Author: Yun Ji
In the blink of an eye, it was the beginning of April, and although everyone knew that there was no spring and autumn in Hunan, when spring came, even if there was no field, I would plant some survivable vegetables on my balcony, which is a skill that everyone born in a Chinese family brings without being taught. So much so that as long as there are games related to farming on mobile games, I will become the first pioneer of farming. Therefore, take advantage of the right time to give you an inventory of several ancient style farming mobile games that were once popular and are currently popular. See if there's anyone you'll love the most.
"100 Views of Jiangnan"
After the storm of character design that caused anger on the whole network passed, "Hundred Views of Jiangnan" seems to have been silent for a long time. Of course, before this transition period, the game developer also made a very urgent public relations apology, as well as compensation for the game. It's just that the effect was not very ideal at that time, so they could only silently change themselves in a scolding.
The game's ink art style and detailed setting have always been the core features of "Hundred Views of Jiangnan" that cannot be replicated by other games, which is why it has always been elastic in its peers to attract players to jump from abandonment to pit. But instead of farming, the game now seems to focus more on urban development and resource management, as well as regularly launching specific events in exchange for special buildings (referred to as "liver life") to meet some of the player's game needs.
However, now look at the new content it pushes: opening new cities, restoring some local ancient characteristics from these cities (such as the operation of the long-established shops of the Huizhou family, the operation of Yangzhou Caoyun Terminal, etc.), and the residents who are no longer walking around and only wandering on the streets (adding standby actions similar to game characters), and some limited-time redemption season buildings that I did not mention, etc., can make me feel that "Hundred Views of Jiangnan" is preparing to move from the traditional farming management gameplay to the shift to "revitalization" All cities, not just farming roads.
Even if it is still ugly (it makes people krypton gold, some activities give rewards that make people feel worthless; There is also an aesthetic cloud of some buildings), but with its art craft alone, it is still difficult for anyone to surpass in the short term (after all, they really have to investigate the design of those ancient buildings, many buildings can find prototypes in reality, and the National Museum is associated with games). Coupled with the fact that their own territory also has a fixed game and consumption player group, I think - the rotten will never be completely rotten, but can listen to the opinions of the players, it is estimated that it will have to wait until the vicissitudes of the sea (dog head).
"Rivers and Lakes"
This is a farming game that I personally feel the most regrettable, because I think back to the feeling it gave me when I was closed beta: suddenly as soon as my brain was hot, I could rush down the mountain to wander the rivers and lakes, and when I felt tired, I would go back to the mountain to farm, cook, make wine, and make medicine. Later, the public beta changed the gameplay, but the picture quality and story content can be accepted and integrated, so the impression on players is not bad for a while, and there are many people who play this game at this time. Later, the game began to focus on comparisons between players (krypton gold rush list and other gameplay if memory serves), and many copies of the value ordinary people can't beat unless they die and produce better data. As a result, the more you play the game, the more tired you get, and you can't find the meaning of the original game.
Now, I'm back here and find that the 3D modeling quality of "Jianghu Yoyo" doesn't seem to look very good. And the gameplay has changed from a separate modeling grid copy, to a 2D plane random event + a specific grid copy, and now only large plane content remains, and the newly made script is not as attractive as it was at the beginning. The casual gameplay on the mountain has also become more difficult to collect due to the change of the river and lake mode. Although I don't know what kind of changes this game has undergone, it is still embarrassing.
"Relief from Worries in a Small Village"
It's hard to believe that I was able to notice this game in the first place because the developer's attitude was extremely serious, and then the compensation given to the player during the service was also very generous, so I entered the pit vertically. However, to be honest, perhaps because of the small workshop background, their own current evaluation of the game and future development are not fully prepared, resulting in the game being attacked on the server within a few days of the open beta, and then frantically apologizing during operation, optimizing and compensating for the game's suggestions; While quickly optimizing the gameplay to make up for the lack of the game.
And it is this step that leads to the gameplay of the game quickly becoming disadvantageous. The first is that resources are quickly saturated, and even if players are not online, some resources can still be accumulated, let alone add compensation; Secondly, it is becoming more and more difficult to upgrade the time and conditions of the village to the back. In particular, it is necessary to increase the degree of construction and the number of residents, and new buildings can only be unlocked after completion.
