Traditional Culture Encyclopedia - Hotel accommodation - Problem of parent domain and subdomain: What if machine B and machine A are separated (subdomain comes from parent domain)?
Problem of parent domain and subdomain: What if machine B and machine A are separated (subdomain comes from parent domain)?
The importance of stories to games is self-evident, but are stories and "scripts" really the key to games? Actually, not necessarily. As far as movies are concerned, many players often boast that Hollywood action movies have no story and no connotation, but most people are most happy to watch these movies, while Hollywood literary films with explosive plots are ignored. What do many commercial movies watch? Most people watch stunts, scenes, explosions and beautiful women. As long as the plot is not abrupt, just make sure these things go smoothly. For many people who praise "the comic story is good", we should also think about whether it is a good story or a wonderful shot of the painter. For example, the juvenile comics of past dynasties continued the routine of losing first and then strengthening. But depending on painters and mirrors, all kinds of characters and their complicated relationships, new landscapes will appear every decade. Even if it is a novel, its essence does not necessarily lie in the story. Similarly, the skeleton is a road map. Why can some become classics handed down from generation to generation, and some are forgotten after being popular for a few years at most? This is because classic authors can draw more things from it. Whether it is a movie or a comic novel, the story is often a scaffold made of bamboo poles. Although shelves also have space aesthetics, tourists tend to pay more attention to vines and flowers wrapped around them. A famous Japanese AVG producer once said that AVG is more important to the characterization than the story. Even if it is a movie script, besides the plot and dialogue, there will be a lot of content related to framing and shooting. If the "story" and "dialogue" that players pay attention to are only "plots" in a narrow sense, then the role design, rhythm control and choreography in the game are "plots" in a broad sense.
For domestic RPG, Legend of the Sword and the Chivalrous Man is deeply influenced by martial arts novels and folklore, and it is a standard story RPG. Domestic RPG is deeply influenced by "Fairy Sword", and it is difficult to extricate itself from the routine of "Fairy Sword" for more than ten years. Although linking Xianjian and Qiong Yao in many forums will cause many people to worry about you, Yao Xian doesn't seem to think so. Last April, he said that the advantage of rpg in China was "romance martial arts", and Xianjian 5 would keep the old-school style. Although domestic stand-alone RPGs like to imitate the Japanese step by step, many domestic RPGs have indeed surpassed most Japanese RPGs in terms of "twists and turns, sadness and emotion" in the development of "romance martial arts" in the past ten years. The plot recorded by Ghost Sword in Youcheng is one of the best in Japan. As far as the comprehensive quality of the game is concerned, the dance of the maple, the other side of the sea of clouds, the mark of the sky and so on are superior to the Japanese RPG in the same period, if not first-class. But generally speaking, the level of domestic RPG is much lower than that of Nissan, except for the gap in technology and system, which is seriously simplified in scriptwriting thinking, narrative techniques and even many bridges. Strange twists and turns becomes the protagonist who is destined to meet a reclusive master, the pink girl. The girls are gentle and graceful, lively and unrestrained, and start flirting with each other at the N corner, and then swear to each other. Although Chairman Mao, the great leader, taught us that "there is no love for no reason, and there is no hatred for no reason", many of our domestic rpg works have to be summarized by "wonderful fate". By the end of the game, most of the heroines were "hit by a thousand knives". Even if they are invincible in the world, they will be separated from the protagonist forever in the writer's pen. Domestic RPG must be called chivalrous swordsman, Chinese culture, mountain and sea classics must be published, and mythical figures such as Huangdi Chiyou can be seen everywhere. Our RPG has a single theme and repetitive content. Aside from market orientation, our screenwriter is bent on "making up stories", but the influence of our predecessors is too great, and it is not safe to find another way, so we have to reuse the previous elements and bridges. Moreover, purely plot-oriented games will forget the original purpose because they are too eager for surprises. Take Tianji as an example, the main task of the previous stage was to save Master, but I'm afraid players have long forgotten this original intention in their rush, especially in the section of Xianshan Mountain of the Di nationality in the sea, where her face was cut and disfigured. This is of course a clever foil to the characters, but these heroic long branches have greatly distracted the players and blurred the main goal of the main line of the game. The French sculptor Rodin once cut off an "over-perfect hand" when sculpting Balzac. Because part of it was too perfect, it usurped the role of the master as a whole, and so did the game.
