Do you like the Immortal Cultivation Simulator? Here is a comprehensive review.
1, Overall evaluation
Foreword
In the 18 years since the fairy tale games gradually took off, many fairy tale games have been released. "Taiwu Painting Scroll", "Directional Wei Yu", "Ancient Sword 3" and other excellent and more and more games have appeared on the Steam and Wegame platforms. So at the end of 2018, early 2019, a new Xianxia Simulation Management and Roguelike game was also available for pre-order. His name is "The Great Immortal Cultivation Simulator", which is also the object we are going to talk about today.
I have found doubts on various platforms, Indienova, Wegame and other distribution platforms. "Are you a plagiarized Rimworld? Why is the ancient sword 3 only 99 yuan? Your game is actually priced at 68 yuan, and the total size is still so small. Is the game perfect? Will there be too many bugs or something?" Therefore, in order to give players a better explanation, this article will analyze the quality of this game from the perspective of the creator and the player.
Say some irrelevant things in the foreword. "The Great Immortal Cultivation Simulator" does contain bugs for me for 50 hours, but these bugs only affect the game experience very subtly, and there will be no card progress or judgment errors that can die in seconds. Therefore, the game is smooth enough, and players can also experience the entire game without worries. Some small bugs may be irrational in terms of priority and the relationship appreciation of lovers, etc., but in general, it will not affect the overall gaming experience. In my opinion, although "The Great Immortal Cultivation Simulator" is in the Early Test stage, its basic game architecture and game cultivation have reached the release requirements and the gameplay requirements that players care about.
In terms of pricing, since the above paragraph has the basis, this paragraph is easy to explain. The pricing requirement of 68 yuan is reasonable pricing based on game investment and income. There is no problem that game size determines game pricing. Players who complain about pricing are also asked to pay more attention to game content and gameplay. Compared with the 103 yuan price reduction in "Rimworld", the immortal-themed "The Great Immortal Cultivation Simulator" is very biased towards "Rimworld" in terms of game mechanisms, but is reference equivalent to plagiarism? Not necessarily, it depends on the opinions and mechanism issues. The adoption of God's perspective and reference to basic gameplay are the developers' ideas, but they are not plagiarism. The built-in plot structure and cultivation parts of the game are unique in "The Great Immortal Cultivation Simulator". The establishment of basic mechanisms is indeed very biased towards the direction of "Rimworld", and the gameplay structure of basic construction is also as well as
Rimworld is generally similarsame. But in fact, from the perspective of expanding the scope, the mid- and late-stage game are essentially different from "Rimworld". In similar game designs, you can see "Dwarf Fortress" and "Rimworld". You can add "Oxygen" even if you have nothing to do. The simulation management essence of the game has several common points, namely, collection, planning, construction and development. In these aspects, the design of "The Great Immortal Cultivation Simulator" is indeed very similar to "Rimworld".
But the main reason why "The Great Immortal Cultivation Simulator" looks like "Rimworld". But if "The Great Immortal Cultivation Simulator" changes to a brighter game style and a more beautiful game set. Will some people say this game be copied by plagiarism of other games? It depends on the players' opinions here.
The quality of the game is still mainly reflected in the gameplay. Please pay more attention to whether the "Immortal Cultivation Simulator" is worth buying.
Text
Experience
"The Great Immortal Cultivation Simulator" is a game with business and cultivation elements, and it is still very difficult to get started. I started playing the first two games without any auxiliary mode, and I only started playing the novice tutorial, and then got a classic start. Of course, the first time I played, in the process of technology and other development, the initial stage was to make a desperate attempt, find a new look, see what buildings there are and what uses these buildings are. However, the game did not do enough in the guidance direction at that time, fortunately, the recent update added primary goals of guidance and novice mode. Let new players get a better supplement after the tutorial early on, which can be considered as the production team will quickly improve this shortcoming. (It's very uncomfortable without a prompt. You don't know how to practice immortality.) After opening two levels, you can basically understand the general idea of this game. The general situation of the three elements of collection, planning, and development (cultivation).
