Are You Unable to Take the First Step in Defeating a Werewolf in a Script-Killing Game?

It’s 4202 years ago, and it’s hard to avoid mentioning Werewolf-like games again. As a board game, Werewolf has been in the limelight in the past few years after being transplanted and adapted from video games. The social attributes and program effects of the game itself not only attract a large number of players, but also make it favored by many anchors.

But the heat goes away just as quickly as it comes. These games all came to a similar short-lived ending. Most of them were unable to maintain their popularity for a long time, and eventually fell to the point where they almost completely disappeared from the players' sight.

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For now, “Among us”, which was once popular all over the world, can be said to be completely missing from the Steam daily active list.

However, the second-generation amongus villain has left many traces on the Internet as a second-generation culture.Recently, it has been flooding the screen on site b with some kind of heartfelt expression.it can be considered worthy of his former popularity, but to be honest, it abstracted into this bird-like shape and I really didn’t recognize it for a while.

“Dread Hunger”, which was popular in China for a period of time two years ago, died in obscurity at the beginning of this year, and the production team immediately stopped serving the game and ran away. After all the heat dissipated, the remaining players established private servers and QQ groups around the corpses left behind by “Dread Hunger”.

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Werewolf came from board games and eventually returned to board games. The players formed a group and organized the game internally, which was exactly the same as the beginning of Werewolf, except that the Internet replaced the table, and the cards on the table became data in front of the screen. The players spontaneously let the werewolf kill The game has returned to what was most suitable for it in the beginning, that is, a social game among acquaintances in a small circle.

For example, the “Dread Hunger” mentioned just now, some people even directly made a board game version and put it in the creative workshop of the board game simulator for other players to play.

Werewolf killing is like this,What about script killing?

It is also a board game that has become popular because of its social attributes. It seems that script killing has always taken the route of offline stores. Up to now, the popularity of script killing has cooled down, and the operating conditions of offline stores are not as good as before. Looking at the history of script killing in the past few years, it seems that there are very few people who are willing to change the track and adapt script killing into games. There are few, and some games adapted from scripts are generally not very popular.

And this one with a weird name, “I Don't Take the Blame”, is one of them.

Werewolf games in the past were somewhat short-lived. Although their popularity did not last long, they were popular for a while. And this game is a direct return to nature. Aren’t you afraid of a poor social gaming environment? This time there is no matching mechanism in the room list, and the game is not popular. There is no need to worry about the influx of a large number of players causing the environment to deteriorate, because if there is no one there, there will be no environment at all.

“I Will Not Take the Blame” will be released in September 2023. It is a 1v5 unfair confrontation strategy party game. One player plays the role of the earth and creates various natural disasters to fight against 5 players playing the human camp.They say they are playing the Earth, but in fact they are playing the King of the West.Because the game mechanism requires you to eliminate the population on the earth in order to win, that is, to eliminate all human beings.

For you who play the role of the Earth, this game is like a PS simulator. Every decision you make may lead to the decline of tens of millions, hundreds of millions or even billions of people. At the same time, it does not have the characteristics of a PS player. This strong purpose is to achieve the greatest benefit, which is said to be to ensure its own survival. But how can a human civilization that can kill five or six billion people even when it encounters locusts threaten the survival of the earth? It feels more like drawing for the sake of drawing, with a chaotic and evil beauty.

As the Earth, you have to spend your power points to create various natural disasters for mankind. At the beginning, you will choose a script to set the tone for the next game, and this choice at the beginning is also your most expensive choice. At one time, the number of points consumed depends on the intensity of the natural disaster. On average, it is roughly 50 points, which is about half.

There are currently five scenarios: influenza viruses, meteorites, locust plagues, hurricanes and solar flares. The volcano in the picture is about to be launched. To be honest, it is still difficult to imagine how the locust plague will directly wipe out the human population.

(It would be okay if it turned out like this)

Humanity is divided into 5 roles, with 5 players playing different camps in the human race, working together to engage in unfair confrontation with the earth. In theory, as long as the human population is not cleared after the game, the human camp wins, but the camp Victory is only a prerequisite for human players to win. There is also a score determination between human players to determine the winner.

Such a system has brought about mutual suspicion among human players. People in the same camp are not in a cooperative relationship, but in a relationship of mutual utilization. On the surface, the game is 1v5, but in reality it is still 1v1v1v1v1v1.

In each round of the game, Earth and human players take turns to make choices. Earth players have to calculate their point expenditures to gradually reduce the human population, while human players have to make choices with different benefits based on their roles in response to changes in natural disasters. For example, in the game In the industrial world, when facing a natural disaster, do you want to speculate and build a monopoly, or do you want to be considerate of the people and give back to society?

For human players, if they want to choose the option of increasing the population to deal with natural disasters, they must lower their scores. Vice versa, that is, there is a conflict between the interests of the camp and their own interests. If they blindly give up their own interests to help the camp win, It’s just making wedding clothes for others.

This kind of mechanism design makes players in the human camp full of intrigues. Facing the coming disaster, how a member of the human camp should choose to survive the natural disaster while preserving himself is the core game point of the game.

The design that is realistic to a certain extent also provides players with a lot of fun during the game. After each round, a small settlement will be conducted to inform all players who is the “ghost”.

Human players can also try to cooperate with other low-scoring players or attack high-scoring players during the round, which is the main means to actively affect the scores of other players during the game.