PERSONA2 crime and punishment, another self-story and character lurking in the deep heart, are inseparable. I have you and you have me, but we can distinguish them from "stories serve characters" or "characters serve stories". "Sky Mark" is a standard game of "people serving the plot". Chen Jingchou is weak and indecisive, and is not interested in rejuvenating the country. However, with his character, he can cut off his arm to save lives. After the atrocities in Tuo Yuwen, he resolutely undertook the task of saving the world. Her impulse is strong, and she will take off her seal and cut off her face to atone, which leads to the story that the Queen leads them to Xiandao. It should be said that in addition to the main line Tuo Yuwen wants to promote and suppress first, Tianjin takes the character as the main line, which leads to the conflict of the plot and adds great tension to the game flow. Stories Serve Characters, China players are most familiar with Falcom's Track in the Empty. Judging from the main line of the game, there are not many amazing pens. FC just took some clues to pursue it. SC first appeared one by one, and then there was a contest between the pros and cons. The real attraction of the plot of "Air Trajectory" is also the focus of hot discussion among online players. I'm afraid it's a character relationship. Even if it is FC, there are many more optional players than ordinary domestic RPG. The significance of its plot, in addition to a lot of adventure tasks and new maps to explore, is to introduce new characters and update the relationship between old characters. For example, in FC, estelle's girlish feelings and feelings for Joshua are gradually awakened with the adventure. After Joshua finished filming, they talked about Colosse in the tunnel, and estelle was surprised by her jealousy. The appearance of Kolos inspired estelle's own female consciousness, and also laid the groundwork for her feelings for Josiah in the future. Tita's joining also made Agate show its soft side and unknown past, and Josiah also recalled his dark past in contact with levi. In SC, in addition to adding a new layer of relationship to the "doomed opponents" of guerrillas, these new roles are not only members of our team, but also a mirror, reflecting each other's appearance and appearance. Finally, the battle with these Boss often marks that our teammates have come out of their own confusion. For many popular face NPCs, the game also uses similar technology. According to the update of the main task of the game, NPC's dialogue will also be updated, and their own stories will also develop, making these characters look extremely friendly. Although the main line of No.3 is simple, there are many "doors" in Falcom, and the story in "doors" focuses on the mental journey of each character. If you want to give an example of "the story is a shelf, and the relationship between characters is to watch flowers", the trajectory in the air is a quite typical example.
