Two-dimensional players, trapped in mini-games
Updated on: 43-0-0 0:0:0

I don't know if it's a coincidence or the schedule has arrived, and the popular second game has updated the fishing gameplay at the same time.

Jeopardy Zero 1.0 has been updated with the "Nypis Extreme Fishing Masters" event. "Singing Tide" version 0.0 has updated the "Old Man Fish Sea" theme activity. The update time of the two games is only one day apart.

The two two-game crash fishing themes immediately attracted the main video of Gonghuo UP. Someone pulled "Genshin Impact" into the "comparison of three popular second-game fishing systems", and "fishing" came out, and a large number of players left messages in the comment area.

Some people complain about why "Jeopardy Zero" makes a fishing game but chooses the most boring gameplay? Some people pointed out that the fishing gameplay of "Singing Tide" is not original, but borrowed! And the anti-string black naturally took the opportunity to intersperse it with continuous wars, stirring up discussions and finally turning into a war of words.

Interestingly, this wave of comparison is not limited to China, but also to the Internet. I can only advise foreigners to say: nothing more than anything will only ruin you.

Fishing mini-game, coming to my house this year

Once upon a time, two-dimensional games had nothing to do with fishing. However, with the increase in the number of open world tours in recent years, the wind of fishing has finally blown into the second tour. In addition to the above-mentioned "Jeopardy Zero" and "Singing Tide", the same "Infinite Warmth" in last year's public beta came with a fishing gameplay.

Not to mention "Genshin Impact" and "Tower of Fantasy" in the early years, as an open world, there must be fishing.

The other two games, as long as it is a 3D game, also strive to add a fishing system.

"Dust White Forbidden Zone" was launched last year for fishing, which is decent.

"Goddess of Victory: NIKKE", which is about to serve in the national server, also has a fishing gameplay similar to sound games, and there is a lot of noise.

Domestic second tours, such as "Millennium Journey" and "City of Cats", also have fishing games. If the former is stopped, they will not whip the corpse.

Why do ACGs do fishing? It's not because beautiful girls have any special fate with fishing. Instead, the trend of "4399 small gamification" of the second game is becoming more and more serious. Various manufacturers have already done a lot of mini-games such as Match, Monopoly, Audition, Tower Defense, Parkour, and Dress-up, and it's time to make fishing games.

Therefore, the theme collision of "Jeopardy Zero" and "Singing Tide" is, in my opinion, purely accidental, and there is no question of who is targeting whom, and conspiracy theories can be put to rest. But since the two games have updated this theme at the same time, and there are countless classic fishing games in front of them, it is inevitable that players will compare and evaluate them.

Fishing games, is it really bad?

One thing to say, the fishing games of "Jeopardy Zero" and "Singing Tide" are relatively good in the second game, but compared with those classic fishing games, they are almost meaningless.

The fishing mini-game of "Jeopardy Zero" this time is obviously avoiding the mainstream fishing gameplay (especially not colliding with its own "Genshin Impact"). Compared to simulating the fishing process, it is more like a QTE mini-game, and it is not very difficult.

The problem is that the oversimplified rules don't give the game much room to play. Even if you are a veteran fishing player, there is nothing that can be optimized in terms of work, and you have to endure more than 20 seconds to catch a fish. In this process, players don't enjoy the game with fish, just boring repetition, and get bored when they catch too many times.

It's strange to say, there are so many fun fishing games on the market, why did "Jeopardy Zero" choose such a design? Perhaps it's a traumatic stress response. "Jeopardy Zero" once made difficult games, which attracted a lot of scolding.

For players who just want to get rewards to open the Pokédex, they are not interested in mini-games, and they just want to complete tasks as quickly as possible to get rewards. Once the mini-game is difficult and has a learning cost, for this group of players, it is the official stumbling block for players, deliberately disgusting people, and reducing benefits in disguise.

was scolded and scared, "Jeopardy Zero" learned to compromise. The mini-games are getting easier and less challenging. It's no surprise that players get bored.

In order to make up for this, the direction of "Jeopardy Zero" is not to improve the mini-game, but to add details, such as writing a big script for the event, so that popular characters can appear and show their faces. In order to strengthen the sense of substitution, the game also made several fishing actions for the protagonist's brothers and sisters, throwing rods and reeling lines to show professionalism.

In terms of rewards, "Jeopardy Zero" also learns from the experience of predecessors such as "Crashing Iron", especially the film (card drawing resource) reward will never card players. It allows players to get full rewards without completing tasks, avoiding welfare-related public opinion.

So some people have commented that it is not so much that "Jeopardy Zero" has made a fishing gameplay, it is better to say that this "drama game" has made a "plot back" with the theme of fishing.

The details that are pulled out really add to the gaming experience. But no matter how well the details are done, it can't hide the boring problem of the mini-game itself. This kind of boredom has actually continued from the launch of "Jeopardy Zero" to the present.

This is the case with many versions of the event, such as the "Bright Day" during the Spring Festival, which is essentially a "Audition" mini-game, and the 2.0 version of the restaurant operation is essentially a "backpack tidying" mini-game. These activities are supported by plots and performances, and the mini-games cannot be said to be funless, but can only be said to be lackluster.

