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How to evaluate the glorious game "History of the Three Kingdoms"?

Brilliant three kingdoms series reviews

To tell the truth, it was the brilliant three generations of the Three Kingdoms that pulled me into the Three Kingdoms world. If I hadn't played the history of the Three Kingdoms, I wouldn't be so fascinated by the Three Kingdoms today, and there wouldn't be a long Han Bo on this page, which shows how far-reaching this game has influenced me! The following is my introduction to the reflection series (I like more ideas and experiences):

As I said before, I started playing in three generations, so I only read about the second generation of computer games growing into a "nostalgic column", but I haven't played it myself, so I don't know if it's fun or not. But the Three Kingdoms series has always been popular with everyone. I think from the perspective at that time, these games should be absolutely excellent! However, from a modern perspective, no one should be interested in playing such an old game, right? Glory produced a replica edition for these two generations, called the annals of the Three Kingdoms. I have bought and played, but the three-dimensional avatar of a military commander is really hard to accept, and the game style is obviously a bit outdated. But I can't blame him, because it's a copy. For some old players, this game may make them feel infinitely friendly, but for me, it's really boring to play, so I bought it and played it for several hours.

Three kingdoms and three generations

Ok, the next thing to say is three generations! I remember that I used to buy games every day, but I was not interested in games like the Three Kingdoms, but one day I was really bored and didn't buy any new games. You see, I saw a three-generation "China version" of The Three Kingdoms (the so-called "China version" was not officially revised, but it was said that some enthusiastic players in Taiwan Province Province changed it themselves, so the translation quality was really poor), and I felt that talking was better than nothing, which was really bad. After loading the game, choosing a new game caught my attention, but I didn't know anything about the Three Kingdoms at that time, so I chose one at random. Unexpectedly, as soon as I entered the role selection screen, I immediately felt a great sense of intimacy! I have heard of Liu Bei, Cao Cao and Yuan Shao. It's really lame, but I can't help it. At that time, I was "young and ignorant" and knew little about the Three Kingdoms. So I immediately chose Cao Cao, whose name is the most "loud". After entering the game, I saw many command windows and thought, "How to play?" However, I don't want to give up playing like this, so I will study one by one. Unexpectedly, the more you learn, the more interesting it becomes!

As can be seen from the above figure, it is not difficult to find that there are many instructions in the three generations, including military, personnel, diplomacy, intelligence, development, strategy, businessmen and specialists. In this generation, the military has an interesting design, that is, soldiers can not only increase the "training value" through training, but also increase the "morale value"? ! (Is morale practiced? ! Although this design is a bit unreasonable, and it often takes a lot of time to do training, it can't be said that this design has its important uses, because one of the characteristics of the three generations is "farming", and military commanders often do nothing, which is really bad, so the designer cleverly arranged this disguised farming work for military commanders. ...

In addition, the three generations have another military feature, that is, the number of soldiers owned by each military commander should be distributed in the early morning, rather than at the beginning of the war as in later generations. This will test our arrangement ability even more, because even if you recruit a lot of soldiers in the city, once you forget to allocate them, all the soldiers will be useless, so predict which city will have a war and allocate them before the battle.

At the same time, because of the above-mentioned deployment system, personnel has also been affected to some extent. Why? Because you poached the military commander of another country, not only the military commander himself, but also the soldiers assigned to him! Hehe ~ you are smart, and you will probably understand what is going on right away. In retrospect, when we were poaching for three generations, the first consideration was not the ability of a military commander, but how many soldiers he had! As soon as you see those who have more troops and low loyalty, dig them back without saying anything! If the military commander has a good ability, let him develop in our army. What if he is a talent? Hehe ~ Fuck his troops immediately, and then just fire him. It's a cold game, but who let you honor the Lord without talent? Go to the wild! ~) I'm here to tell you a 100% successful corner digging method. You should have noticed that the strategist will make a suggestion when you dig a corner, saying that the military commander will vote. As long as your strategist's intelligence is above 100, and the loyalty of the military commander you want to dig is below 100, then as long as you take the trouble to keep asking the strategist, he will always be unbearable once or twice. ) and say that you will succeed, just dig boldly according to his words! You will find that you will succeed!