The evaluation of "Trajectory in the Air" in China is much higher than that in Japan. In addition to the theme screen system and other reasons, I'm afraid it's also the first time that China players come into contact with this kind of games. Many players lamented that "Air Trajectory" was carefully set and the role relationship was complicated. Even a popular face NPC has not been spared, which simply gives players a living world. Domestic RPG is really dwarfed. It is true that the setting of "Air Trajectory" is really delicate, but its selling point is role description. Compared with domestic games, it is to beat others' strengths with its own shortcomings. "Air Trajectory" has a chapter in one city, and the branch line adjusts the main line of atmosphere to promote the plot. At a certain stage, it is more convenient to change a batch of dialogues for npc. Although domestic RPG is not considered in this respect, after all, it mainly tells stories, and the process rarely goes back to the past, so the problem is not big. Judging from the overall quality of the plot, Tracking in the Air is not necessarily much better than domestic games. The turning point of "Track in the Air" can surprise players, not only the elements of the story itself, but also the rhythm control and editing arrangement of the game. There are many side tasks in the rhythm control of Trajectory FC in the Air, but when the plot point of this chapter comes, all the side tasks come to an abrupt end. The sudden change of game rhythm makes players deeply feel the change of game atmosphere, and the rich movements of game characters and the movement of 3d lens also bring a lot of courage to the scene. However, if we simply imitate the narrative style of Track in the Air, not only the works such as Xuanyuan Sword and Xianjian Sword, but also the plot rhythm of Japan's own "plot" works such as Final Fantasy and Alien Armor will be destroyed. Therefore, although the trajectory in the air is excellent, it is not the only criterion for excellent games. However, there are some concepts in "Track in the Empty" that are beyond the domestic games, that is, the portrayal of the mental journey of the characters. The protagonist is confused and reflective, and his psychological front fluctuates. The protagonist of Chinese games is usually a simple upward curve, or simply rarely changes. Chen Jingchou is as weak as benevolence from beginning to end; Li Xiaoyao can also sing "I am still the original me" from beginning to end; Yun Tianhe believed in two whatevers for his father: "Everything my father said is right; Do as dad says. " We should really be thankful that he has a good father. For the protagonists of domestic RPG, their character and beliefs have been shaped from the beginning. The future process will shape their character into "the greater their ability, the greater their responsibility." Although a little cynical at first, chivalrous tenderness has long been hidden in my heart, and it was only at the level and opportunity that it was revealed. Although the hero of Tao in The Clouds of Canglang in Han Dynasty questioned his belief many times, and Sima Yi in The Romance of Three Kingdoms changed dynasties many times, the former often questioned his behavior with the unchanging core idea, while the latter was more like a schemer. Many domestic games have more or less elements of role change, but few domestic games focus on the change of roles and beliefs.
In the works of Xuanyuanjian series after Dance of the Maple, the shaping of world outlook is weakening.
In the works of Japanese businessmen, there are not only a large number of games in which the plot serves the role, but also the same technique is common in games in which the role serves the plot. This method is widely used in Final Fantasy 4 of 199 1. The protagonist Cecil was originally a dark knight, but he broke up with his master Gobaz because he was dissatisfied with what he had done. He was tested in order to finally defeat Goebbels, broke with the past and became a white knight. His friend Kane the Dragon Knight, as a tool to deal with Cecil, was controlled by Gobaz's spirit, but in the end he admitted that what he did was not entirely out of being accused, but because he secretly loved the heroine, Cecil's girlfriend Rosa, and many of his actions were actually out of his own jealousy. Gao Bates himself, in fact, is just a chess piece controlled by his successor, the Golden Kirin Hotel in Lhasa, and finally chooses to penance and confess his crimes. Claude, the most popular little brother in the final fantasy series, is extremely weak, and even his own memory is forged. He picked up someone else's sword and became a good-looking soldier. Of course, such a warrior is weak outside, and he is beaten everywhere when he meets Safiros, a former great hero. Claude finally defeated his heart disease and Safiros. This treatment can also be seen in many RPGs with love as the main line. In the mid-1990s, Japan had a good second-line brand "Lunar" with the slogan "Touching 1 10,000 people's works" (in fact, the cumulative sales volume of this series in Japan is only this figure). Lunar is a successful pioneer of Japanese games using multimedia to render plots (dubbing, animation, songs), but in the final analysis, multimedia