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The love game is becoming more and more "not to be a person"

author:Touch

Tesla boss Elon Musk, who has always loved to live, recently blew up another topic. Musk proposed that the future society will face the problem of labor shortage, calling on peers in the technology community to discuss solutions to reduce fertility, and as a result, the big guys threw out the concept of "artificial womb", fermented on the Internet, and quickly entered different styles from serious discussions.

Switching to a similar topic to the perspective of gamers, especially heavy home players, may be another style of painting, because... This may indicate that our artificial human and other non-human "wives" have more hope! If you pay a little attention to the changes in the trend of the times, you will find that in specialized love games, normal human roles have long been declining. Where will the future of human beings go, the game world has long been a brain hole...

How did we get to the point of "not being human"?

In the early 1990s, when the love theme game began to take shape, the nature of falling in love at that time was still a normal "full human being", but with the needs of commercial competition, boys and girls talked about feelings, inside and outside are always those things, inevitably repetitive and monotonous, which requires the use of novel settings to help the theme play, but also indirectly led to more and more "volume" of human settings - although this kind of thing is not surprising, the story of "Liaozhai" has been written for hundreds of years.

In short, all kinds of imaginative "extra-human" elements began to gradually increase, and gradually out of the niche circle and into the mainstream vision. In recent years, some of the games that the public is more familiar with, such as "Girl Frontline", have developed to the point of "there are few humans here".

The love game is becoming more and more "not to be a person"

A spit from 2006, now even the "ordinary point" can be removed...

Back in 1994, this was the year that Heartbeat Memories, the game that defined the type of love formation, went on sale, just two years after the launch of the genre's Peers. At this stage of formation, there is really nothing strange about design, normal high school life, normal human roles, normal dating, normal confession.

Yes, in this normal era when there is no gundam in the sky and monsters climbing underground, players can concentrate on falling in love, although they can also enter the classic cheats "up and down, left and right, left and right BA", but they do not need 30 lives to fly a tactical machine against the beta that invaded the earth.

The love game is becoming more and more "not to be a person"

15 years later, Love Goes Along can be seen as an evolutionary form of Heartbeat Memories

After 1995, affected by the trend of the times, the concept of "feminization" that has been incubated in the creative circle for a long time is gradually rising and entering the public eye, and the robot theme is still very strong at that time, so the "machine girl" who crosses the elements of femininity and robot has become an early stereotype and accepted by the public.

Among them, it is very iconic that in 1997, as one of the bibles of AVG love games, "To Heart" appeared on the historical stage, and Maryuki, who was originally a supporting role, gained unprecedented popularity because of the element of the machine girl, just looking at the various handmade peripherals that have been launched for many years, I don't know how many people have been fed by the owner. However, although the popularity exploded, in 1997, the machine girl was still in the passerby seat in the game story design, and it was necessary to talk about the relationship with the machine girl until the 2008 2nd generation of the sequel.

The love game is becoming more and more "not to be a person"

By the way, this is also one of the "sources of infection" of the ears of such machine girls in the future (the green hair is Marukie)

Marlucci's popularity confirmed the possibility of the machine girl element in a wider market, and soon, manufacturers with a keen sense of smell followed suit. For example, in 1999, "Doll Love", which was completely dominated by the machine girl, initially landed on the PS platform and achieved good results in a niche range, and then launched a sequel.

It's just that now it seems that the first part of "Puppet Love" is really a little hardercore, and the focus is on how to repair the inorganic wife from a technical point of view, just like the transformation of the Gundam model, how to match the parts of what model, exercise high-level engineering level, and so on. This kind of play is very useful for the technical house, but the story content of the relationship is inevitably relatively weak, and it can only be said that the external elements of the people at this time are still insufficient to support the story alone, and the value of "Puppet Love" is to use the hot east wind of the machine lady to forcibly experiment with the feeling of a love game heroine.

What is even more regrettable is that the sequel "Doll Love Affair 2" on the one hand changed the overly hardcore technical house elements, and on the other hand, the supplementary emotional drama was more mediocre, just like the common love game at that time - four or five somewhat formulaic raider characters, each divided into five or six more routine event stages, and finally found an opportunity to confess, come together and end. Not only has the original puppet worldview as the core been diluted, let alone any in-depth ideological discussion, it is no wonder that there is no follow-up to this series.

