The content is so rich, which I never expected before experiencing it.
Simulation management is a game category that I am not good at. The last time I calmed down and studied it seriously was "Harvest Story: Friends of Ore Town" when I was studying. In recent years, similar games have only been superficially explored, without getting to the point.
However, as a more tricky category, whether it can cope with a wide range of player groups is also a test of the game content. If this kind of game cannot guide players smoothly, it is easy for the playing experience to be sluggish. If the guidance is too thorough, it will hinder the player's own imagination. Therefore, for games with a certain threshold, general guidance-related content will be particularly important, and I will be more harsh on this function.
In the game experience of "Growing Story: Song of the Eternal Tree", I felt this effortless energy after a few years. It cleverly integrates complex mechanical content into every gameplay node, which allows me, a layman, to play with ease in simulation business games.
"Growing Story: Song of the Eternal Tree" is a game developed by Sloth and published by 505 Games with extremely rich magical elements. This can be seen from its art style. Magicalism will also run through the entire game content.
For example, the player's vehicle is an extremely cute dragon; another example is the creature in the game, which is hard to tell whether it is a sheep or a dog. These fresh, indescribable creatures and weird ruins natives will build a majestic world for players, open up the pattern, and use 3D modeling and three-dimensional interaction to immerse players in it.
In the game, players operate a protagonist and observe the world from a third-person perspective. This lens perspective makes "Growing Story: Song of the Eternal Tree" very different from similar top-down perspective games. Because you can witness the growth of crops from the germination stage to towering trees, and the size and length of buildings from foundations to high-walled castles. You will have a very intuitive feeling, which will undoubtedly double the immersion of the game.
I am very keen on such a perspective, especially in a magical, unrealistic game, so that you can observe the changes in every inch of the land through your own hands.
Of course, because the player is not playing an empty God, the development stage of the game will be particularly difficult. Because you need to run back and forth on the huge wasteland, deal with the weeds and then bury the seeds. The different mechanisms mean that you cannot complete them just by clicking the mouse. These physical tasks will be the most troublesome thing in the wasteland development stage, and they are also the main tasks of the players every day. They are embedded in the player's action process in the form of a main line.
However, the developers have added a very friendly guidance function to the game. Players can trigger the guidance mechanism by calling elves to find unfinished mission targets for themselves, which will facilitate their progress in land reclamation. And when you have solved all the physical work, the game will also trigger a completion reminder, so that you no longer need to run around and repeatedly confirm whether there is anything missing.
It can be said that the considerate guidance saves a lot of unnecessary trouble in the development stage of the game, allowing players to solve most things at once.
It is worth mentioning that "Growth Story: Song of the Eternal Tree" has a relatively special mechanism-singing, which is added to the process of burying seeds, watering, and harvesting. This action is similar to fertilizing and is part of the game. A major feature is the presentation of content corresponding to the game title.
However, this is by no means just a gimmick or a simple skin-changing action. Because the song refers to the theme of the game content that the developers want to express, a link between humans and nature. Therefore, singing will also be an interactive point for many scene facilities in the game. Interactive content that starts with singing will appear in large numbers in the game to emphasize the novelty of this mechanism.
When players are immersed in cultivating their own wasteland and obsessed with farming, something interesting happens, because as the game progresses, you will find that the initial piece of land in the game is just a leaf of the World Tree, and it is the only leaf in the entire world. A drop in the ocean, the layout of "Growth Story: Song of the Eternal Tree" also unfolds here.
With proper management, the land operated by players begins to become vast, and even as the seeds of the World Tree germinate, various different worlds emerge. It turns out that this is not just farming, but a story of creation. The player plays a witch and creates different worlds through the cultivation of crops – Good Guys, Zhutianliu.
"Growing Story: Song of the Eternal Tree" carries the magicism to the end, making each of the unidentifiable seeds the most attractive part of the game. You can't predict what kind of world the sprouting seeds will generate. Such randomness becomes the driving force of the game. You will witness the ups and downs of mountain lakes, iceberg plateaus, and various ecological layers, and finally connect them one by one to form a vast world that is exclusive to you.
At the same time, you can also learn additional abilities such as creation skills in the game. "Growth Story: Song of the Eternal Tree" adds many auxiliary elements to the game process, making the somewhat boring planting content rich and interesting. For example, as the land is reclaimed, various strange bugs will appear, as well as animals that migrate here. Players will get completely different varieties every time they catch bugs and fish.
And when the crops in the ecology mature, the harvested crops will start another content in the game – alchemy.
Alchemy allows players to convert every collectible content in the world into original energy, which in turn becomes the material for buildings. Are you still wondering why, although it is a business simulation game, it has been talking about farming and not urban construction and management?
It is because of the crops and raw materials that we can build cities and towns.
But before building the magic city, players still need to unlock some areas and repair the remains of some facilities, such as ports and docks. With the revival of these facilities, everything in the game will be on track, and players will also usher in their first batch of guests.
Yes, since the world was created and can be built, of course there must be people in this world. At this point, the game will enter the rhythm of a traditional simulation business game. Players need to reclaim land and build hotels, work buildings and other facilities to create a living environment for those who come. At the same time, according to each person's needs, build a world for each character. A satisfying environment.
When those residents settle in, there will be many side tasks in the game. For example, if a resident loses his gloves or wallet, players can choose to help them to get some favor rewards. These small contents will undoubtedly make the game more interesting. The breath of life allows players to integrate into the world and experience the world they create while being the creator god.
The so-called experience, I am afraid there is nothing more interesting than integration. All buildings in "Growing Story: Song of the Eternal Tree" can be freely entered and exited. After players build their own town, they can also enter and visit the residents' residences. After arranging their work, they can also go on-site inspections, thoroughly The freedom of being able to mingle with the residents deserves to be highly recognized.
But if it is just the construction of worlds and city-states, it is not enough to summarize the gameplay content of "Growth Story: Song of the Eternal Tree". Because, in addition to creation and management, there are still many secrets in the world view of the game itself, waiting for players to explore.
The exploration element is a very important part of "Growth Story: Song of the Eternal Tree". It corresponds to the player's own main line progress. Whenever the player makes a breakthrough in the management and creation gameplay, this world with many mysteries will Unlock some areas for players to explore. Even, in addition to the regions, there will also be some small worlds hidden behind various portals, containing native creatures and indigenous people, providing players with a series of new exploration tasks.
When you are satisfied with city construction, it is better to go out and explore. Perhaps it is for this purpose that the developers set up a series of systematic exploration areas and hidden areas.
There are dungeons, mazes, and thrilling puzzles. Through the discovery of these contents, players can obtain clues about the world and feed them back into the main content. The parallel approach of the two lines, allowing them to integrate with each other, combined with the game's excellent guidance function, will keep players in a stage of strong curiosity for a long time. The dual identities of creator god and explorer will also create a more atmospheric atmosphere in the game. strong.
The gameplay content of "Growing Story: Song of the Eternal Tree" is very rich. It self-consistently integrates exploration and simulated management, two seemingly conflicting contents, and finds a connecting fulcrum through the mission context and worldview clues. The game process is embedded in the form, allowing players to enjoy double fun.
If it weren't for such considerate guidance, the complicated game content might have made me confused. It was rare for me to start enjoying the fun of farming at a time when I was becoming increasingly anxious. If the game only had a certain aspect of content, it might not be so attractive to me, but the combination of gameplay and gameplay catalyzed my curiosity. Exploration is to understand the world, and creation is to witness the world. The meaning of a player is to connect the past and the next. I was also happy to play this role, and began to yearn for such a magical world, and I couldn't extricate myself from immersing myself in it.