rendering is to set off the turning point of plots and the great changes of characters. Without them, luna is equally impressive. In a generation, the goddess of Luna, Aludina, continued her life through constant reincarnation. She once had an accident, lost her memory and became an ordinary girl, luna. When luna grew up, he went out on an adventure with his childhood sweetheart Ares. However, Jia Ou, the bodyguard of the goddess, kidnapped luna against the original intention of the goddess, and seized her will in an attempt to make the goddess live forever, at the cost of sucking up all the life forces of luna, including the body of the goddess. Finally, Ares naturally used the power of love to call back luna's will. The sequel "Eternal Blue" suddenly spans a thousand years, and the green star girl Lucia wakes up from her deep sleep and comes to luna to find the goddess and restore the vitality of the green star. But by this time, the goddess had disappeared and the church had fallen down. On the contrary, she was very nervous about the arrival of lucia, so lucia had no choice but to rely on the help of young Ciro. At the top of Jiaodu Tower, Lucia knew that luna had realized that the power of love could overcome everything as early as 1000 years ago and gave up reincarnation. The goddess had long since ceased to exist. At this time, the sofa of the God of Destruction followed closely and caught Lucia who tried to resist alone. The final decisive battle naturally depends on the strength of love and friendship between Siro and his companions. Love and friendship are blown into tents, and the world is invincible. People stop killing Buddha, stop killing Buddha. This is the origin of this kind of works, which is not worth mentioning. Luna series can stand out, to a great extent, because of the development of characters and the contrast between positive and negative sides. In a generation's time, luna suddenly changed from an innocent girl to a cold goddess, and her personality, image and songs have changed greatly, which brought great impact. Although the second generation of Lucia was not cold, it was also an out-of-touch fairy at first. She doesn't care about anything except her own tasks, so she accepted Ciro's help in all aspects. In the adventure, Lucia gradually changed from a fairy to a girl in The Seeds of Love, which is not only reflected in the game events, but also in the general process. For most of the game, Lucia was an uncontrollable Ai character during the battle. In the early days, Lucia was just a selfish role. With the development of the plot, AI will gradually turn its attention to facing the enemy and reply to HP for Xiluo. Lunar's success lies in combining the development of personality with the traditional process of challenging the devil, and combining the turning point of personality with the key events of challenging the devil. The Golden Kirin Hotel in Lhasa has produced great plot tension, and with the multimedia means such as Song animation, it is even more powerful for the rendering of the plot.
"The Moon" is a masterpiece of adventure theme suitable for boys and girls, and it is also widely praised in Europe and America. Its plot elements and multimedia means were also of pioneering significance at that time. Lunar 1 once launched a PC version, and Daewoo originally intended to represent the China version. Unfortunately, it was cancelled later because of the cancellation of the agency. In addition to the lack of characterization, China's narrative style is also very simple. Take movies as an analogy. In addition to dialogue, film narration also uses a lot of lens language to convey information. Similarly, the game can also make a big fuss about the scene atmosphere and the game process. For China games, except music, everything else is instilled by dialogue. Golden Kirin Hotel in Lhasa is as wonderful as the way of the sky, as anxious as Tom, dick and Harry, and as inexplicable as a cold cloud. In the treatment of world outlook, domestic RPG is far less than Japanese RPG. Domestic RPG not only has no multiple worldviews like Japanese RPG, but also can only feel the differences in narrative style and time axis of completely different works, rather than the differences in the essence of the world. Those who are more powerful than the fairy sword have been flaunting their "five spirits and six realms" since the third generation, but there are very few special things that can really be felt. "Five Spirits and Six Realms" has brought multiple worldviews of Japanese masterpieces and put on a layer of China vest, but it can't be supplemented and realized after all. The dance of maple leaves is unique in the scene. The design and color matching of the giant frog and the dragon bone bridge on Shaoshi Mountain make the distant fantasy Warring States engraved in the players' minds. However, after Maple Dance laid the world outlook in one fell swoop, although there were supplementary settings such as ancient treasures and five-obsidian messengers, the description of the world outlook in the whole series tended to be dull. In Japanese RPG, however, there are works centered on the world view, not only the plot, but also the combat system. The Real Megaten of Atlas, based on myths from all over the world, shows a cruel world