Overall, the game preparations need to be very compact in the early stages of the game. The collection of materials, the overall layout planning and construction all require time to adapt. Collecting resources while building is basically the game idea I thought of for the first time (put aside the cultivation of immortality, just experience the most basic construction). Will the accelerated development of resources while accelerating? This method was used to pursue progress in the first attempt to open the gears, but often there was a situation where the wooden boards were not supplied to the construction, which was very embarrassing, and things would be very complicated at this time. Because the game sets the relationship between the character's mood and slacking off, blindly pursuing speed will only make the efficiency lower, and the characters in the early stage of the game are not low. As long as you are not careful, it is easy for the characters to slacke in, the characters will be disobedient, and you can't set priority. This situation will basically improve in about 20 days. They are in a very bad mood, and I am in a very bad mood. Basically, it seems thatThe whole process of the novel accelerated through these 20 days. In the middle stage, there are several bottlenecks here. The maximum number of primary restricted characters will be 6. However, if there are only 6 people in the middle stage, the number of people will not be enough under the rapid development, and various problems will easily arise. Because there is no cultivation element, the new building is not unlocked, and it is stuck here (30 rounds). But I know the general idea and the new level begins.
The new file has changed its game method. In the first five days, I just went to collect resources and didn't care about anything (just check the relationship between mood affecting settings and efficiency). After 5 days, I chose a person to use the foundation building pill and promoted it to the inner gate. At this time, I unlocked the second floor building and the ability to use the map. There are four hills around your sect, which are basically the resources you need in the early stage. The leader can only use unlimited resources. If you don’t build a house, don’t get a good furniture, and don’t wear clothes, he will have a lot of things. He will be in a bad mood and will become possessed. So it’s better to maximize the benefits than raising a useless person. (The foundation-building pills will be given in novices mode. Don’t forget to eat them, otherwise it is equivalent to playing hardcore games). This is the overall idea. The early development is faster and the infrastructure is faster. Build a good house and plan the furniture, and the characters' moods are stable. In 18 days, it has almost increased to 2 stages of reputation and population. In this way, it will unlock the third level in 25 or 6 days, and continue to increase the population. It is worth mentioning that the event triggered by the game at the same location under the settings of random events has a high probability of the same. Basically, you can encounter the same option several times. Purchase the option to increase the population after the popularity is increased, and the resources can be brought back 100% during the training process. Remember to save more food and don’t forget to farm in the early stage. The problem of famine will be the biggest factor leading to sustainable development. If these points are done well, you can be worry-free, and the rest is the whole nation to cultivate immortality.
Structural Analysis
Main mechanisms and explanations
1, Character
Characters are the objects we need and serve in the long term in the game. In terms of design, the characters in "Cultivation Simulator" set up a sensor mechanism for character emotionalization, but the mechanism of Debuff inefficiency is prone to slow down in the early stage of development from 0. Some things that influence the character lies in the environment in which the character is located. The quality of clothing, the degree of thirst and satiety, the temperature of the room, the layout and quality of the furniture, and the degree of chaos will affect the comfort of the character, and thus the condition of the character. Such a situation will be reflected in the situation of cultivating immortals and the speed of construction and development. Therefore, under the premise of rapid development, the most important thing that players need to consider is the state of the characters, which is also one of the difficulties faced in the early stage of the game.
I like the style of character painting in "Immortal Cultivation Simulator" very much, it is vivid and the action settings are very perfect. After watching from God's perspective for a long time, I don't feel that it's rough, but feels that the characters are consistent and comfortable in every work and interaction, because a single character has nearly 200 actions, so they will not feel stiff in this regard. However, it should be said that the action shows the character's emotions and style, and is also a necessary means to shape unique characters. If an event (inexplicable sorrow) occurs before, the player should feel that the real character will be better if the mood changes. If you can carefully observe the details of the characters, you can know how much skill the painter has used. The fairy-tale style, whether from common people to people who have become immortals, has relatively distinct characteristics on their clothes and weapons on their backs, and can basically be identified at a glance. You should know that a team with only 3 people is not as important as a game programmer in this game, and the workload is also very huge. Part of the ideas of game designers are also reflected in the design and painting ideas of art. The built-in style of the game is also reflected in the style of painting. If there were no such excellent artists, the game we talked about would be just a bad game program. Without such an excellent artist, there would be no feeling of cultivating immortals. In other words, only the skin wrapped in the cultivation of immortals but not such excellent and uniquely attractive game designed by painters is just a conceptual "cultivation of immortals". Visual reflection is an important factor that makes us feel that we are cultivating immortals for the whole nation. I believe that under such an art style, the unique set reflects the characters' styles. Sometimes it is filled with fog, and a few people are hustling among the trees in the fields. This really makes us feel the attraction of being independent of the mortal world and avoiding war.
In-game cultivation is the main process of the character. The degree of cultivation promotes the strength of the character's skill, and the other part also shapes the strength of the character's weapon. The characters have enough to refine pills or refine weapons. Sublimate through continuous self-improvement and breakthroughs, which in turn affects the progress of player plots and events. It can be said that the Immortal Cultivation Simulator is a very simple idea to play. But the ups and downs and bumps are the important magic weapons to attract players. Characters need to be protected and strong. What is protected is the hope of those outer disciples living up to their hard work and bringing a declining sect to revive. What is strong is that you will never make initial mistakes again, and you will not be deceived by outsiders and take revenge for your ancestors.
