
More gaming experience, pay attention to have
Recently, because of a friend's recommendation, I came into contact with a game called "NOeSIS - False Memory Story". Although the style of the painting is slightly biased towards the early galgame, it is still a bit like some kind of special category game, which is not very suitable for my appetite. But against the label of horror and visual fiction, curiosity drove me to open the game. I have to say that when you are used to playing those big-budget games and indulging in the joy of various fight special effects and victories, it is also a good experience to occasionally come to the text AVG game to rest.
NOeSIS - The False Tale of Memory
AVG, or "adventure games", is usually a game in which the player controls a character to simulate an adventure, and its storyline often takes the form of completing a mission or solving a puzzle. Usually this type of game has no operational requirements, focusing on exploring the unknown, solving puzzles and other episodic and exploratory interactions, emphasizing the exploration of story clues.
A week before ending NOeSIS - The False Memory Story, I never thought that there would be other text AVG games after "When the Cicadas Cry" and make me think about it when the ending song rang. Because of the homework I had done before, I learned that NOeSIS - False Memory Story is not a complete game, but the first chapter of the NOeSIS series. Therefore, the psychological expectations are relatively low during the game, but the whole story is very full: the cause, the development, the climax, the end, and the connection is naturally not too thin, nor is there any fragment that is too long. Like a micro-novel with complete elements, it is addictive.
"When the Cicadas Cry"
Text AVG is an important branch of AVG. Players read the plot and choose options to advance the plot, which is a story-oriented game, also known as visual novel.
Unlike When the Cicadas Cry with animation (I watched the animation before playing the game), NOeSIS - False Memory Story is a brand new game for me. Many text AVG games are the same for the vast majority of players, so I have this question: how do text AVG games that abandon gameplay attract players?
In fact, when I really came into contact with text AVG games, I had the same question. Because in the inherent cognition at that time, what did not require operation and did not need to use brains to think did not belong to the category of games. But in fact, the definition of the game is far broader than my narrow thinking: broadly speaking, the word game can be interpreted as interactive entertainment; in the narrow sense, the definition of the game in Ci Hai is "to directly obtain pleasure as the main purpose, and there must be a subject involved in interactive activities." "Of course, video games are no exception, all of them are listed here.
《Air》
In this way, the definition is much clearer, although the text AVG game seems to have no technical content (referring to the operation), but it is indeed included in the game category - interactivity is the core part of the text AVG game. I also have a deep understanding of this in "NOeSIS - False Memory Story", the protagonist played by the player Shi Yu, inexplicably caught in a serial suicide case, the sister who met by chance, the little night beauty of the green plum bamboo horse, plus the well-behaved and mature sister, the four characters launched a suspenseful horror drama. These flawed and uniquely capable girls slowly draw Shi Yu into a bitter memory story.
Overnight
Each interaction option is like a temptation: the player and the characters in the game are always in a position of maneuver, many words are not finished in the early stages, and the state of ignorance makes the subsequent development become extremely promising. Good novels are still a waste of sleep and want to read in one go, let alone excellent electronic novels (text AVG games)? In an environment with good sound and color, the act of interaction has also become warmer. Even in the process of getting along with one night, I still have a little night beauty with pear blossoms and rain in my head. A simple action affects another person's emotions and subsequent actions, which is exacerbated in the atmosphere of horror and suspense.
Fan figure
After clarifying the definition of the game, let's look at gameplay. Gameplay can be generally understood as "the core nature of the game", also refers to "the specific operation method of the game" or "the abstract and interesting whole of the game". This article refers specifically to "how the Game works". In fact, this also varies from person to person, some players like thrilling battlefields, some players have a special love for fine puzzle games, and even match-3 games have a large number of die-hard fans (not to say that match-3 games are bad), so it is difficult to have a fixed standard. For games that are not gameplay like text AVG, the requirements for operation are almost zero.
"Gameplay" comes from the English word "Gameplay," which first appeared in Geoff Howland's article "The Focus of Gameplay" in 1999. Due to the long time, the gameplay referred to by the author at that time actually referred to as "the gameplay of the game" or "game", which is slightly different from the current general concept.
《Clannad》
So the text AVG game is justifiably withdrawn from the gameplay. So continuing the question just now, stripped of gameplay, what is left of the text AVG? After communicating with many text AVG players and consulting a large number of materials, I came to the following conclusion: Text AVG only abandons the physical sense of gameplay and focuses more on psychological interactivity. To give the simplest example: Have you ever been in a game where the mood of the moment has been disrupted or affected by the prompts of the action? Most games need to be manipulated to drive the plot, but the text AVG game is driving the plot with its own development.
a thousand nights
Players are always in the plot atmosphere created by the game, or crying or laughing are the true reflection of emotions. It's a coherent process that's always intact. Text AVG games use the simplest way of expression of words and pictures to slowly disassemble the player's psychological defense line. When you really establish a connection with the characters in the game, but are brutally taken away by the plot, it feels as sad as the person who accompanied you in life suddenly disappeared.
《Canon》
Some players may feel that the biggest feature of text AVG games is storytelling, and there are no highlights to speak of. This view is too biased, and storytelling is the most basic and core part of a game. The plots of those brave men slaughtering evil dragons and princes saving princesses that we are familiar with are no longer popular, and too many heroes save the beauty of the story make the framework itself boring. As a result, players become picky, and game developers find stories harder to tell. In the case of most games racking their brains to tell stories, text AVG games are ignored by players because they have no so-called gameplay.
As the saying goes: the aroma of wine is not afraid of deep alleys, and there are still a large number of players who faithfully support text AVG games. And this part of the player's user stickiness is also very high, for the favorite games are multi-week experience. There is even a saying circulating in this circle: "One week to see the first contact, two weeks to see the plot, three weeks to dig up details, four weeks to achieve full achievements, five six seven eight weeks to see nostalgia." "This phenomenon should be difficult for people who don't play text AVG games, a game that only needs to click the mouse can be played so many times."
《ever17》
To sum up, it is probably that the happiness you find in the game can only be understood by yourself. After all, the text AVG is just a small branch in the huge game library, and the radish greens have their own love. I personally prefer to recommend this type of game to players who don't like to read but like to listen to stories, this kind of interaction has no threshold and is easily accepted by players. If you're just a gamer who craves a good story, text AVG games are definitely the best choice.
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《remember11》