What does the virtual world mean to us as ordinary people?

Source: Internet
Author: User
Keywords Internet we for years instead chilled
Tags connected create example game internet internet + no longer social

Absrtact: What does the Internet, or the virtual world, mean for us as ordinary people? Never mind what connects everything, never mind the quantitative world, for most people, the internet just means the extension of power, the breakthrough in the real world, and the unbearable

What does the Internet, or the virtual world, mean for us as ordinary people?

Never mind what is connected to everything, never mind the quantification of the world, for most people, the internet simply means an extension of power, a breakthrough in the real world, and an escape from limits. The more immersive the virtual world, the more it becomes a negation of reality. So we think that since all the virtual environments we've built--social networks, online games--are breaking and compensating for reality, think back: What would be the interesting result if the limitations of the real world were brought to the virtual?

On social networks, for example, the restrictions on identity have led to a variety of real names or anonymous social connections, the restrictions on the chain of relationships between acquaintances and strangers, restrictions on the production of content to produce a variety of images based on the length of the voice, the text of the social network, restrictions on the topic of the production of a lot of vertical interest in Looking back at the greatest limitation that God has bestowed on us is life, why can't we put the concept of "life" into the virtual world?

There is nothing to do, 36 of Krypton Editorial Department of a few men conceived of a network game, background setting is probably this (thanks to Fallout Pip Boy.) Take advantage of the topic to be talked about now):

This is the world after a nuclear war.

Every human being is infected by some kind of radiation, the infection leads to a kind of strange disease, when people grow up to 16 years old, the body organ can accelerate to collapse, do not take medicine to have only 48 hours of survival time. And to alleviate the disease, only a substance called "Kryptonite", based on the substance's synthetic drugs, was named "Kr-36" by inventors.

In this world, each player can only have one life, once the role of death will not be resurrected ("Chun Brother Powerless"), and can not create a new role-in other words, as long as your character is dead, you can no longer participate in the game. More absolutely, players can not rely on the game to do nothing to escape death, as long as the player landing game, the virtual role began to survive the countdown. Players must get "Kr-36" by all means before the character dies. These include: Wilderness exploration, mining mines, trading, getting paid through tasks or work, and even dagujieshe and so on.

As an open sandbox game, the world has no mandatory story lines and rules, and some are just the life that everyone is dying of, and the challenges they have to accept to live life as a gamble.

Although many game developers have been experimenting with the so-called "permanent death model", there is more or less water in the tangle of business interests. Some are on the basis of infinite resurrection, providing a limited life of alternative models, such as "My World" in the extreme mode of the death of the deletion of the archival mechanism. Some allow players to create new roles indefinitely, and even further create an inheritance mechanism that allows players to assign heirs to the skills, items, and money of the death character.

The result of all this is that the player will only think that the death of the game is only a "role", rather than you, the sense of generation becomes very thin. Coupled with the unlimited time set, will give the player an illusion, that as long as you invest in time and money, the world can finally be achieved. The player explores the game with an idyllic feeling and never has to worry about irreparable danger. This wrong background, absurd experience and the real world out of tune, even if the game designer does not intend to make it a reality, it will also play in the minds of the player "Xanadu" General refuge.

Analysis of the past ills of the game model, we can boil down to two points:

Time is infinite, let the game become a kind of character rank and task difficulty infinite cycle. The game continues to drive the player with short tasks and rewards, but the player does not always have a stable intrinsic purpose. (Think of "Seven Dragon Bead" story Mode, Oh, my tragedy of Tianjin Rice and piccolo great Lord)

The infinite Resurrection, coupled with the linear narrative of the story, suggests that the protagonist will never die before the final outcome arrives. Whether the player is willing or unwilling, in such a game, he can only hold a relaxed mind, half spectator mentality to participate.

But there are always some hardcore gamers who think they need a world of games like this:

Throughout the constant sense of oppression. The player is always in pursuit of an intrinsic goal (for example, "survival"), each player with a certain "fate" came to this world.

Open gaming environment. There is no God-arranged story thread, the whole world is chaotic, and the interaction between players is the biggest variable. (For example, "Star Wars, Ol" in the Guild war on the game process to promote)

If a virtual world satisfies the above conditions, I think it will completely overturn the past in the gameplay and experience. For example, designer Dien Holl of the zombie game "DayZ" thinks: "Permanent death will make the player emotional, rather than through logic to solve the problem, players begin to think through their ' hearts '. They need to think about the investments they have made in their current progress, and when they take the next step, they have to weigh whether they should risk it or not. "The most wonderful scene in the DayZ is not going to happen in any other game: some players intimidate them into accomplishing their task by giving ' life ' threats to other players.

Of course, in the final analysis, I think the greatest significance of "permanent death" is that it is no longer a retreat, eternal nihilism. A virtual world with a heavy sense of life, let us experience the reality of the shackles of life, this will help us re-establish the value of real life, this is the same as we read "If give me three days of light" feeling is consistent.

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