The love game is becoming more and more "not to be a person"

Her name is Mary, and she drives the hearts of many robots that now "siege corpses"

With the deepening of the image of the machine girl, the subspecies "AI girl" born out of the machine girl has gradually risen, and then entered the mainstream vision. AI girls often do not have substance, have a kind of cyber ghost temperament, or are installed in non-human forms such as war machines, such as Hideo Kojima's robot-themed masterpiece "Ultimate Zone", and the powerful and domineering protagonist machine Jehuty carries Miss A.D.A. is polite and cute.

In short, whether their characteristics are "untouchable" or "domineering", this "electronic wife" mainly leads to a strong sense of contrast, which temporarily aroused the love of a large number of players, and even in 2001, similar designs were tucked into the helmet of the sergeant major, and the later story was widely known.

The love game is becoming more and more "not to be a person"

A.D.A. like this is indeed a contrast...

The love game is becoming more and more "not to be a person"

Which generation of Cortana do you prefer? It seems that the 4th generation has a high vote rate

Changes in the mainstream of the game market will naturally affect the type of branch. In the love genre, 2002's "Ever17 -the out of infinity-" very fashionably created Akaneaki, as the artificial intelligence of the game stage underwater paradise management system, she can only appear as a holographic projection, in addition to sharing a huge role in the plot line of others, but also enjoys a complete personal main line, a total of 5 attackable characters, which can be described as a heavy weight. When everyone was playing, her sentence "But I can't kick the jar" became a classic golden sentence in the AI and ghost girl genres.

The love game is becoming more and more "not to be a person"

"If no one sees me, I'm like I don't exist."

In the same year, the other technology tree of extraterrestrial elements also lit up, and began to have an impact on the level of the story's worldview, which was "The Thing that Passed on" from the niche field. However, in 2002, when it was just released, the external elements were still relatively conservative, and most of the characters in the story were limited to the appearance of animal ears, and did not overly render other external elements, such as the story does not emphasize too much on the existence of the tail, and the overall is still relatively "human".

The turning point of qualitative change was in 2003, a year in which the long-lasting and far-reaching playwright Xuan Yuanxuan stood on the earth with "The Song of Saya". Saya can be said to be a heroine with a certain degree of humanity, even to the point of conflicting with human concepts. In the story, the depiction of the external elements of "The Song of Saye" is meticulous and detailed, and the effect achieved is much more violent than the "Puppet Love" that was tasted in the early years, when a large number of people were created with the impact of the star-destroying cannon.

The love game is becoming more and more "not to be a person"

The Song of Saya, a work that puts forward all kinds of ultimate torture on human feelings

Of course, although Saya is good, it is indeed too fierce, and the public at that time, even the relatively light taste of niche players may not be able to resist for a while. The appearance of "The Song of Saya" only shows that the human love element has truly reached the status of being the protagonist of the plot.

Everything can "not be a man"

In the same period of "Song of Saye", there were also many other themes that began to exert different degrees of force in the operation of feminization, such as "Legend of the Weapon Race", which is one of the origins of the setting of "picking up the sword wife and knocking over the villain" today. Then, in 2004, One of the works that influenced future generations and promoted widespread femininity, "Like Life", appeared.

"Like Life" is much more accessible to the people than "Song of Saye" and more accepted by the public. In the world of the story, many daily objects suddenly become personality forms for no reason, such as the protagonist's mobile phone has become a sister, and she can also make calls, which is about the wife in the world who can't hide mobile phone information, and it is also the abuse of the story of "falling in love with mobile phones" today. In addition, the school gate, mailbox and other public facilities are also feminine, although the shape design is relatively simple straight ball, but expensive in practice - really someone stayed in the fandom stage of the feminine theme to make a game ah!

