [1], the correct way to restore the game's picture is to find the right place for the first piece of the puzzle: the "elements" are the first pieces of the puzzle. With the definition of "elemental" in mind, let's take a look at what's going on in the world of ProtoGod.

The world of ProtoGods is organized around the fantasy world of Tivat, where the seven elements meet. In the distant past, people were given the power to drive the elements through their belief in the gods, and were able to build their homes in the wilderness. [2] Elementals, the basic substances that mankind has condensed from the concept of nature, have become a symbol of orientation in the game. City-states are built, civilizations are created, and the world around the "elements" is gradually forming a system: Wind of Mond, Rock of Riyue, Thunder of Inazuma, players become stronger through the refinement of a character's elemental powers, and travel to discover the true meaning of unknown regions.

But how, strangely enough, does the elemental-based restraint unfold just by "seeing-hearing-acting"? Instead of feeling the real, natural base elements, one senses the damage and danger of the elemental forces in the adventure through the interface of the screen. In line with John Durham Peters' idea that in order to exist, it must first be perceived, how does the "elemental force" in game representations exist in the game in a way that makes the player enjoy trying to use it? How does the "elemental force" in the game representation exist in the game, so that the player will be happy to try to control the world with the "elemental force"? Following the logic that video games "emulate" the real world, the mystery of the "elemental" needs to be answered from the real world as well.

Elements as Chemistry

The story of Progenitor begins with a traveler sibling fighting an unnamed powerhouse, and the failure separates the siblings. So the point of traveling is to find lost relatives, and in the quest to accumulate the truth about the world. The accumulation of experience is also the accumulation of power, which is consistent with the logic of "wanting to be strong" shown in video games.

The "elements" of chemistry are the reactions between the contained substances and the underlying substances, and are the result of a quantitative change in the number of protons in an atom, leading to a qualitative change. In ancient China, the basic elements were categorized as the "five elements", i.e., gold, wood, water, fire, and earth. The formation and interaction of everything is based on this relationship. In the West, Aristotle theorized that everything in the world is composed of opposing properties: cold/hot, dry/wet. The elements are made up of a combination of these primordial properties in different proportions. It is the world's perception of the base elements that gives the characters their powers and the story of the text.

On the continent of Tivat, strong desires are refracted into a medium called the God's Eye, which helps characters transform their powers and become stronger. Those who use the medium to manipulate elemental forces are humans, while those who can release the elements without the medium are gods or demons, the unknowns created by nature. The protagonist of the game, the Traveler, is different in that he/she arrives from the other world, and by touching an idol with a certain element, he/she can obtain and keep the elemental power, and then use it. In the game, a four-player team based on different elemental configurations triggers reactions between the elements: wind spreads other elements, water and fire trigger evaporation effects, and so on. The elemental level of operation emphasizes "reaction", which can be reflected in character skills or in the refinement of equipment (objects). An alchemical gameplay approach combines the scattered elements and gradually enhances the player's gameplay experience.

There are two logics for "wanting to be strong" from a "reaction" perspective: 1. the proper coordination of elements between characters, and 2. the use of various elements to upgrade a character's equipment. In terms of characters, the order and hierarchy of consciousness is lost when you separate functions (character skills) and stages (character levels), and then regroup them with different mixes and matches of materials (experience, items) [3]. The player gradually loses the rationality of why they should upgrade their characters between character trade-offs and fits, and gets caught up in the emotion of getting stronger. Certain characters can only be obtained by extraction, especially five-star characters are very difficult to obtain. Based on the game's mechanics, only "Emperor" players and kryptonite players can get the perfect match. Games of chance embody an awareness of possibilities and the freedom to have an (imagined) advantage of chance. For example, because ProtoGod opens up seven kingdoms one after another through the mechanism of map mists, every time a player finishes the world quests and lore quests (i.e., passes through all the main storylines), he or she will feel a "void", and this anticipation of the game's main storylines sustains the game's logic of "coin-op! This anticipation of the game's main storyline sustains the game's "coin-op" logic.

