Chapter 209 (1/2)

For famine, there are many points that attract players, but in the final analysis, its original driving force is ”survival”.

In Maslow's hierarchy of needs theory, needs are divided into five categories: physiological needs, security needs, love and sense of belonging, respect, self realization.

These five kinds of needs form a pyramid structure, the bottom is physiological needs, and the top is self realization needs.

The more primary needs are, the easier to achieve, but they are also the most urgent and urgent.

That is to say, if a person lacks food, safety and respect at the same time, then generally speaking, his demand for food should be the strongest. By contrast, security and respect are not so important.

Therefore, people will take the risk to fight against large Beasts (give up safety) or bow to power (give up dignity) in case of extreme hunger.

Maslow's hierarchy of needs theory is widely used in various fields, and game field is no exception.

Many game designers use this theory to build a complete Maslow demand level in the game, which is used to drive the players to chase the unreal data in the game and indulge in it.

For a simple example, some games with ”selling power” as the core selling point highlight the two needs of security and respect.

For a weaker player, he has the risk of being killed by a stronger player all the time in this game, so he feels a strong sense of insecurity, which will drive him to spend more money or time in the game and become stronger to maintain his own security.

When the more powerful players have the attribute of security, they will turn to the pursuit of respect and self realization. For example, they will fight for the king, establish a guild, lead their little brothers to participate in the national war, and spend a lot of money for the virtual sense of honor.

Generally speaking, few games can use the level of ”physiological needs”, because this playing method is relatively cumbersome, especially many game mechanisms do not support it.

In fact, people's physiological needs are very simple, nothing more than food, water, health, reproduction and so on. However, in general games, characters are not allowed to rush for food and water, and there is no concept of hunger value, because the content of the game is limited, and there are many more content worthy of players to experience.

”Famine” is a good way to grasp this blind spot and show the theme of ”survival”.

Moreover, ”famine” is not just a simple game. If we dig deep into its spiritual connotation, we will find that it actually has some depth that big works do not have.

Unlike many protagonists with great missions, Wilson's meaning of existence is existence itself. He doesn't need to save the world or others. His only goal is to live well. All he has done in the world of famine is to live better.

Famine is a highly stylized game with a very mature ideological core.

The world of famine is not any known historical background, even the world is full of some completely unrealistic settings. Its whole painting style and music are full of black humor, but in the face of death, they are extremely real.