Of course, this is not a problem of the "Jeopardy Zero" family. On the question of how to make mini-games, all gacha games face the same dilemma.

The same goes for the fishing mini-game in "Singing Tide" next door.

First of all, the last thing that the game can offend is the group of players who don't want to play the game and just want to get rewards. Therefore, the fishing game of "Singing Tide" also simplifies the rules as much as possible, removes negative feedback, and allows players to fish without doing it. After the skills are upgraded in the later stage, the game will allow players to skip the mini-game and directly harvest the fish and open the picture book to get rewards.

Secondly, "Singing Tide" also fills the activity process with plot performances and the company of popular characters. For most players, these mini-games are one-time consumables. As long as the production team keeps the first few hours fresh, the version is considered a success.

The only different idea of this mini-game is that instead of taking risks to create a gameplay, it is better to introduce a gameplay that has already been proven. This idea has really improved the player's evaluation of the mini game.

However, in the age of the Internet, the application of gameplay is a double-edged sword. While it ensures that the mini-game is fun, it's also easy to get caught up in a war of words. In the comment area, you will see that someone popularizes the gameplay "from the fishing sail undercurrent". In this way, many players will not attribute the fun of the mini-game to the production team, and the rhythm of the sunspot belt will also form a public opinion event.

The two-dimensional community atmosphere has long been like this. Therefore, in order to avoid suspicion, many second-game games would rather be a boring original than learn interesting ways to play. This makes the two-dimensional mini-game further fall into the dilemma of "boredom".

The kidnapping of the second tour is not a small game, it is a card drawing

In recent years, players of the second game have generally experienced that there are more and more mini-games in the second game, but the gameplay is becoming more and more boring. Even if it is such a fun fishing game in a single machine, it has not escaped this curse, and it will become boring as soon as it runs into the second game.

In fact, the problem with this phenomenon is not in the mini game, but in the business model of the second game.

It is undeniable that the main business model of today's two-dimensional games is card gacha. Manufacturers update the card pool on a regular basis, and while introducing new characters, they also need to give a certain amount of gacha/development resources to zero krypton or monthly card players in order to retain a sufficient number of players.

In the context of the loss of user dividends, retaining players by sending more resources has become the mainstream means of competition in the second game.

However, the same is to send resources, but also to talk about skills. Many seemingly "free" resources cannot be sent directly to the email for free, but must be exchanged for asking players to "do something". This is not as simple as preventing the studio from swiping accounts, but more to create a "sense of value" for players.

That is to say, only when the player has enough memories of "doing tasks every day to brush up on physical strength just to change the card for one more time", will TA feel the price of 648 when recharging. The more pain the player suffers from the "liver", the more satisfying the "krypton" time will be.

This is the bottom business logic of mainstream gacha games: players spend money not on characters, but on time.

Understand this, and understand why the second game must do small games, and cannot directly send resources.

The essence of the mini game is a tool to give players benefits and resources. This tool attribute dictates that the mini-game should not be too difficult or challenging, which will cause many players to abandon the game because they can't get the reward. But at the same time, the mini-game can't be too simple, because it must allow the player to spend a certain amount of time, so that the player will not have a "sense of cheapness" when he gets free resources to draw cards.

The business idea of the second game, interpreted in the popular chicken soup text of the year, is "let you do some work and give alms to become remuneration", in the words of Shi Yuzhu, it is "pay players wages".

Manufacturers know that players are doing meaningless things, but they still have to design games to waste players' time. Compared with designing the plot, battles, and dungeons, designing mini-games can be described as cheap and good.

Therefore, the small gamification of the second game is inevitable, and the boredom of the small game is also inevitable.

Looking back at the era of page games of "Ship Niang" and "Blue Fantasy", the second game at that time was a system that wasted players' time, forcing players to mechanically brush their own liver materials. In contrast, today's second game can allow players to play mini-games to get rewards and plot watching, which can actually be said to be a step forward.

However, even if the current second tour is better than in the past, it should not be a reason for manufacturers not to want to forge ahead. The needs of the players are also advancing. Since "mini-game boredom" has been put on the table by many players, manufacturers should find ways to improve it, rather than really turning their games into "mini-game collections".

Is there a solution to the commercialization of the second tour?

Once, in order to solve the problems of the game being too liver, the copy is too repetitive, etc., the second game of card drawing found a compromise solution of "small game", which enriched the player's experience and alleviated the problem of too repetitive content of the game.

However, mini-games are only a stopgap measure after all.

As long as the gacha krypton mode of the second game remains unchanged, it is impossible for the mini game to depart from its tool attribute of "wasting player time". Then there is the fun little game prototype, when its design goal changes from "fun" to "waste of time", it is its fate to become boring. Even the popular fishing game can't save the game.

The dignified two-dimensional gathers the top brains in the game circle, and you can't expect humble games to save the second game from fire and water, right?

When it comes to reform, what needs to be reformed the most is actually the "size guarantee" and "ninety out of one" set of card drawing kryptonite mode. As long as this "ancestral law" is changed, problems such as what mini-games are boring, what version of long grass and so on can be easily solved.

However, for manufacturers who have made a lot of money by relying on this mechanism, it is not easy to reform this link that is related to fundamental interests. This requires not only the courage to reform, but also the sincerity to pursue "game = fun".