In terms of diplomacy, the three generations also have many interesting features, but those are not important things, so I won't go into details. But there are some skills you must know. For example, if you have an ally, remember to ask your ally for help every January. Those idiots are generous to death. If your ally is a big country, he may give you more help than you earn in a year! But remember, you can only apply in January. Those idiots just earned their income in January, so generous. ) The third generation of computer artificial intelligence is really stupid. With a little research, it should be easy to play with the enemy.

What about intelligence? This generation will be very tired to collect intelligence, because it is self-evident that it is difficult to know the enemy's intelligence, whether it is some sesame and mung bean intelligence or some important secrets, and it is necessary to send people to the designated places for reconnaissance first.

Next, I want to talk about development, which is the most fatal "feature" of three generations, because you have to order civil servants to farm every month, and you have to call them one by one. To tell the truth, although the development of such a big city is very successful, it is really tiring.

In terms of strategy, there are also many interesting features. For example, there is a plan of "two tigers competing", which can make the hostile relationship between the two countries rise and lead to war. I don't know why this interesting design disappeared in later generations. Unfortunately, some schemes such as "false book suspicion" and "gossip" began to appear in this generation, and the chronicles of the Three Kingdoms of any generation have been used since then, and its influence is really unknown.

Needless to say, businessmen are not buying and selling rations, but the special kind is a bit special, that is, the tax rate can be adjusted by themselves. If the loyalty of some cities is too low, lowering the tax rate will make people happy.

After talking about internal affairs, of course, we can't help but mention the scene of war! This generation, the war is really excellent! There are many kinds of terrain, and there are many strategies that can be used, such as fire meter and ambush, but the ambush meter seems to be only for computers, but it has no effect on computers. When being invaded by the enemy, you can choose to fight first or directly defend the city. During the battle, there are not only weather changes, but also day and night! At night, you can only see the scenery near the troops, but you can't see it in the distance, so you can't know whether the enemy is nearby or far away. It is really exciting!

I don't know why, but it's a pity that later generations canceled this touching function. I think any player who has played for three generations will agree how excellent the Three Generations War is, even the most outstanding in the whole series. But looking at the three generations of the Three Kingdoms, the biggest fatal injury is that the order of each step is limited to death, and everything must be done in order. In terms of internal affairs, every city has to give orders in order every month. In the war, too, every unit has to "queue up" and execute orders in order, which makes the operation and tactical application seem to be bound.

Although the three generations also have their shortcomings, they are not hidden. The success of the three generations is really obvious, and many extraordinary ideas of the three generations are impossible for any generation to achieve in the future. If the pictures of the three generations can be reshaped and some tiring settings can be changed, I think the three generations of the Three Kingdoms should be the most perfect generation in the whole series.

Three kingdoms iv

Next, I'll introduce you to the Three Kingdoms and Four Generations. When this generation was launched, Glory Company described it as the "extreme edition" of the Three Kingdoms. What are its characteristics? Let's see what happens slowly in the end.

First of all, I have to praise the good advice of Glorious Company. It is often criticized that the three generations have been farming for too long, and it is inconvenient to follow each step in order. With a wave of his sword, glory cut off all these shortcomings. In this generation, you only need to select the projects you want to develop, pick out the candidates for implementation, and then invest a certain amount of money on a regular basis, which really amazes the fans of the Three Kingdoms! From now on, we are finally out of the agricultural hell! Moreover, when executing the city command every month, you can also click on the city you want freely without binding your hands and feet to operate.

Militarily, the four generations made a major change, that is, soldiers are no longer privately owned by military commanders, and each city has its own soldiers. Usually, soldiers from all over the city take part in the training, rather than training separately from one unit to another, so it is much easier to operate. The distribution of soldiers was carried out before the war. More specifically, the four generations added a new element: "siege weapons". Therefore, in military projects, we can also make weapons to attack the enemy, but we must cooperate with other countries to make weapons. In other words, once we really develop new weapons, it will not only benefit you.

In terms of personnel, it is basically the same as the third generation. There is charity to use, find and reward, and enhance people's loyalty. It's basically a change of medicine.

