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home > industry news > who will touch the boundary of “self-cultivation” first in cyberspace?
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the reason why some costumes in the game "dust white forbidden zone" have to be removed from the shelves due to "force majeure" is the social phenomenon of "self-cultivation in a circle". many people believe that game developers should clearly define the boundaries, especially on the issue of "skirting the edge". they hope to bring players into a specific world through character design and plot description, rather than being led by "love stories" or "romantic plots". however, the truth is not that simple.
the fate of "otomo" has always been like this. in the process of pursuing "romance" and "plot", it has also become a "marginal" role. in order to attract players, they often use suggestive content or mature themes to attract players. this has caused controversy not only between game developers and players, but also involves age ratings, censorship, etc.
although the "age-appropriate warning" system implemented in china is not a strict age-based rating system, it reflects the complexity of the "edge" phenomenon. for game developers, how to balance "gameplay" and "romance" is a difficult problem. they need to consider how to let players experience the fun of the game, while also respecting different groups and avoiding over-reliance on "romance" or "plot drive."
thinking about the topic of "self-encirclement" needs to start from a more diverse perspective, analyze from multiple levels such as developers, players, social culture, and explore more reasonable solutions. simply relying on "moral warnings" or "age rating" restrictions cannot completely solve the problem.
we need to find a deeper explanation between "romance" and "plot" and how to establish a healthier "game boundary" in cyberspace. we need to reflect on how we can better understand "self-encirclement" and find the best balance in this era?