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.

This sense of absurdity and reality runs through the whole game of famine, including the setting that technology and magic coexist in the game, which also greatly strengthens this feeling.

The moving machinery, the pig people living together, the tombstones in the forest, the remains of the elders, the monsters of terror At first glance, all kinds of carefully thought and fearful settings do not affect each other, but there are countless connections behind them.

The whole world background is highly unified, forming a unique world of magic realism.

And the playability of famine comes from its rich settings. It looks like a simple 2D game, but in fact, it is much more playable than some big works.

The types of monsters are very complex. Each kind of monster can provide unique food and resources. The protagonist can make use of the rich construction system to make fire, barbecue, pot, trap and so on.

Moreover, the protagonist also has rich interactive actions, such as empty hand collection, logging, excavation, lighting, planting and so on. All props, including the surface itself, can interact. Those precious props can also be used as fuel directly at critical moments.

There are also different ways to get resources. If players want to get pigskin, they can go to the front of pigman to be hard and hard, or they can find abandoned pigman's hut and altar to search for materials, or they can plant spider eggs next to pigman's village, waiting for the spider and pigman to tear them up, and then they can collect their own profits.

When the player has achieved something, lost interest in the survival mode, and the need for survival is not enough to stimulate the player to continue playing, the player will also find the adventure mode and start a new challenge.

Moreover, it is also a game of extreme ruthlessness. In front of survival, any negligence may cause irreparable consequences.

But because of this, the meaning of existence itself is more precious. I found a pig village full of carrots and berries when I was hungry. It will be a wonderful moment.After playing famine, many players will understand how happy it is to be able to eat.

For these reasons, famine can not only attract novice players who are interested in survival games, but also retain those hardcore players for a long time. Even many people insist on playing the game for several years, without any boredom.

Because every journey of famine will be different.

And, like many sandbox games, mod is the eternal charm of famine.

In addition to the official DLC, the mods created by players themselves also bring a lot of fun to the game.

In terms of character mod, there are Sauron (with a knife, you can cut trees, Lu Chi, all maps are always black), ACE (with a fireball, the spirit value of the fire) and other pirate king characters; in terms of auxiliary mod, there are display value, architectural geometry; functional Mod, permanent tent, extended backpack

In addition, there are super large mods, such as the dark hero. A single mod is enough for many players to play in the first half of the year. This super large mod is almost a new game.

Of course, Chen Mo just chose a few mods that are more commonly used and do not affect the balance. As for the other mods, it's better to leave them to the players to develop.

Sandbox game is like this. Only when players fully participate in it, the potential of this game will be really developed.