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Chapter 61 Some Contents of Gameplay

The game "Sim City 2000" looks very different from "Sims 2000" at a glance.

Although the operation options for "The Sims 2000" are actually quite a few, they are not as many as "The Sims 2000" that make people feel numb.

In addition to the most basic road blocks, there are regional divisions of residential areas, commercial areas, and industrial areas. Then, there are options for energy networks such as water, electricity, gas, etc.

Further down the road are municipal, medical, fire protection, entertainment and other sectors.

If there is no novice tutorial, it will take at least half an hour to let players figure out whether this game is fun or not.

In fact, from the perspective of game design, it is "incorrect" to throw all the elements to the players.

This will greatly increase the threshold for this game and greatly reduce the number of players in this game.

The most ideal mode for video games is Nintendo's routine of "easy to get started, difficult to master", but how could it be so easy to really achieve "easy to get started, difficult to master"?

Besides, "easy to get started, difficult to master" is not an irrefutable truth. You have to copy and copy any type of game you play.

To use novels as a metaphor, it is the so-called three golden chapters.

From a theoretical perspective, is there any advantage of the Golden Chapter Three? Of course, the answer is.

But whether any novel must strictly abide by every point of this set of rules is a very debatable thing.

Don’t make book-ism mistakes in everything, that is, don’t make dogmatic mistakes.

What is written in the book may not be wrong, but if you believe it all, it may not be correct most of the time.

For games like simulation city construction, the playability of the game itself depends on the complexity of the system.

Even its creative source comes from a kind of reverse thinking.

Since most gamers are responsible for destruction, why can’t there be a game built by players?

Destruction is simpler than construction, and conversely, construction is much more difficult than destruction.

Unlike other games where the protagonists can avenge their grudges, the city construction game is actually mostly immersed in one small trouble after another.

For example, residents who come to the city need to have a place to live. After providing residents with a place to live, they need to use a place to work, and after making money from work, they need a place to spend.

When residential, industrial and commercial areas are built, we face another problem: how can we maintain the relationship between these three in a balanced state?

Even the game "Sim City 2000" is too much divided into three different groups.

Low-income people, middle-income people, and high-income people.

The three groups have their own residential areas, their own commercial areas, and their own jobs.

In other words, low-income people will not go to middle and high-income consumption places to consume, and high-income people will not go to low-end jobs.

When this city lacks jobs with high demand, they are willing to starve to death and will not engage in low-end jobs.

If you don’t have enough jobs and income, the shopping mall will naturally be just a street.

In addition to directly building high-end communities to introduce talents from other cities, players also have another way, which is to set up schools in their own cities to complete education for the middle and low-end populations and transform them into high-end populations.

However, the price of education is not cheap. In the game "Simulation City 2000", most of the time, only middle-income families can do their best to reduce their spending and complete higher education for their children.

That’s right, education will curb consumption to a certain extent and affect the business prosperity of the entire city.

For low-income people, it also takes a long time to study if they want to do moderate work.

However, no matter how it flows, the hierarchy structure in the game will always present a pyramid structure.

Moreover, there is a certain probability that some capitalists will be generated among the elite group.

Once these capitalists appear, their impact on the city will become very great.

They will not only try to lower the salary of workers, that is, middle- and low-income people, and once the same high-income people, but will also try their best to evade taxes.

You should know that in "Simulation City 2000", the player plays the role of the mayor of the city, and everything in the city is built through taxation.

The introduction of such large capitalists not only suppresses consumption, but indirectly leads to a reduction in consumption and reduces tax revenue, but also directly evades taxes and reduces the amount of tax revenue.

At this time, a tax bureau can be established in the city, and the tax bureau can check the accounts of these capitalists. After the accounts are clear, the taxes that have not been paid secretly will be paid.

There will be more money available in the city.

However, this is just a short period of development in the game.

What really scares this game is that in this game, population is just a number for players.

The so-called low-end, mid-end and high-end populations are all the same number.

When low-end populations are needed, attract them and when they are not used, wave their hand to let them disappear automatically.

Even if a fire breaks out in a house, the fastest solution and the most cost-effective solution are not to let the fire brigade put out the fire, but to directly demolish the house around the house.

Because maintaining a fire protection system requires a fixed expenditure every month, but demolishing a house does not require a penny from the municipal government.

Of course, these are all considered part of the game, and players will not experience it when they first get it.

Players have just installed the game, and the first thing they experience is the picture of this game.

If a player who has played "Sim City 2000" first, he will see a familiar feeling.

In the game "Sim City 2000", a large number of buildings directly use the model of "Sim City 2000".

At the best, of course, it can be said that the two games are interacting, but at the worst, it is actually that in order to save trouble in the production of "Sim City 2000", the model of "Sim City 2000" was directly used.

However, unlike the details that every house in "The Sims 2000" can be entered, "The Sims 2000" can only see the appearance of the house outside.
Chapter completed!
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