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Who Still Makes Traditional Games in the Internet Age?
By 达尔文动物园
1272
2023
Description
What’s the biggest obstacle for a struggling company aiming for greatness? “Obviously, it’s the regulations! Where do all these regulations even come from?” Xu Meng feels exasperated. “What’s wrong with female characters dressing a bit sexily? Game characters have the freedom to wear what they want too!” “The War Simulator is a safe gaming peripheral; any broken bones are purely accidental. Plus, we even offer accidental injury insurance.” “The Dream Maker is a gaming console, an entertainment device, not medical equipment! And the Dream Agent has passed clinical tests—it’s even safer than sleeping pills!” “The Brain-Computer Interface is there to help paralyzed users log into the game; it’s not for mind-control experiments.” “What are tens of millions of people doing in a shared dream? Obviously, playing games! What else would they be doing—studying for exams?”
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Publication Information
- Original Publisher
- qidian
- Original Language
- chinese
- Type
- Web Novel
Who Still Makes Traditional Games in the Internet Age? Review & Spoilers - Novel Translator
My Thoughts on Who Still Makes Traditional Games in the Internet Age?
This web novel certainly sparked some strong reactions, and after diving in, I can see why. "Who Still Makes Traditional Games in the Internet Age?" promises a blend of fantasy, sci-fi, and shounen elements with a focus on business management and game development in a transmigrated setting. The premise alone is enough to pique my interest, but the execution seems to be where opinions diverge quite sharply.
First Impressions
Initially, the idea of a protagonist shaking up the gaming world with traditional games in a hyper-modern, internet-driven era felt fresh. I was ready to see some creative game designs and strategic business maneuvers. However, some of the early chapters left me feeling a little disoriented.
What Works Well
I appreciate the author's attempt to steer clear of simply replicating existing popular games. The story seems to be trying to build its own unique gaming landscape, which is a definite plus in a genre often saturated with familiar titles. The system element, while present, appears to be subtle, primarily serving as a catalyst for technological advancements rather than an overpowering cheat. This approach allows the protagonist's ingenuity and business acumen to take center stage, which I find more engaging than relying solely on system buffs.
Areas of Concern
One of the most significant points of contention appears to be the portrayal of certain characters and the narrative choices surrounding them. The depiction of a particular "feminist/LGBT/diversity organization" as an antagonist seems to be a sticking point for some readers. While the story acknowledges the extremism of the group's actions, its prominence and the perceived power it wields in the narrative feel somewhat exaggerated and, frankly, a bit odd.
Another concern revolves around character depth and development. Some readers felt that the female characters, in particular, lacked nuance and were potentially over-sexualized, overshadowing the core game development aspects of the story. This imbalance could detract from the overall narrative and make it difficult to fully invest in the characters and their motivations.
Click "Reveal" to show spoiler content
Final Verdict
"Who Still Makes Traditional Games in the Internet Age?" has potential, especially for readers who enjoy game development stories with a touch of system elements. However, the execution seems to stumble in certain areas, particularly in character portrayal and narrative choices. The unevenness prevents me from giving it a wholehearted recommendation. It might be worth checking out if you're willing to overlook these flaws for the sake of the unique game development premise, but be prepared for some potentially problematic elements along the way.
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