In terms of equipment, while ProtoGod does have an alchemy table for players to fuse and upgrade their equipment (weapons, relics), it doesn't intertwine the changes in the subject and the object to bring about uncertainty, but rather attributes the different reactions to fun. Rather, the different reactions are attributed to the fun of it. For example, in a game, the rewards for playing a secret world or doing a quest are certain, but what is uncertain is the quality of the item itself. The combination of person and object is not unknown, but rather a definite "enhancement". This is different from Andrew Pickering's suggestion that "alchemy" brings "imagination" to science: the optimization of the combined operation of human and non-human forces [4] is never a given. But as a game product, it must be perceived and manipulated by the player. Players can spend time in exchange for accumulating experience - the game logic of "liver".

Specifically, the feedback mechanic establishes a variety of phrases centered around data: attributes, weapons, relics, life seats, talents, each of which is waiting for the player to spend time building up the value of the character. As the traveler's experience value (Chronicles) increases, the level of the open-world "opponents" (magical creatures, plot characters) increases accordingly. Therefore, in order to play better "elemental" effects and become stronger, you need to have a better character refinement, and pursue the optimal solution between each phrase (e.g. whether you're looking for lifesteal or bludgeon rate).

Take equipment (holy relics) as an example: a character's five different holy relics will trigger different elemental damage bonuses, while a single holy relic itself has a variety of different data additions, such as attack power, attack percentage, defense, life value, elemental recharge, bludgeoning damage, etc. Different characters need different materials to be upgraded. Different characters have different materials to upgrade, and different ways to collect and drop equipment. This turns the game into a sort of "series" that requires complex confirmation, and the way to test your character is to find ways to try to solve the puzzles in the various missions. Claus Pias metaphorically describes the game player as a kind of "program tester", where any game action is responded to or not responded to in a "binary" confirmation, steering the game behavior in the right direction, as in "minesweeper". "Minesweeper". In the discursive elements of computer games, there is no "killing" or "catching nuggets", only timeliness, rhythm and control [5]. All that keeps players playing is the pursuit of "numerical" perfection.

Of course, the sense of action that comes from the numbers is based on the flow of the plot and the rationality of the behavior. The items scattered throughout the world of ProtoGod become the key to understanding the overall worldview and solving the game's puzzles. Players' demand for higher scores is actually a desire for a stronger, faster puzzle solving experience, and the pursuit of numerical values is also a requirement for the storyline experience.

The elements of a set

A set, as one of the basic concepts of mathematics, is the sum of things with a particular attribute called a set, and an element is each of the things that make up a set. each of the things that make up a set. In addition to the basic elements that make up ProtoGods, there are other elements*** that make up the open world. Obviously, cell phones, computers, handhelds, and televisions all follow the "physics" of visualization, i.e., they are perceived by the medium in the form of sound, light, heat, and electricity. Puzzle, conflict, color, game design to this point is only a picture on the plane, only a full range of perception can make the player's operation coherent, that is, what we often say to the game of immersion. According to the original God, the game wants to create the atmosphere in the traditional cultural industry point of view and have to promote: that is, all the top technology, art form elements of the collection of electronic games.

Sound: The sound in ProtoGods isn't necessarily real; it's based on the dubbing mechanisms of movies and 3D animation, supplemented by a strong soundtrack that evokes "reverie" about the elements. For example, the background sound heard in Windy Mundy, which symbolizes "freedom", was composed in the church-derived Lydian mode[6], which provides imagery of Nordic culture; in shaping the background sound for the Chinese-style battle of Li Yue, the Chinese zither and pipa were added to the soundtrack, and the Chinese zither and pipa were added to the soundtrack. In shaping the background sound of the battle in the Chinese style "Li Yue", the sounds of guzheng and pipa are added [7]. The presence of music enriches the cultural elements and simplifies relationships that would otherwise be difficult to articulate. At the same time, the top-notch soundtrack makes it easier for the player to adapt to changes in the scene, and the rhythm of the music "rationalizes" the behavior of the game, finding the state and feeling of the game.