in which the god of order and the devil who resists the order compete for the world. The core of the plot contradiction is that "the worse the living environment, the more human beings need sustenance." As a result, there are two major religions, God and Devil. God promised to give mankind the happiest Millennium kingdom, and the devil wants to stop the establishment of this Millennium kingdom. "Under this concept, it includes not only the struggle between strong and weak countries, but also various factors such as environment, morality and society. The game has always been played in the contradiction between strength, order and law, chaos and freedom. Religion is established because of people's needs, and then it constantly excludes each other. Conversely, the deteriorating environment has made more people believe in religion. The whole goddess series has a strong color of magical realism, satirizing the truth with falsehood. The game uses fables and vague descriptions. The setting of our teammates and even enemy NPCs puts players in an orderly and chaotic choice. Although there are not many words, the story always unfolds for this purpose. An event pushes the game to a climax, allowing players to find their own answers in three routes. Another selling point of this work is that the monsters extracted from myths around the world can not only fight with them, but also convince them to become teammates. Similar to Xuanyuan sword series, this work has a combination system, which can synthesize new monsters and "combination swords" and other equipment. Xuanyuanjian's refining system is becoming more and more marginalized, and the protagonist can take all the games, but the reincarnation series of the true goddess emphasizes the role of these ghosts and gods. Without these ghosts and gods, the difficulty of the game will be greatly increased, and it is even difficult to rely solely on the protagonist to complete the game, forcing players to negotiate with various ghosts and gods. Coupled with the cool picture style of the game, even if the true goddess looks rough today, it can be very impactful by the world view. In Persona, a derivative series of Goddess series, gods are associated with personal personality, that is, mythical gods, such as death, love of God and god of war. It is often a symbol of individual psychological consciousness such as old people, lovers and heroes. The protagonist of the game can summon these Persona and turn them into mythical gods to fight. These characters are not only sharp tools for characters, but also represent some aspects of their personality. In Masking Crime, the main stage of the game is still the school, but in Masking Punishment, the protagonists step onto the society and face the troubles that many social people will face. The contrast between these two environments, as well as the game's contrast to various practical problems and social contradictions, also makes PERSONA2 the most realistic work in Japanese RPG. Compared with Megaten, Persona2 focuses on the description of characters. These delicate and vivid descriptions make the Persona series independent of the Goddess series and can compete with it, but the unique information conveyed by the Persona series worldview can make players unforgettable. The real Megaten 1 The real cover is that the ghost standing behind the protagonist is the relatively empty trajectory of the real protagonist. Luna, Goddess and other works can clearly see some shortcomings of domestic RPG, but there is a king of Japanese RPG, which makes many domestic RPG masters puzzled, and that is the series of the brave fighting the dragon. At least eight generations ago, China players watched the brave fight the dragon, which was the most common overlooking angle, the simplest menu, the oldest stepping on the thunder, and the dialogue was often a short paragraph, accompanied by Didi's sound effects. These are not in line with the expectations of domestic RPG masters for RPG, so they can only draw a conclusion if they want to break their heads: Japan must be too fond of DQ. But if we really dabble in this series, we can find the uniqueness of DQ. DQ 1~2 is a simple imitation and combination of RPG Genesis and witchcraft, but DQ3 is a great leap forward. DQ3 combines the characteristics of creation and witchcraft more closely, logging in teammates in the hotel, performing their duties, changing jobs when conditions are met, and taking an open adventure. If the skin of Toriyama Akira's painting is peeled off, DQ3 is a very typical RPG in Europe and America. DQ3 has a godlike position in Japan, not only because of the rapid development of previous works, but also because the production team has formed a generation of masterpieces on the two cornerstones of Genesis and witchcraft. The process of DQ3 is like peeling onions. Players peel them layer by layer, and linear plots and open adventures alternate, which naturally leads players from the starting point to the mainland, the ocean and the vast world step by step. Every town is also changing with the day and night, and it is rich in all kinds of interesting secrets waiting for players to discover. The biggest layer of onion is that the game killed the devil in two-thirds of the process. The protagonist went home to celebrate, but