The love game is becoming more and more "not to be a person"

"You go and talk to your phone!" This sentence has created the effect of "and this kind of good thing" more than a decade ago - how cute she is

In "Like Life", although there is a protagonist's green plum bamboo horse as the first heroine in form, the role and selling point of the mobile phone lady are obviously more existential, the game is essentially more like the use of the dual heroine form, the official publicity map is often two people together, plus the two heroines in the story occupy a significantly more proportion than others, quite a kind of inhuman role and traditional heroine into the stage of positive competition. In addition, the supporting role of the ice house sister in the story is extremely popular, and the "ice house version" "Like Life" with it as the protagonist has been launched separately, which is simply a big victory for the role outside the person.

In fact, at this time, the traditional human heroine has begun to decline. Also in 2004, in another famous work "Shuffle!" released earlier, only two of the original heroines of the five-person group were serious humans, and the other 3 were the god clan, the demon clan, and the artificial man. Even in order to appear less normal, one of the human Furong Feng classmates also began to choose not to be a person, and became "sick" without saying a word. Hibiscus Maple became one of the defining roles of the "sick petite" element that later became popular.

The love game is becoming more and more "not to be a person"

How to distinguish race? Mainly by the ears...

Since then, for a long time, the inhuman element has entered the flood irrigation stage of opening the floodgates and releasing water, and the female protagonist of the human external attribute has gradually become the mainstream in the love type, and people with a relatively good impression such as vampires, angels, and elves are "hard-hit areas". For example, 2008's FORTUNE ARTERIAL took out the standard blonde friendly vampires, but they usually hid their teeth from people.

In this period, the quality and quantity of non-human supporting roles that can be used by players are steadily increasing, and human characters can often only retain a place in the supporting role if they want to compete on the same stage, almost in contrast to the situation in the early years when there were many people and few demons. Or, they can only be sure that they are protagonists in a normal worldview outside of no one — such as "Heartbeat Memories 4" and "Love Follow" in 2009, which are still stuck to the bottom line of humanity.

The love game is becoming more and more "not to be a person"

Not to mention a low-key vampire that no one notices

After 2010, the era of mobile games rose, character card drawing began to become the mainstream form, and the inner volume of human freshness became more ferocious. In 2013, the rise of "Fleet Collection" led to the formation of a broader template, so after the emergence of games such as "Maiden Frontline" and "Yin and Yang Division", it was logical that "my wives are not human" - normal people are too normal and unattractive.

The expansion of the influence of extraterrestrial elements is global, and is by no means limited to Japanese works. In 2018, the Spanish developer brought the very happy Monster Prom, mermaids, Medusa, werewolves... There's always one you like. In 2020, there is a fire all over the B station of "Helltaker", all the demons descended from heaven, no... It should be called "earth out of the house", and "hell twisting" has become a temporary traffic password.

The love game is becoming more and more "not to be a person"

hell? I only saw a paradise for white-haired red-eyed lovers!

"The Last Hope of Mankind"

Why do players love love games? There may have been a bit of a precursor to "I came to play this because I don't want to, can't, and don't want to interact with humans". Guys who want to interact with humans can play online games with strong social attributes, or even go out to party. Of course, looking back at history, really to this step, there are still some people who can't say whether it is joyful or sad, is it that the manufacturer has finally understood the true meaning after many years of iteration?

In the current environment, the 100% normal love game ZushiYe "Classmate" suddenly "lifted the coffin board" last year and announced the launch of a remake version, which is a bit like the previous Oriental Sword and Magic Grandmaster "Rhode Island War" out of the commemorative game, people can not help but pay attention to - can not be the love game industry has been so bad, to the old predecessor out of the horse?

On January 28, the anime surrounding the remake of the game was also announced as the 30th anniversary. Although this animated version is released in the form of an OVA, it is more commemorative, and it may not be expected that the younger generation will accept much, but since it is to be done, it is probably the previous game remake that made money. Human design rolled to today, and then look back, before there was no Gundam, no magic, no tail of the paper people "grandma" out of the mountain again, the original common in the animated movie "human last hope" like the bridge section is about to be staged in reality, it is also quite emotional, after all, the bigger ships - such as "Love Together" - have been sunk for a long time.

The coming to Japan is long, and the end game is unknown. Or to sum it up with a more romantic game temperament: 30 years later, human beings, do you remember what love is?

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