Light and shadow: The effect of the light on the screen in ProtoGods is reflected in the change of scene. The perception of the scene and the adaptation of information is the key to the game's ability to immerse the player. From sunny days to rainy days, from day to night, light and shadow change in the game scene, enabling the game to unfold smoothly. Light and shadow are simulations of time and reality; they are the beginning of narrative logic and the elemental reality that is felt through visualization. For example, when you attack the Frozen Tree (which can be interpreted as the boss of the level), even the game scene has a light white light, which makes the player feel the chill brought by the elements; sometimes, the game world needs to jump through the map markers, and in order to alleviate the abruptness of the transition, the game interface will be modified with the "interlaces" of the elemental symbols and conceptual explanations, using the symbols and conceptual explanations to modify the game. To mitigate the abruptness of transitions, the game interface is modified with "interludes" of elemental symbols and conceptual explanations, filling in the visual elements with symbols.

Interstitials in game transitions

Heat: The heat of a video game product is not only reflected in how much it is enjoyed by the player, but also in how well it is tolerated by the electronic device. When the medium "overheats" as the game progresses, it means that your device and system just don't seem to be able to keep up with the game. Overheating is more common with cell phones, and some high-frame-rate games require a basic phone configuration. Unlike the logic of movies that spend huge amounts of money on commercial blockbusters in order to attract more viewers to pay for tickets, video games are more focused on selecting target users, and what price point of the gaming device determines what kind of gaming product the player becomes a paying user of. For the "original God", 8-9GB capacity of the game on the carrying capacity of cell phone hardware is a test, the highest quality full open, the quality of the frame rate of 60 will make a lot of cell phones are very difficult to heat dissipation and lagging "barrier", which fully demonstrates that the "original God" is very "eat"! "Graphics card (GPU) configuration. The metaphor of "overheating" coincidentally proves two things through the game: 1. For ProtoGods, the design of game products is not limited to the use of cell phone channels; 2. Electronic games help us better understand the value of consumption, i.e., the value of the "data" embodied in technology, which is more valuable than the value of brand-oriented consumption. The value of the technology "data" embodied in the value, than the brand-oriented consumer value is more worthy of attention of the players, and then complete the consumption of "myths" of the "charm".

Electricity: According to the materiality of the cell phone, the significance of "electricity" for the cell phone is to "recharge". How does Harakami "energize" itself to give more meaning to the open world? Like a daily drama in the context of television, Harajinkami's main quests and time-limited activities are produced while online, creating a "serialized" game for players who prefer plot and narrative. Unlike MOBA (Multiplayer Online Tactical Athletic Game) and SLG (Strategy Game) games where version updates are more oriented towards gameplay optimization, the version updates that players of Progenitor are looking forward to are more about advancing the plot and character relationships, such as the attributes and positioning of the newly released characters. At the same time, the game has enriched the playability of ProtoGods by adding different "small game" and "light game" puzzles, which is also in line with one of the ideas of recent electronic game design, i.e., enriching the level of the game itself through other gameplay. For example, Dota 2's corridor mechanism makes the gameplay of self-propelled chess successfully go out of the circle, and this kind of gameplay "recharging" is also reflected in ProtoGods: Fishing, self-propelled chess, cooking, based on the daily life and the existing mini-games, greatly enrich the character setting and the structure of the main worldview, so that the players are more willing to stay in the game.

The game's main goal is to make the game more enjoyable for players.

Force: Any immersive experience ultimately comes down to the act itself, the operation of force. From buttons to joysticks to touchscreens, the medium silently bears the user's forces, making them into messages and delivering them to wherever there is a device to receive them. The force is the meaning, the desire to become stronger, the desperation to "liver" the game, is to transmit one's meaning to as many places as it can fit. Therefore, this force is not about the "playwork" that turns play into work, nor is it about Heidegger's shift from perception to knowing force. Rather, the "self-improvement" of the game world actually hopes to arouse the ****song of more gamers, and to use force as an extension to ****create a "fun edge space system". Game, operation, in the silence of the hand to talk, get the game both sides of the mutual understanding. From this point of view, the idea of "technical geeks change the world" is pure from the starting point, and it tries to practice the extension of "force" in electronic games.

In short, "element" as a collection of elements is an indication of how both the form and content of the medium affected Proto-God. This confirms Bogost's claim that video games are intrinsically linked to "poetry, literature, cinema, and art" in the most general sense[8]. In addition to this, today's video games borrow from each other in terms of "good" gameplay, and invest more in the effects of their products to give players more choices in the open world.