In terms of numerical prompts, the game still has its shortcomings. For example, how to solve a Debuff, it still needs to prompt the player, otherwise the player will easily be confused. In addition, the integrity of the game is enough for players to discover unique gameplay and routines.
2, Architecture
Slightly different from other business games, the building unlocking of the Immortal Cultivation Simulator requires your reputation level. In other words, you are not studying how to unlock buildings and then cultivate immortals, but relying on the progress of cultivating immortals to unlock the progress of the building. The two are mutually restrained and influenced each other (but in fact, it is not obvious when you have the ability to have an inner door when you come up.). When you only rely on your own development without using any props, the overall development of the game is slow, and a large reason will be reflected in the level of the character's cultivation. It is easy to abandon the gear when a powerful enemy invades, but the chance is actually very low. Basically, when you can destroy the enemy, you will develop well enough to be able to defend against it. The design of architecture basically depends on the fairy tale culture in our consciousness, and things like alchemy furnaces are the basic elements for us to cultivate immortality in the game. Overall, when the development of the first inner door reaches its peak, the game has become a cultivation game, because your basic construction is enough to meet the needs, and the rest is to fight all over the country or take revenge.
After talking about construction, we inevitably need to talk about construction. Priority settings are reflected between buildings and characters. When characters divide the labor, architecture is preferred. If we divide the building priority into +0, +1, +2. The priority of each division of labor of a character is *0 and *1. Then we can use simple addition, subtraction, multiplication and division to roughly calculate several parallel tasks. So in the early stage, there are few characters and uneven distribution tasks, it is easy to cause confusion in planning, that is, no one listens to you and is busy with himself. Or when you are anxious to complete a building, you find that priority is useless and he is still busy with another task, which means that you have not adjusted the priority well, or the game has not built-in priority enough. I personally believe that since the building use authority is allocated, the construction authority of the building can also be increased, so that we can send someone to point to the most urgent building. Of course, if you play too much such a game, you don’t need such a setting. It’s just that the overall game construction and development will be very chaotic when the newbies are planning and using priority in a lot of priority.
3, Overall and Suggestions
Overall, except for the above two points, the game content depends on the difficulty and settings of cultivating immortals. But to be honest, the threshold for getting started with the game is not low, and there are many people to consider. I won’t reveal the exact content here, I just write a more qualitative analysis. The built-in bottlenecks in the game are inconsistent on the one hand, and the random offensive elements may catch the player off guard to a certain extent. I may have killed a few people before I even did it. The early stage starts from 0, which requires a lot of attention and thinking, and actual actions. The design of the event process at night is very distressing. Since there is a 3x speed, you might as well increase the selection of night speed more, such as adding 6x speed to the overall game, and automatically switch to 1x speed when there is an event trigger. In this way, the player's experience will be better and the game's blank time will be reduced. When I was playing this game, I slightly calculated that many nights are unnecessary. There are no outsiders invasions, they are all sleeping, and there is no rush to work. This kind of time is garbage time for me and it makes no sense. I hope to skip it quickly.
It needs to be said hereLet’s understand the rhythm issue. Sometimes I have to skip it, I don’t need it, I just need them to work, collect resources, and collect enough to proceed to the next step of development. For example, in the early stage of the game, I reserve resources and then build them. I don’t need to slow down, so I can meet my requirements by swiping quickly. When I really need to operate, I can assign tasks to the next stage by using 1x speed or pause, and then develop the next stage. This means that players can personally control the game rhythm and avoid getting bored. Players can ensure their favorite game rhythm, but it will not affect the game development in their own time. The overall game rhythm will have a better atmosphere.
Game Features
Weather dynamic settings and seasonal changes
Weather dynamic settings and seasonal changes are a great feature in the game. Changes in seasons and weather will affect the success rate of cultivation and breakthroughs, and will also affect the temperature of the room and thus the emotions of the characters in the game. Under the dynamic setting of seasons, it will affect the yield of crops and the distribution of the five elements. Under the weather setting, different weather will also correspond to different five elements, and a large part of the game's algorithm mechanism is reflected in the calculation of these probabilities. Under the framework, we can see the impact of all aspects, that is, the impact of this aspect and the influence of location have led to the calculation of our breakthrough mechanism. However, the game's settings are clearly reflected in this aspect. Players can clearly see the required solar terms and weather feng shui, etc., so that they don't have to think about how to get the success rate. There is also a five-element relationship in the room. Using different materials for construction and furniture will cause the room to present different five-element attributes. This aspect is reflected in the influence of cultivation.