Earth players can also try to instigate internal strife among human players, and target a certain player through each choice, forcing them to choose to protect themselves and reduce their population in the face of disasters, or use game mechanics to initiate a crisis and force humans to Players sacrifice their own points to smooth the transition. The more points they sacrifice, the more points they will use for confrontation.

But if someone hides something and fails to meet the standard in the final calculation, the population may evaporate by 1 billion, killing so many people suddenly. The game has no reasonable explanation for this. It just calls it a crisis. A setting like this The lack of details is a bit strange. After all, it is a party game, but it is still tolerable.

To a certain extent, it actually plays a bit like the well-known Werewolf. However, since the production team stated in the game comment area that they were referring to the script-killing model, this article will simply define it as a script-like killing game.

The game is also quite immersive in terms of performances. For example, every media report is a real shot of a live performance, and the earth in the center screen will also make corresponding performance changes according to the different stages of the disaster, such as the script of the influenza disaster. Next, the performance is very similar to Plague Inc. from many years ago. Solar Flare Disaster also has script-specific shots that give changes to solar storms.

However, the method of using the population as a human health bar to increase or decrease in the game is a bit difficult. After all, it is still possible to reduce the population to a certain extent, but how can a large increase be achieved?The production team did not do a numerical balance that only decreased but did not increase, which resulted inThere will be a weird scene in the game where scientists provide fashion brand sales channels for capitalists, and then the population explodes to 200 million.It's a bit of a drama.

As a party game, the game can still bring a lot of fun to players during the playing process. The gameplay similar to script killing is acceptable, but as mentioned at the beginning of the article, the way this game is organized is really It's weird, it's hard to imagine that there could be a board game adaptation whose online gameplay could be novel and retro at the same time.

While innovating and reforming, we also pursue returning to nature, which is simply abstract.

This is the screen you see as soon as you enter the game. There is no matching and no room list. Other players need to scan the QR code on your screen with a mobile browser or enter the link provided on the picture to enter the room number to join the game.

All operations in the game need to be performed on the browser, and the game process on the computer is just a networked player that provides key information.

The advantage of this is that 6 people can only buy 1 copy of the game, and everyone else except the console can play it for free, and in theory, as long as there is a mobile phone that can connect to the Internet, they can play.

(Not the amount of information during your turn)

But this is only theoretical. The core screen of this game is invisible to other people except the console. The screen on the mobile phone will only pop up options when it is your turn. There is almost no information other than that. That is to say, if You are participating in the game in a non-offline format. The host must open a Tencent conference or screen sharing to ensure that other players can play normally.

If I want to be more comfortable while using my mobile phone to operate and watch screen sharing, I can only sit in front of the computer and play with my mobile phone. Looking back and forth between the two screens, I really can’t take care of it, and sometimes I don’t even realize it. When it was my turn, I stared at the computer screen stupidly.

I say it is innovative because I have never heard of this approach before, and I say it is back to nature because this design is almost tailor-made for offline play. In terms of design, the entire game is completely based on steam and PC board games, and then uses the Internet to deal cards through the browser.

The bigger problem is, without matching mechanisms and room lists, who would I play with? Do you know how difficult it is to gather 5 buddies who have time and are willing to play games on two screens in non-epidemic times?

It seems that the official has also taken this issue into consideration, and the group account of the online group is directly posted in the steam profile for you.

But this is really not very useful. It is a script-like killing game. If you want to play with wild people, you must first join a group, and then take the initiative to speak and make friends with strangers. When 6 strangers respond together, they will make an appointment to enter the QQ voice chat at the same time, and then the host will Turn on screen sharing to play the game. Excluding the step of screen sharing, I feel like I am playing the FF14 group book. I formed a fixed team of Type Zero and found the people on NGA.

But there is also a recruitment list in the ff14 game. What is the point of relying solely on player community communication to form a game? Even if it is simply used as a party game for acquaintances to entertain acquaintances, the previously mentioned playing process is not uncomplicated, and the number of people required for 6 people is indeed a bit high.

As a scripted killer game, “I Don't Take the Blame” also suffers from the common problems of this type of game or the board game itself. Its replayability is really a bit low. After a few games, it feels a bit boring. The content There are just so many, and many people in the game reviews called for a few more scripts, which have also become a new trick for the host's game.

The domestic script-killing game “Zhiguaizhi” released last year also has a similar problem. Most of the current negative reviews of the game are also focused on the small number of scripts. After all, it is difficult to provide the scripts that have been played to others. What a decent amount of fun the players had.

As for “I Don't Take the Blame”, which has the elements of a werewolf party game, in fact the game experience is largely provided by other players, but the complex game formation method makes it difficult for players to start a game with new players. Even among the official group, there are only a few people who usually play.

The game was updated to Simplified Chinese in March, and Simplified Chinese dubbing was also added to the game. Thanks to the domestic publicity, the game has also received a small wave of popularity, and the monthly online peak has increased from 30 people in September to this month. Of the 118 people, Chinese is also the language with the highest proportion among the language types currently evaluated.

It seems that the Chinese people quite like script-like killer games, but the specific form of development has yet to be tested by other production teams. But as far as the existing genre is concerned, “I Will Not Take the Blame” takes this path. The road may still be a bit narrow.

Perhaps, in this global social trend where i people and incels are becoming more and more common, all human-to-human games that emphasize deep sociality and role-playing like “I Will Not Take the Blame” will also move from gold everywhere to soil erosion. Bar.

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