The second element

One of the challenges faced by designers of role-playing games (RPGs) is the problem of restoring real characters through technology. The lead designer of the action-adventure game Primal created the character of Jen and described the complexities of "modeling - simulation - 3D molding - graphics - plot". graphics and storyline", while at the same time adhering to the principles of localization around the world and adjusting the acceptability of the character.[9] Now, the designers of Primal are working on the character of Jen, who is the first to be created. [Now, an RPG with secondary "elements" can successfully break through the circle and be loved by players all over the world, so what's the reason?

Of course, in the attribution of the product review, we can say that this explosive game in the style of painting, game experience, pre-testing, and so on, did a good job, so it will get such outstanding results, but these conventional measures can not summarize the characteristics of its success. In my opinion, ProtoGod has accurately demonstrated "position" and "function" through the intermediary of the following advantages to form a complete system:

(1) The advantage of the second element: blurring the boundaries of identity

The second element: blurring the boundaries of identity

The second element: blurring the boundaries of identity

One of the reasons why secondary characters, which are made up of two-dimensional images, are criticized is that the imaging is too simple to see the difference between characters. In the case of ProtoGods, the blurring of character identities is a good thing, as it allows the designers to "copy" some of the content that players are familiar with, rather than having to go out of their way to create a completely new worldview. As mentioned above, ProtoGod is so close to labeling the Ligurian region as a "Chinese civilization," it's clear that the designers wanted you to see that the game is derived from reality. But in the creation of key characters, this idea seems clear and contradictory. Let's take the character of "Ning Guang" as an example: as the most important "middleman" in Li Yue, she can wear a hairpin and a long dress with a cheongsam placket, but if you look closely, you'll see that she's not a Chinese civilization. ...... But a closer look reveals that this character fulfills people's imagination of Chinese aesthetics, but is not a copy of Chinese clothing in the traditional sense. The second dimension accommodates the two opposing elements of universalization and individualization in its cultural trade-offs, inexplicably forming a character set that is acceptable to most people, and this contradictory tension instead makes the character display a distinctive visual effect. Thus, the second dimension refers to a kind of fusion direction, which simplifies complex identities. No one will question whether Ningshuang is a real person in history, but she has demonstrated the characteristics of traditional Chinese clothing and expressed her own identity, thus fulfilling the world's imagination of "Chinese civilization".

(2) Channel advantage: a fusion of mediums

Perhaps the Wipeout series proves this point: the "hidden" nature of the second generation gives the original God an advantage, which is more clearly reflected in the channel. This advantage is reflected more clearly in the channel. As mentioned earlier, game companies place special emphasis on product placement for target users, which causes them to be cautious about the platforms on which they place their products and the mediums through which they operate. However, since the official launch of "Original God", it has been positioned as an electronic game for computer, mobile and console - all mainstream channels***. From precise placement to full listing, although it is not difficult to realize on the technical level, but in terms of channels, it involves different channel revenue, user's game behavior habits, the promotion logic of the channel platform, the way of obtaining the game, etc., which is extremely difficult. The game distribution wants to gain revenue by way of a unified platform, which must be based on a broad audience of players.

Therefore, the original God is the game product positioning for the global context, through the view and plot, to produce more players can accept the game, which is inextricably linked to the ambiguous setting of the secondary yuan. First of all, the secondary culture that emerged in Japan already has a broad base in the world, which combines different elements but is able to satisfy the imagination of players with different identities in terms of characterization: the character manipulated by the player may be an aristocrat of the old times, how to choose his own path in a new atmosphere of freedom, or a researcher of the new times, searching for the truths based on the elements. Although the player may not be a fan of the second dimension, he or she is able to accept the simulation and adaptation of the real world as it occurs in the real world. Secondly, the second dimension confuses the cultural elements of the real world, appearing in fragments and "jigsaw puzzles" through the imagination of the player's mind. For example, the setting of the "Moon Festival", in which the God of Zao is worshipped, is a fusion of the New Year's and Mid-Autumn Festival settings, with familiar cultural elements serving as the backdrop for the game's storytelling. These elements are not just to restore a certain country's or region's knowledge of figurative content, but also to incorporate some of the world's general knowledge of the game. This may be one of the reasons why ProtoGod has been embraced across all channels.