But I still have to say that I don’t like these text descriptions under the overview. One is that it is too complicated. I cannot see what happens in each room alone in the later stage. The characters will also walk around during the day. I have to look for their beds first and then the room. So in this regard, I hope that there are any aspects of the icon layer constitution, heat zone, five elements, and room crowding can be displayed with different colors and layers. This aspect should be solved by making a mod.
character shaping and combat mechanism
The several elements required by the character are reflected in the icon, and basic elements such as food, drinking, and water are displayed on the left end, while the one at the right end is several elements that account for a large proportion of the character's cultivation. Emotion determines whether the character will be possessed or strike. The state of mind affects cultivation, and the spiritual energy affects treasure refining, etc. It is worth mentioning that the element of treasure refining is very fun and can be refined in anything. The item base determines the next level of treasure refining attributes.
The spiritual energy required for different items is also very different. The spiritual energy of the character will have a stage limit, and the breakthrough stage can only enlighten stronger weapons and objects.Taste. Magic weapons are the most important personal items for characters and the most important items needed for cultivating immortals. Therefore, they also have different attributes with different qualities. Magic weapons are very important in terms of combat. A good magic weapon is an important element in defeating the enemy.
Since you have all the treasures. Then there will be no missing elixir painting talismans and other things in this game. Pills are the essence of basic items, so using pills can greatly promote the character development, which is equivalent to making a highway for character development in the game. Different elixirs require different materials and different effects. Each of them has its own characteristics.
Although the talisman is an ornament, it will also affect the character's ability to a certain extent. You can draw talismans freely or as required. But since I can use my imagination, I will not follow the rules. What if you draw any magical buff?
In battle, the consumption of spiritual energy basically determines the success or failure of the battle. The consumption of spiritual energy comes from two parts, one is the consumption of using magic weapons, and the other is the consumption of protecting oneself. Once the spiritual energy is exhausted, the character will faint at the least, and the person will be seriously injured and dies.
The battle format has also changed. The most basic thing is that your own magic weapon flew out, gestured blindly in the sky, and drew his tail. In fact, there are certain rules, and it is still interesting to come over. The other is the release of spells. I won’t explain this aspect in detail. It consumes a lot of money and has great power, so it depends on how to use it.
Events will be triggered during experience, so experience is also part of character creation. Some of the options identify the required attributes or not marked in anything. Most of the options in this regard depend on your life. Good is so good, bad is so bad. Special events can greatly increase players' interest, but in the early stages of development, the specific location is only a small range. The incident is also prompted with text. I personally feel that it is a bit boring. It will be better to add some background pictures and paintings.
Social relations and sect status composed of characters
This aspect depends partly on the choices in the training event, which is the choices that are good and bad, and the options that are not good to destroy the family. It will cause subtle changes in your relationship with other sects, and your favorability will be reflected on paper. The influence and reputation of your sect will also be reflected in this. The relationship between characters is quite fascinating. Sometimes they confess their love after one day of opening the screen, but they fail. Very awesome, and then I feel bad. Production efficiency becomes lower, otherwise there would be no personal confession for dozens of days. Is this really a cultivation of immortality? More than 200 background stories and characteristics are combined with each other. This aspect is actually the first part of the production team's promotion. Each character has a different background, and the acquired influence also shapes the characters' different styles, which are more reflected in the values. The character panel will also tell the character's behavior and consciousness that he wants to do. This is really interesting and I think very well. I think it's good, too. But as a player, I still have a few times when I open the character box. It would be better to let me foolishly watch them watching their heads bubble up when they are farming and what the characters are trying to do. Such characters will have stronger shaping power, and the combination of actions is a relatively complete shaping method.
Summary
The game has a strong fairy-tale color and its business simulation is relatively hard-core. The built-in design of the game has greatly improved in satisfying gameplay, and the producers are constantly updating the game reports and fixing the bugs, at least I didn't feel any discomfort while playing. Personally, although my opinion is very biased towards the players' experience and feelings, I have to say that the Immortal Cultivation Simulator is really a unique fairy tale game. Combining cultivation and management not only satisfies the concept of cultivating immortality for all people, but also allows more players to experience the charm of immortality culture. I don’t know how many players who have read my article came from the War3 era. At that time, War3 had many maps, and they also had the same design ideas as the Immortal Cultivation Simulator, with fairy tale themes and business settings. If you recall the time on these maps very much, you can't help but try the game content of this game. I believe you can definitely regain your feelings back.