An Analysis of playing strange behaviors in the game Author: gamelook time:
In all online games, monsters have a weird shape without thinking or clear cultural background, it is only set for players to upgrade and earn money as soon as possible. In a sense, the player's psychology when playing a game is like an early anthropology, exploring with a strong curiosity about the unknown world, hoping to encounter various interesting things, I hope to observe interesting cultural phenomena and have enough reason to explain incredible things. As for the large-scale and indiscriminate ethnic slaughter, it is a serious mistake made by humans when exploring exotic civilizations. Similarly, this is an error setting that has been around for a long time but not noticed by gamers.
1. Tracing of the "beating" Anthropology in fact, slaughter is an extreme action caused by human fear and self-protection psychology. This sense of fear and self-protection is caused by lack of understanding of unknown things and the Cultural Background hidden behind them. In the history of mankind, there have been many ethnic killings. For example, the black slaves trade between the 14th and 19th centuries after the geographic mass discovery, the West-forward movement that slaughtered the Indians during the Western Development of the United States, and the Nazi extinct Jews during the Second World War. The reason for these violations against the good nature of mankind is that, after the geographic discoveries and the first industrial revolution in Europe and the United States, productivity had developed rapidly and force had been unprecedentedly powerful. These have created a deep sense of racial superiority in the heart of Westerners. They believe that only their own nation is a good race and they are born to be the rulers of the whole world, other races, especially the black and yellow races, are only associated with their slavery. And when Westerners who boast of a superior race come to Africa and the Americas and see the black and Indians who are dark, naked, and living in an extremely brutal and backward production style, first, they were deeply scared because they didn't understand them. (for example, when they first arrived on the continent of America, the Jews were very afraid of Indians because they had sharp bows and arrows filled with poison ). However, as they gradually discover that their powerful force equipment and tools produced by some Western society can easily seize the lives of indigenous people and exchange for (more often, plunder) their greedy desires were magnified without limit when the property of the indigenous people came along, so those terrible acts of extinction emerged.
Why is there such a phenomenon, because with the rapid development of western productivity, a large number of material civilizations have been created, and the single-line evolution theory promoted in Darwin's book on the origin of species has been widely accepted by Western society, so that the Race Theory gradually prevails in Western society. They believe that human beings are born with high or low standards. Some race origins are pure and excellent. They are born with brave, smart, beautiful, and other excellent qualities and are born rulers; some other races, because their appearance looks different from those in Europe and America, have primitive production and lifestyle, and some customs seem incomprehensible to them. As a result, Europeans and Americans generally develop such a mentality that these people (including Africa, America, and Asia) are both backward and barbaric, all universally accepted principles applicable to the modern civilized world, such as "priceless life, fair trade, unity and friendship", do not need to be applied to these inferior races, their fate is inherent in being forced and driven. At the same time, for the sake of the purity of the human civilized society and the improvement of the overall quality of human beings, these people cannot have any physical contact and emotional connection with those in the civilized world, when the value of being a slave is used up, the only outcome is the slaughter.
2. An analysis of the Psychological Anthropology of gamers when we look at online games, we will find that the strange behavior in the game is similar to that in the real world when people go on exotic adventures. The primitive tribes that people encounter in the real world are the same as those monsters in the game. They all look weird and behave impracticable. However, game makers have made more simple settings for these monsters: turning them into monsters with no thoughts, no language, no communication, and a strong attack instinct and lethal power, players do not even know what cultural background they have in the game. In fact, this is what happened to the brave explorers in the early days of geographic big discoveries. As a result, players only need to fight when they encounter monsters, because this will bring them experience and money, which is also the practice that those explorers usually adopt. For example, during the 15th century, Portugal and Spain were exploring the continent of America. They often threatened to kidnap the chiefs or chiefs and daughters of certain tribes, or to snatch the holy things from the tribe, in exchange for a large amount of gold and gems.
When you see a monster, you think it is useless except for upgrading the monster. It is not regarded as a part of the game world: this is a general mental state in which players are playing monsters, which is actually given to players by game makers. Because they share the same mentality when making a game, they naturally place players in a higher race, the goal of a player is to fulfill the great and lofty missions such as conquering and ruling, while monsters are set to walk dead without thinking or a vague cultural background, the significance of their existence is to be killed by players one by one. Another important setting is that players and monsters cannot have any physical contact, otherwise they will be killed by monsters. Therefore, there are only two relationships between players and monsters: players actively attack monsters and monsters actively attack players (the previous relationship occurs more frequently ). For faster upgrades, people always want to kill monsters in a short period of time, and killing monsters will not bring any psychological embarrassment to players, because they do not belong to this player's world, killing a player is an inherent fate of all monsters.
Through the above in-depth analysis of the Fight against monsters, we can draw a conclusion that the fight against monsters is a common means adopted by game makers, this means comes from the psychological assumption that the world is distinguished by race advantages and disadvantages. Race advantages and disadvantages should govern the inferior race, and race disadvantages should be completely eliminated, there cannot be any peaceful coexistence between superior and inferior ethnic groups. The consequences of any contact between them are disastrous.