Conclusion: Reconciling the "reactions" between different elemental relationships

In short, if you think of the elements as a base material, then the core of the elemental "reaction" is simply that the game, as a product, can be made more accessible to a wider audience. The game as a product is how to make it accessible to a wider range of players. For a handheld game like ProtoGods, the goal at the beginning was to get players around the world to love the game.

McLuhan once predicted that the ear would retaliate against the eye in an era when vision dominated the electronic media. Whether this prediction is really accurate or not, we can't tell, but the era of image-driven text has quietly arrived. At the software application level, electronic games and short videos have achieved such a good effect in terms of cultural output that their performance has to alert regions that accept this media culture to the power behind the media. The stereotype of China's game market used to be that we had a wide game audience and market, but couldn't make good games. But with the shift from computer games to mobile, game companies such as Tencent, Miha Tour, Lilith, Folding Paper, NetEase and many others have seen the emergence of a new windfall, and in terms of game categories, the overseas successes gained during the epidemic have been evident to the world***. This shows that games can also shoulder the mission of international communication.

Unlike the Hollywood era, which promoted the "American Dream" and the worldview of individual heroism, MiHYU adhered to the game company's prudence in selecting target users, and tried to make the worldview of the game's narrative as "middle-of-the-road" as possible. For example, under the efforts of the "middleman" Nerguang, Liyue completes the handover of 3700 years and signs the "contract to end all contracts". At the same time, it translates the Chinese saying of trustworthiness, honesty and trustworthiness into following the spirit of contract, which is also meant to be compatible with Chinese and Western values, and is reflected in various channels.

Game plot screen

Though it comes from a place of commercial prudence, The Original Gods gives us some insights into the future development of video games in China: 1. Video games are constantly learning from reality, and games are reality-based simulations. However, this kind of rough screening also brings reality into the game world, which requires players to uphold Marx's point of view: not only focusing on the industrial machine (technology), but also understanding how power relations are covered up by the media [10], both reality and games require people to reflect on their thinking; 2. While upgrading the design of the basic software, the understanding of cultural communication should also be revolutionized. The game is not an adhesive of anything, system, power or even people, it belongs to the rules of self-existence, and anyone who wants to experience the game can design or participate in it. Now that we have the ability to design the rules of electronic games, we should take on more responsibility for spreading culture; 3. Chinese culture at sea does not promote a kind of hegemony, but rather adheres to Premier Zhou Enlai's idea of "seeking common ground while reserving differences" at the Bandung Conference. The omni-channel success achieved by the prudent commercialization has given the Chinese game to go overseas to provide in-depth thinking on how to seek common ground while reserving differences.

In short, the mystery that Elemental weaves is never limited to the game itself. It's about relationships in the real world, and it's also about exploring the seriousness of unresolved issues in the real world because of simulation. Different elements influence human **** there: an instinctive interest in the history of the rise of nature, with knowledge of the basic elements; but also in the search for common ground, compatible with the differences of different cultures, through the operation of the game, to imagine what civilization should be.

Notes:

[1] Christopher Kuklick, The Particulate Society: Social Models in the Age of Digitization, translated by Kun Huang and Ke Xia, CITIC Publishing House, January 2018 edition, page 199.

[2] Introduction to the worldview of Proto-God, /main/map

[3] Henri Lefebvre, France, The Critique of Everyday Life, Volume I, translated by Ye Qimao and Ni Xiaohui, Social Science Literature Publishing House, June 2018 edition, page 111.

[4] Andrew Pickering (US), Science as Alchemy, translated by Hao Xinhong and edited by Cai Zhong, Chronicle of Social Critical Theory, Series 8.

[5] De Claus Pias: "The Responsibility of the Game Player: Becoming a Port Completely", from Media Archaeology: Methods, Paths, and Meanings, edited by Erkki Hutamo and Jussi Fearica, translated by Tang Haijiang, Fudan University Press, March 2020, first edition, p. 175.

[6] source b station up master Jian-Ajian: soundtrack analysis, you really understand the game soundtrack?

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