Traditional Culture Encyclopedia - Photography major - Games as a result of cultural hybridization.
Games as a result of cultural hybridization.
In my understanding, "hybridization" is accompanied by the development of video games from the moment they are born. The most obvious is the fusion of game types. For example, RPG+SLG has become SRPG, RPG+ACT has become ARPG, and RTT has gradually left RTS.
There is also a more mainstream design like racing games, which joins the open world to form an overall map; There are also designs like Cry of the Island 3, which began to add some growth content to the open world; There is also a design that integrates action elements into ATB turn-based system like the remastered version of Final Fantasy 7. It is a kind of integration in itself. Another way of "hybridization" is that the gameplay of video games is integrated with various themes and forms outside the game.
The golden age of Japanese games is 1980~ 1990. Most famous game producers were born in 1950~ 1960. They grew up in the era when American culture bloodbath Japan, so the games played by these people can see the obvious influence of European and American cultures.
Undoubtedly, the most culturally mixed-race game in the game history is Real Megaten 1 2. The story originated from a computer program developed by scientist Stephen Hawking, which can summon demons from high dimensions to the material world, leading to the arrival of the only God Yahweh and other gods. In order to maintain the body, God needs believers to provide faith energy, which produces Messiah and Gaia. As a result, the whole world fell into chaos, and the four angels under the Lord directly controlled the American government. Japanese gods used this opportunity to launch a coup and impose martial law in Tokyo, trying to prevent the United States from taking over the world. 1 After a generation of heroes defeated the local god, American Ambassador to Japan Thor ordered American submarines to launch nuclear bombs to destroy Japan. The heroine sacrificed herself and sent the protagonist to the realm of Buddhist King Kong. And this is only the first half of 1 generation.
In the second generation, heroes joined hands with the world's major religious gods to destroy Lucifer and Jehovah, rebuild their homes together, lose their chains and gain the whole world.
The series of True Goddess is the predecessor of Megaten, which is adapted from Xigu historical novel The Story of Digital Demon. The brain hole is also very big. The protagonist Nakajima is the reincarnation of Japanese father Eisenach. He wrote a computer program to summon a fiend from other planes in retaliation for bullying his classmates, but the Loki he summoned was out of control and began to kill people. Zhu Shi Nakajima, who realized that he had created a terrible disaster, competed with the female classmate Egret Bow (Isobo reincarnation) for the seal of the fiend. After Loki came Seth, one of the nine pillars of Egypt, and then Lucifer, the archangel who rebelled against God. Lucifer used his divine power to gradually control the Japanese government, and Nakajima and Egret were also executed as terrorists. A few years later, Japan became a demon country, and the United States was already under the control of the Lord. In order to save the Japanese, North Asuka, a high school student reincarnated from Shan Ye, and Kimura, a high school student reincarnated from Zhao Tian, led the Crusaders to fight against Lucifer with the support of the United States. In order to revive the egret bow, the north came to the country of death and defeated the Nordic gods. The sealed Akihito took this opportunity to resurrect and launched a magnificent decisive battle with the American Vice President Archangel Gabriel.
Final Fantasy 13 was criticized by players, which led Japanese production companies to gradually start thinking about the design ideas of subsequent games. Final fantasy 15 is the result of thinking and catering, although the completed problem can no longer satisfy the players.
But the fastest way to reverse this idea is Nintendo's unique stone. Wii's Excalibur obviously absorbed the past experience and the general trend at that time, added more map design and exploration content, and realized the construction of the open world with large maps, so that players can explore the world presented by production outside the main line.
Now, whether it is the phenomenal "Breath of the Wilderness" or BNEI's one-vote world game, it is the same.
I forgot whether it was the electronic game software or the practical technology of the game machine. At the end of PS2, I put forward a concept called "Three Giants of Action Games", which were The Devil May Cry, The Legend of Ninja Dragon Sword and God of War. There's a strange series here, yes, God of War.
In all fairness, judging the quality of the game at the action level from the aspects of action design and the basic elements of action games, it was difficult for the "God of War" at that time (well, now) to reach the level of the first two. However, the God of War can see that the production team Santa Monica is trying to move closer to Japanese action games in terms of connection, floating and dominating the body, especially with floating chains, but it is obviously difficult to operate and judge. But the appearance of "God of War" changed the "rigid" feeling of American action games. I don't believe you watch Prince of Persia. The appearance of "God of War" also made publishers or producers such as Ubisoft, Rocksteady and Ninja Theory find a compromise point, and realized the gorgeous feeling of action with simple linkage and anti-inversion. Pan-action games have become the favorite content of European and American players and even players all over the world. In the early days of the God of War, there was a very obvious tribute object, that is, the legend of zelda: the flute of time, and the very important part was to solve puzzles.
Because of Sony's unique nature, that is, Japanese companies and global markets, its European and American studios can easily absorb many characteristics of Japanese factories, among which Santa Monica and naughty dogs are typical. In fact, the starting point of this strategy is very simple, that is, to let players have a buffer zone after an extremely fierce battle/gunfight, instead of making players nervous after continuous fighting. This has also become the standard of many European and American linear games, that is, the cycle of "fighting-solving puzzles-fighting-solving puzzles-fighting" to reflect the rhythm of the game.
Anyway, at this point in time, when we look back at the previous struggles, we can see that today's games, especially those produced by major manufacturers in the United States, Japan and Europe, all present a state of "I have you, and you have me".
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