Then, there are other imperfections of the game, for example: each order of goods in the commercial house, if it is alcohol, it is okay, but if it is a dish, you need to fry it one by one in the early stage. And the stock market in the money house is not thorough (let alone there is no open deposit game), how to say that there should be a graph and real-time price changes, instead of just randomly doing a few news to adjust the stock price back and forth, just ask who has the time to keep watching the update of that news?
There are also the most important buildings, in addition to some ordinary buildings that we can build and can be built directly by collecting materials, some special buildings need to collect all the drawings to build. And the way to get the drawings is either obtained by liver life during the actual activity, or obtained by krypton gold ... As for the others, there are ideas, but the implementation effect is not very good, I will not give examples one by one.
In short, if you want to experience the joy of farming in the short term, this game is probably quite accessible. After all, it also has a day and night system, and the residents who live here will go to other places every day in addition to work to leave footprints. However, the most important thing is that the ghosts in the game are more "dedicated" than the residents, and do not need to be arranged by the player all the time.
"There is a family in the depths of the peach orchard"
During this time, as long as you brush up on the content related to this game, there will be no lack of its radishes. Just because although the game is a collection of hundreds of strengths (diverse gameplay), what is interesting is each radish with its own cute points and similarities with real-life players. This is what I thought after playing around for a while. After all, when it comes to farming, the game lacks a hands-on and then harvest feeling, more like managing a small landowner (protagonist) of a group of radishes, and then the protagonist goes to work as a tool for others.
However, recently at the same time as the launch of the event, the game also broke the news that someone got tens of thousands of jade due to a bug (in addition to the acquisition of jade activities and tasks, you can get a few, in addition to krypton gold). Some players who pick up cheap have brought the game to the most comfortable mid-to-back stage in a short period of time, and even if the currency is cleared, these things have not clearly indicated the rollback return; Some players who did not spend not only saved their own savings were cleared at the same time, but also entered the debt repayment stage. It's ironic that some people are actively "requesting" official rollbacks, but those who get cheap are on their opposite side.
At the same time, the game also has similar problems to "Relief Village" after the novice period, the first is that the planting and production time is too long, from reclaiming land; to plant crops waiting for ripe harvest; Then set up workshops; By the time the product is made, the four stages are not used to speed things up, or the skill points to improve time efficiency. Basically, it takes three hours to complete this production process.
Secondly, it is the liquidation that closely follows this problem. Because the game has only one warehouse so far, crops, agricultural products, dishes, building tools, etc. are all placed in this warehouse, and we need to expand the warehouse by collecting materials to make so many things have land. Otherwise, when some special goods are needed, the player will not be able to complete the mission at all. Then, what is made with time, materials, and copper money is not proportional to the reward you get when the task is submitted. Although a place in the turnip cave can choose a BUFF with a lot of gold coins to increase the amount of copper coins in a short time, at the same stage, the latter is to open new buildings in the later stage, starting with tens of thousands of copper coins.
Taoyuan, after all, may just be a tool for money circles.
I don't know why, but I originally wanted to introduce you to the relaxed farming content of these games, and the writing became a not very good side of these games. But if you think about it, I think it should still be written, just because most of the current game environment in China is to make players' money.
Although the art is getting more and more volumed, there are indeed fewer and fewer such people who can pay attention to the core of the game, and they basically turn in circles in the management gameplay. If you do it with your own characteristics, more people behind you want to make another "copy" that can get similar traffic (which is why it is becoming more and more difficult for games to identify plagiarism).
Coupled with the fact that bad money drives out good money and developers change their methods to coax players to krypton gold, an inherent pattern has been formed, and few reasonable players can not spend impulsively and buy rationally to play a game. The fun that the game gives players will gradually be put from a better level to a level of torture and waste of time.
This is not to warn you not to play these games, but to tell you to try to slow yourself down. If you don't pursue everything, you have the bad habit of krypton gold. Then delve into the gameplay little by little, choose the path that suits you, maybe you can experience the hard work of farming as a farmer in reality, and get the joy of a (successful) harvest after the test of time. This is also the true meaning of the farming life we yearn for.