What about diplomacy? The biggest feature of this generation of diplomacy is that there is a "prisoner". If you catch the enemy on the battlefield, you can lock him up and "persuade" him slowly. If your military commander is caught, you can negotiate with the other side through the "captive" function, give them some benefits and exchange the captured military commander back.

Businessmen really have nothing to say, but this generation can buy weapons. If they have money, they can try to buy it back and see the effect. Strategically, they also changed their forms, such as ambush, betrayal, rumor, fire attack and espionage. But in the third generation, a very fun "two tigers fighting for food" plan disappeared, which is a pity. In fact, this strategy has been in the fourth generation.

In particular, this generation has an option called auxiliary speech, through which players can ask military advisers and waiters for advice, but it doesn't seem to have much practical effect. In addition, there is an access function. If some talented people happen to pass by your city, you can try to visit them, and sometimes they will give you some benefits.

In this generation, there is a monarch's command bar, which contains an instruction that can make you retire like the three generations of the Three Kingdoms. Sometimes it's too tight for some big countries. You can give up your territory and wander in the wilderness until you find a new site, and you will encounter many events in the process of wandering. This idea was carried forward by the Three Kingdoms and Three Generations, but this feature disappeared after four generations.

After talking about internal affairs, we will enter the war part. Glory put a lot of effort and creativity into the war of this generation, which shows that he has focused on the war in this generation, but unfortunately, this is also the place where the four generations failed. From the attached picture, you should see that military commanders (taking Zhao Yun as an example) have many special abilities, right? This design was very successful, because these abilities can make each character have its own characteristics and value. In the past, we only had to consider force, intelligence and political power, but now we have to consider special abilities. Without special abilities, even if the basic value is higher, it is in vain. This design is very good, but its failure lies in unreasonable capacity allocation and some schemes are too powerful. Why is the distribution of transportation capacity unreasonable? Sometimes you will see a foolish man like Zhang Fei greeting you with weather changes, wind direction changes and even thunder. what do you think? Although Zhang Feizhi will never have this ability in the early days of the cloud game, with the progress of the game, the characters have the opportunity to learn any skills, which is a good way to cultivate the fun of the characters, but whenever I think of Zhang's sudden change ... it's really not interesting, is it? It is ok to listen to jokes.

It is no exaggeration to say that the strategy is too powerful. I'll teach you a way to win the field battle. Shrink in any corner of the picture first, then use the weather change to keep the weather clear, then find a guy who has the ability to turn the wind direction into blowing to the enemy, and then light a little ... Oh, my God. In a few days, you will see that the whole picture is on fire. Don't say the enemy is attacking you. You can't even get close! It's just that computers are stupid. They seem happy to be burned by you. They will not be wiped out in one day, nor will they retreat in one day. How cute they are ~ How about you? You can go back to camp to celebrate without a single soldier. Even if you want to defend the city for hand-to-hand combat instead of fighting, basically you don't have to worry too much, as long as you keep throwing stones at those guys who are attacking the city gate or climbing the ladder below, and then use tricks to make them kill each other.

Speaking of fighting, I almost forgot that he had a super failed design, that is, the power of the catapult was completely unreasonable. At the end of this year, I will teach you another way to win the siege. First of all, I must dig a warrior like Lu Bu back anyway (it is best to really dig Lu Bu, that guy is invincible for four generations! ), and then send a catapult when attacking the city, and then send a valiant soldier. As soon as you enter the battle, no matter how many times the strength of the other side is your own, as long as you regard the enemy as nothing, you will keep throwing stones at the gate with a catapult. In a short time, the gate will be breached by you, and then the other side will ask you to make decisive conditions. At this time, you will choose to fight one-on-one and finally send the valiant soldier out. ...

In this way, the whole China was captured by you with a slingshot and a warrior in a short time. Isn't that a little crazy?

To sum up, the creativity of the four generations is actually very good, but some unreasonable settings have become the fatal injury of the four generations, which has led to a lot of decline in gameplay. But objectively speaking, "Four Generations under One roof" is actually a good work, but it is really a bit too low.