suddenly he was attacked by the "big" devil in the underground world and had to put on his shirt and kill him underground. As the end of the first trilogy of DQ, old players will be pleasantly surprised to find that this is the world of DQ 1. Of course, within the original framework, the production team has been filled with all kinds of specious content, which is both strange and familiar. In addition to the adventure of the brave main line, the game is also interspersed with a hidden line of the brave father. When the brave man was born, he embarked on a journey to crusade against the devil, fighting alone and falling into a volcano. Players will find some words, clues and various onion skins of his adventures along the way. Finally, in front of the underground demon king's palace, I saw the old man who was fighting bloody battles with the demon king's men. He was seriously injured and blind, and he couldn't recognize his son in front of him. Before dad dies, I hope this brave man will go back to his hometown and say hello to his wife and children. When the onion was peeled to the core, the accumulated power broke out, DQ3 became a series of works with immortal history, and Ou, the father of the brave, also became a series of famous sad works. After the completion of DQ3, the main members of Lott's trilogy left one after another and headed for their own bright future. However, the concept of peeling onions was inherited by series producer Yuji Horai, who can give players a brand-new onion every time. DQ4 chapter system, the real brave will not appear until the last chapter; The protagonist of DQ5 is not a brave man, but his father, which constitutes an epic of several generations facing the devil. "The Brave Fight the Dragon 6~ Dreamland" begins with the nightmare of ordinary mountain village teenagers attacking the demon king and being petrified. After waking up, they attend the market and fall into the legendary "Dreamland", setting off a new climax. The world outlook of Brave Dragon 6 is influenced by European and American fantasy literature, which is divided into three worlds, the real world, the D& world and the devil world. If you are familiar with D &;; Friends of d, I'm afraid I will think of the main material plane, outland and the plane where the evil god is. In the game, players gradually understand the mystery of the whole world through the interaction between fantasy world and reality. "Before ZhuangZhou dream is a butterfly, lifelike. I suddenly feel that Zhuang's dream is a butterfly, and the butterfly's dream is a week. " Persona directly uses this sentence to interpret "personality" and himself, and Zelda Neverland can also be described by this sentence, but it is this magical land that most conforms to the original intention of this sentence. What is particularly admirable is that Yosuke Holland did not rely on a large number of gorgeous dialogues or a large number of gorgeous cutscenes, and the protagonist was almost dumb. He makes players feel this way by dribs and drabs of the game process. Although his dialogue may not meet the expectations of domestic RPG masters, he is still a generation of RPG masters because of his skill in controlling the game process and peeling onions layer by layer.
Back to the question at the beginning of the article, what is the plot and what is the effect of the plot? For an ordinary player, every point that an RPG touched him can be summed up as "good plot". But for a stand-alone game producer, it is necessary to find out whether the plot itself is good or not, or whether the characters involved in the plot are used as an introduction or a worldview. Even like DQ, script and process are closely integrated. Recently, the official magazine OXM of Xbox360 published an article, listing the similarities and differences of Japanese RPG, including the plot: for example, there are too many children's roles, and it is incredible to bring a seven-year-old baby in the action to save the world; Game villains are mostly bad people from appearance to personality, lacking unforgettable anti-angle; Chasing drama, important people died too suddenly; The main characters are mostly Mr. Nice guy. Most of them are gentle and kind and can bear the burden of humiliation. Their growth process always reflects the completely idealized development track of young heroes. These reasons are not only that Japanese RPG is mainly aimed at the youth market, but also part of the innovation of plot means, but now it has become a general formula of shackles. These characteristics are not only found in Japanese RPG, but also in China. It is not necessarily a defect that a single work has these characteristics. A large number of works have this only because of the narrow vision of the whole industry. At present, the plots of Japanese RPG and China martial arts RPG have reached a bottleneck, but compared with China, there are still many blank areas that have not been broken. The attraction of an RPG does not necessarily depend directly on the plot, but on the result of the interweaving of flowers and plants on the shelf of the plot, even the characters, world outlook and fighting. Choose what is the biggest attraction. At least we have other options besides the narrow plot.
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