In fact, from the perspective of modern anthropology, the theory of race merits and demerits is totally wrong. Early anthropology believed that, although there are objective differences between cultural civilization and barbaric, advanced, and backward, all nations of mankind share the same equality of life, both parties can communicate and communicate with each other and coexist peacefully. Life is endowed by nature. It can only be deprived by nature, rather than determining the life and death of other races by one race. Against this theory, the strange behavior in the game is not in line with the perspective of anthropology. Secondly, after more than a hundred years of development, the theory of anthropology has also been improved. Modern anthropology holds that all cultures of mankind are equal and there is no difference between advanced and backward. The developed capitalist civilization in Europe and America is equal to the farming civilization of a primitive tribe in Africa. However, the differences in their natural environment, world outlook and outlook on life determine that their culture is also different. All actions, no matter how strange they seem on the surface, have a cultural reason behind which they can be reasonably explained. The existence of all cultures is sacred and has an irrevocable power. Just as biological diversity enriches the entire natural world, cultural diversity enriches the entire human world. The demise of every culture is a sad thing. In anthropology, this idea is called the theory of cultural relativity. That is, all cultures of mankind are equal to each other. In the special circumstances of a culture, every cultural phenomenon can be reasonably explained. All cultures have an adaptation process, which will be adjusted according to the surrounding environment and the needs of human survival.
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It seems that everyone has a heated discussion on my point of view. Today is the last post. 3. How to improve the human view of playing strange behaviors starting from the basic perspective of anthropology, game makers should convey the correct cultural information to players, instead of applying wrong and outdated cultural theories to games. However, unfortunately, no game can do this yet. Of course, to ensure the playability of the game and bring as many pleasant experiences as possible to players (but not just sensory stimulation ), we can only try to express our good intentions in the process of making a game: first, change the practices of monsters in all games that only have no soul, and give them full cultural connotations, instead of just giving them a name that sounds cool. This cultural connotation can include the cultural system of a certain primitive tribe (for example, World of Warcraft adopts the Nordic mythical system ).
Second, try to allow gamers to communicate with monsters to a certain extent. You can set several conversation options for gamers to talk to monsters and negotiate with them, so that they can have some paid exchange to avoid fighting and get upgrade and money. You can also set up a few coincidences in the game, through which players can reach a settlement with the entire tribe, the experience gained in this way is much more than the experience gained by hackers (that is, players and monsters are encouraged to reach a settlement ).
Once again, you can set an artifact in the monster tribe as an artifact, such as a stick or a holy cup. If players have mastered these artifacts, they can reach a settlement with the entire monster tribe and obtain their support, greatly enhancing force. It can also allow gamers and monster tribes to trade things in exchange for certain items with special functions.
Iv. Summary: it is a common and most important function setting in all online games. Such behavior is closely related to the player's vital interests-upgrade. However, almost all players think that playing monsters is a very boring behavior, and even many players spend money to hire people to practice for convenience. In the long run, gamers will inevitably lose their interest in the game. If we can break this limitation in the game and explore the cultural connotation behind the monsters in a different way to make them live, we can communicate with the players to a certain extent, in this way, the game's playability can be greatly increased, so that the game can receive more praise from the market and attract more players.
In addition, we should be careful not to convey certain backward and incorrect information to players. For example, monsters can be killed without thinking. We should let the players know that, all life is precious and equal. Although it is impossible to achieve this in the game, we need to let players understand this truth. Because games have a strong influence on players' psychology, as game makers, we need to have this kind of education consciousness.Appendix: Basic Qualities essential for online games1. Virtual pleasure that cannot be obtained in the Real World: this is obvious. In the real world, people are restricted by physiological conditions, moral laws, and so on. Sometimes, some things can't be desired, such as exotic adventure, lingkong feisheng, magic, win the beauty/handsome man's heart. These pleasant experiences that cannot be obtained in the real world can be easily realized in the virtual world. This is also the most common and deepest psychological motivation for all players to play online games. This can greatly reduce the pressure on players in the real world, so they can vent their emotions without harming the real society.
2. Real interactive experience in the virtual world: online games are a completely virtual world, which is a fact that all players know. However, in such a virtual world, players can have a lot of real interactive Experience: Because every virtual role is played and manipulated by a real social person. Players are aware in the game that they are not dealing with machines, but with real people in the real world, this is a completely inaccessible experience for standalone games and any other type of games. It is also the biggest charm of online games.
3. A complete virtual culture system: From the Perspective of all the online games currently available, they all have a cultural background of its own system. These cultural backgrounds can be magic, religious, historical, and realistic. These cultural backgrounds can be completely virtual or based on a certain myth, a certain history, or a certain novel. Although these cultural backgrounds are virtual, they will find more or less realistic dependencies. From the perspective of players' experience, the more rigorous the gaming culture system is, the more powerful the players are. In this regard, World of Warcraft is a good example.
4. A twists and turns story: if another fascinating story occurs under a perfect cultural system, and the player is the main character in the story, he has the responsibility to make the story a perfect ending, so this is a perfect game. However, it must be noted that this story must be in line with the game's cultural background, and there should be no obvious logical errors. Those loopholes designed to attract players will be laughed at by the players and greatly reduce the taste of the game.
5. realistic visual effects: the so-called visual effects include not only 2D and 3D designs in the game, but also character shapes and terrain in the game. These reflect the exquisite details of a perfect game, which cannot be ignored. Most importantly, design cannot be separated from the gaming culture.