Three kingdoms and five dynasties

History of Three Kingdoms and Five Dynasties is a very good series. He boldly arranged six different jobs for military commanders: foreign languages, military affairs, strategy, personnel, special affairs and internal affairs. This arrangement has broken the situation that the history of the Three Kingdoms series has always been divided between civil and military, and made each role have a more obvious job.

However, although the jobs of each role are obvious, the content of each job is basically the same as that of the four generations. Therefore, there is really no need to elaborate on the internal affairs. Maybe we should talk about some characteristics of internal affairs. The internal affairs of the Five Dynasties were characterized by "not paying attention to internal affairs." As I said before, almost all the parts related to internal affairs are passed down from four generations, and I think there is only one innovative function of "yogi's practice". The rest of the content is really lacking, but in the implementation of internal affairs, a new concept is injected, that is, there is a limit on the number of rounds. If you want to do more things, you must have a high reputation, and when you perform your work, the physical strength of the military commanders will continue to decline! If we ignore them and keep their physical strength at a low level for a long time, although they will not die of overwork, they will be unable to carry out their work because of lack of physical strength, which will seriously slow down the work progress. What's more, if there happens to be an enemy invasion and your men are unable to go out because of physical exhaustion, it is really a very bad thing. However, we can use the function of wine to restore the physical strength of military commanders, but at a considerable cost. ...

This generation of military commanders not only have special abilities, but also begin to have experience values. The ability of every military commander can be improved through constant tempering. This is indeed a very successful idea, but the performance of special abilities is quite disappointing, because each character can only have six special abilities (excluding treasures) at most, and it is really impossible to show all the characteristics of everyone. This can be said to be a place where the five generations are behind the four generations.

However, as far as fighting is concerned, this generation really deserves applause for him, that is, he introduced the concept of "law". Anyone who has read the Romance of the Three Kingdoms should know how much influence the law has on a battle. The Five Dynasties successfully mixed the law into the game. Every military commander has different rules, some are good at attacking, some are good at defending, and there are as many as twelve kinds, including the cone line. In a battle, it will be the key to success to adopt the right array at the right time and terrain. However, if a military commander wants to acquire various arrays, he must constantly hone them. This design is fair. Even if Zhuge Liang comes out, there will only be four arrays.

Originally, the war part of the Three Kingdoms and Five Dynasties was excellent, but he made four generations of mistakes, that is, some strategies were too powerful. I can tell you that if your general has the ability of magic, witchcraft or magic, other enemies will let you be slaughtered like a lamb to be slaughtered. In the face of these three special abilities, other strategies are just rubbish. Array? Come on, it's just useless! No matter what array method is used, it is completely helpless before these three "strange skills". Glory may know that these three strange skills are too powerful when making this game, so it is arranged that only some special military commanders have these "strange skills", even Zhuge Liang does not have these abilities, but will all players be willing to hire some temporary special military commanders? Therefore, smart players began to log in many new military commanders. As long as they have the patience to try a few times, it is really a piece of cake to create a "three unique" military commander. The result is that the streets are full of these "monsters", and the balance of the game is completely destroyed. The new military commander became the main force. Where's the original military commander? Whether you are Kong Ming or Zhao Yun! Anyway, I don't like these three wonders at all.

To sum up, the battle of the Five Dynasties was originally designed to be very successful, but the idea of array method was completely obliterated because of the three wonders of gilding the lily. If these three wonders are cancelled, I am sure that the fighting system of the Three Kingdoms and Five Dynasties is the most interesting and challenging. And finally, I have to praise that the portraits and music of this generation of military commanders are the best (this general thinks)! Looking at only one Zhao Yun, Zhao Yun of the Five Dynasties has painted many times better than the so-called "sissy" Zhao Yun of the Six Dynasties. Music, however, can only be described as three days around the beam, and even six generations can't achieve this effect.

Three kingdoms and six generations

After the development of the Three Kingdoms to the sixth generation, it is finally impossible to fully adopt the window interface. Is this good or bad? As far as aesthetics is concerned, I think the window interface will only be completely counterproductive. If you look at the pictures below, you should all feel the same way. But in terms of convenience, the window interface is really convenient. For example, when we play the Three Kingdoms, we can also open the browser to download files online, so it is really difficult to decide whether this new interface is good or bad. Personally, I prefer the traditional interface.

