Summary of Key Points
The team behind "Yanyun Shiliu Sheng," EverStone, spent a year creating the Hangzhou version of the game with the goal of creating the "most immersive Hangzhou experience possible." Instead of recreating modern-day Hangzhou, they focused on Hangzhou as it existed a thousand years ago during the period when the Wu and Yue kingdoms were conquered by the Song dynasty. At that time, Hangzhou was an international port with iconic twin towers, and its inhabitants led unique lives. The team sought to break away from the traditional "functional main city" design of previous games by conducting thorough historical research (consulting experts and studying historical documents), refining details (creating vivid NPCs and realistic scenes), and introducing innovative gameplay elements (such as optional storylines and dual guidance paths). Although there is a risk of players not accepting these changes, the team believes it is necessary to ensure the game's long-term appeal. They are driven by the desire to "first move themselves with emotion, then move the players."
I. The Dual Necessities of "Water and Fire" in Jiangnan: History and Plot
Why choose Hangzhou from this period?
- Historical Significance: During the chaotic Five Dynasties, the Wu and Yue kingdoms, led by Qian Liu, pursued a policy of maintaining peace and stability, making Jiangnan a relatively peaceful region with a thriving economy and culture (for example, Hangzhou Port was an international hub). This contrasts sharply with the war-torn scenes in previous versions, such as Kaifeng and Hutuo, allowing players to appreciate the value of peace.
- Plot Relevance: Jiangnan is home to Jinling, the capital of the Southern Tang dynasty (the setting for the villain's lair, Xiu Jin Lou), and the protagonist's adoptive father's close friend, Chen Zixi, is from Jiangnan. The main storyline requires the protagonist to travel there.
- Thematic Design: The team chose the theme of "water and fire" to represent peace (the water towns and the hardworking spirit of its people) and turmoil (the wars in the Central Plains, conflicts in the martial world, and the fires that plagued Hangzhou throughout history), creating a story that is both vibrant and dramatic.
II. The Research Efforts: Bringing Back the "Lost" Details of Hangzhou
How did they make Hangzhou from a thousand years ago feel authentic?
- Expert Consultation and Historical Research: They consulted experts on Wu and Yue history at the Zhejiang Provincial Museum and studied documents like "West Lake Qing Qu Tu" and "Wulin Old Events," uncovering many interesting facts:
- Hangzhou was a port at that time, not a riverside city; therefore, they included elements like "Sea Guest Alley" to accommodate Japanese and Persian merchants.
- The twin towers in the south and north of the city were historical landmarks that needed to be reproduced.
- They incorporated popular water-based activities from the Song dynasty, such as water swings and puppets, into the game.
- They also considered the local ecology, as otters were common in ancient Zhejiang (though not so today), and included them in the game's environments.
- Balancing with Modern Impressions:
- Although Leifeng Tower had not yet been built, they created a "Name-changing Tower" in its location to avoid discomfort for players.
- Duanqiao Bridge was originally made of wood but was depicted as a stone bridge to match players' expectations.
- West Lake Vinegar Fish was not a dish available at the time; it became a unique feature of a restaurant in the game, using a playful reference.
III. Bringing Hangzhou to Life: From a Tourist Attraction to a Living City
How did they break away from the stereotypical "functional main city" concept?
- Detailed Authenticity: They added realistic elements such as worn cobblestones, different types of rain effects (light, moderate, and heavy rain), dripping eaves, water splashing on clothes, and reflective street surfaces. The vegetation was more lush due to the humid climate, and there were more waterbirds (like mandarin ducks).
- Vivid NPCs: NPCs with various backgrounds (fishermen, flower vendors, foreigners) had different behaviors in rainy weather—some used umbrellas, some carried lotus leaves, and some sought shelter from the rain.
- Their interactions were realistic; for example, hitting a palace maid would result in an apology, and opening an NPC's cabinet in the middle of the night would alert the authorities.
- The game simulated real-life patterns, with ships following fixed routes, people having daily routines, and a city that felt dynamic like a real one.
- Adding Real-Life Elements: They included activities like boating, flower boat markets, and bird watching to give players a sense of living in Hangzhou.
IV. New Adventures: Taking Risks for Innovation
Why pursue innovative and potentially risky approaches?
- Narrative Innovation: For the first time, they introduced an optional storyline that affected some character outcomes and relationships (the main plot remained unchanged, but the experience was different), enhancing player immersion.
- Level Design: The "Wuming Chunshan" level, the largest in the game (about 2.5 times the size of previous levels), featured a non-linear design with two guidance options:
- "Going with the Flow": A more guided path for players who prefer straightforward experiences.
- "Rocking the Boat": A less guided path for those who enjoy exploration, with the option to revisit levels if necessary (e.g., to find hidden bosses).
- Rationale Behind the Innovation: The team was mature but feared becoming reliant on old methods and needed new approaches to maintain the game's appeal. Their principle was to ensure the content was both unique and different from other games, then refine it based on player feedback.
V. The Team's Creative Motivation: Moving Themselves First, Then the Players
How did the team persevere?
- Driven by Creativity: Discovering surprising historical details about Hangzhou (such as its port size and otter population) inspired them to share these fascinating facts with players.
- Balancing Player Needs: They designed multiple levels of difficulty and regularly tested the game with players (for example, they revised Wuming Chunshan several times). They aimed to meet player expectations and continuously improve the game based on positive feedback.
- Positive Feedback Cycle: Players' appreciation for previous versions (such as the realistic depiction of Kaifeng) gave them confidence, and team members who had previously worked on other projects contributed to the development of Wuming Chunshan.
In the words of the team: "Only by moving ourselves with emotion can we move the players."
This analysis provides a deep insight into the game's development process, including the historical research, design considerations for player experience, and the team's dedication to creating something truly unique. The key message is that excellent content comes from delving into details and embracing innovation, rather than simply copying existing ideas.