In this generation, there are many sub-items of internal affairs, including internal affairs, military affairs, mobility, diplomacy, personnel, appointment and dismissal, strategy and particularity, but the contents have not changed much. It seems that the internal affairs system of the Three Kingdoms series has really entered a bottleneck and cannot be broken through. This generation gave up the concept of "reputation" of the five generations and replaced it with the level of official positions. If you want to get a promotion, you must seize the opportunity to see more of Xian Di. Because of this design, Xian Di has finally become a "useful" figure in this generation (it seems a bit outrageous to say so). If you succeed in holding the emperor as a vassal, you can go to see him at will, so that the speed of promotion can be faster than riding a rocket! Having said that, it seems that I haven't said the benefits of promotion yet. In this generation, your official position is closely related to the strength of national strength. If you get a high position, you can promote more subordinates. Is this to get them promoted and made a fortune with you? No! In fact, the higher the official position, the more soldiers you can lead! Is it easy to understand now? If your official position is low, it will be in vain to recruit many soldiers, because you can't bring so many soldiers at all.

Every military commander has his own dreams and ambitions, which is also a new element added during the Six Dynasties. If the military commander runs counter to his master's dream, or the master always does something that runs counter to the military commander's dream, there will be dissatisfaction. Now it's interesting. Some subordinates like kingliness, while others like bullying. How to please all parties and do everything will be a big problem for this generation.

And then, of course, the war part. This generation of combat system has undergone a major reform, but unfortunately, the concept of five-generation array has been abolished in this generation and replaced by a semi-real-time combat system. In this generation of fighting, it is in three days. In other words, every time you give an order, you have to finish the three-day instruction in one breath, and then wait for the computer to automatically help you execute it. This idea is actually quite interesting. Instruct soldiers to fight for you. Moreover, this design tests our forecasting ability, because every time you place an order, it will take three days. During these three days, you can only watch the computer play it for you. Once the wrong instructions are given, the consequences are really "alas". It takes three days to place an order. This is really an interesting idea! However, this design seems to reduce the player's sense of participation. I used to control every step by myself. Now, I let the computer do it ... I feel a little uneasy.

In this generation of wars, strategy has become less important than before, and players don't have to worry about recreating the unreasonable situation of the fourth and fifth generations. However, the glorious approach seems a bit overkill. Strategy seems to have no effect in this generation of battles. Strategy has become too weak, and strength seems to be everything. We are unlikely to win more with fewer. If we really want to talk about a useful strategy, we will probably anger them, and so will this strategy. In the siege war, no matter how determined the other side guards the city gate, as long as an idiot is found to provoke, that guy will be desperate to break down the city gate and rush out to die, so that the city gate will fall apart. In addition, if you join the army, make more use of his pseudo-military tactics and beat your opponent in a mess, which should make you kill the enemy more smoothly. In addition, I have to mention that this generation of one-on-one hit system has been changed very well. In the past, I only watched computer fights, but now I can manipulate the characters myself and design a set of one-on-one strategies for them. To sum up, it is not wrong for this generation to fight, because unless your mobilization ability is too poor, your chances of winning are really high if your troops are bigger than your opponents. However, I personally think that the fighting part of this generation is actually backward compared with the fifth generation. After all, the concept of array method was so excellent that it was not carried forward in the Six Dynasties, but was completely abandoned as waste. It's really a pity.

By the way, I almost forgot to mention a function. This generation has joined short scripts, and players can win as long as they complete the specified game goals within a limited time. This design is really convenient for many players who lack time, but ... the number of short scripts to choose from seems to be too small, and it feels a bit insufficient.

Unfortunately, I don't know whether it is a preconceived idea or whether the new one is better than the old one. There seems to be nothing particularly desirable in this generation of Three Kingdoms. It is not that he failed, but that he is really not good enough and there is too much room for progress. I hope the Three Kingdoms and Seven Generations can be satisfied.

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