"Looking at the Moon", which will be tested for the first time at the beginning of 2025, what is the condition?
In 2025, everyone feels that there will be a battle for urban open-world games, and all products are racing against time to schedule. On January 9th, "Mochizuki" from Shiyue Network also started the first test of the game as scheduled. The production team showed sincerity as always, and did not choose a mysterious offline trial, becoming the first new open-world game to be tested online at the beginning of 2025. Since the announcement of the latest actual machine at the end of December last year, this work has attracted a lot of attention. The actual video has accumulated more than 6 million views in just one month. This time, the game matrix was qualified for the first test, and I also downloaded the game for experience at the first time of the server. I have to say that the game did bring quite a few surprises.
The lively and cheerful city life began with a scene of driving and fleeing, and the process was full of jokes and activities. Whether it is Qian Wutong, who calls the player "old friend" with a Guangpu accent in the plot, the self-complaining of the characters when explaining game functions such as "hacking", or the details such as text messages that can reply to "TD", intermediaries flickering real estate value preservation, and workers spitting out daily wages, etc., they can't help but make people smile. And the urban style of Tianyue City, just like these cheerful plots, is lively and bright. Driving along the city roads, we can see that the different neighborhoods have distinct characteristics. There are skyscrapers towering Yueta Square area and administrative area, there is Yuefu District with many shops along the street, and there is also the Deci District full of Lingnan flavor...... Stepping out of the car and into the pedestrian street, we can also feel the pulse beating in the capillaries of the city. The familiar signs on the storefronts, the sound of coffee and tea on the streets, and the daily chatter between passers-by all convey an intimate atmosphere. The NPCs on the streets aren't standing still, either. If we want, we can use the game's "hacking" feature to collect the music they're listening to, intercept their complaints about work and their bosses, and trigger tasks from time to time. For example, find out the evil forces that infiltrate the ordinary citizens, rescue the citizens who have been attacked by the wicked, and so on. When the player helps an NPC solve a problem, they will also be rewarded accordingly. As the plot progresses to the point where the player is burdened with millions of mortgages and sees that the luxury car is unable to pay, the game's urban management gameplay is gradually revealed. Money is needed to buy a house and a car, and the game also provides a variety of ways to make money, including completing commissions, logistics and delivery, operating a Baita affairs center, and so on. Judging from the "monthly network" interface, there should be more gameplay methods such as store management waiting for players to unlock in the future. The urban gameplay cycle composed of income, expenditure and operation allows players to not only "see" the city, but also touch the city through in-depth participation in the operation of the city, which greatly enhances the sense of substitution. As an open-world game, of course. Sometimes you don't want to play as a good citizen all the time. The surprise of "Mochizuki" is that the world will also respond to the negative behavior of players. For example, when the player drives out of control and crashes into an NPC, the NPC will not disappear or become a "transparent person" as in some games, but will behave as it is. Those citizens who really don't have time to dodge will also fly into the sky to avoid danger through the rocket squid backpack, which can't help but make people smile. When the player deliberately destroys a vehicle belonging to an NPC on the road, it will also attract the arrest of the city security department. If the player continues to resist, the alert level will continue to increase, and the security forces that come to arrest will continue to strengthen until the player character is apprehended. At this time, the player can only obediently go to the City Security Department to rescue his teammates by answering questions or wait for the detention time to end. Similar capture systems are not uncommon in open-world games overseas. But to be able to introduce this system into domestic games, "Mochizuki" was the first to eat crabs. For the game design that other manufacturers have shunned, "Mochizuki" dares to practice, and this courage alone also makes this work have a temperament that is different from others. The gameplay design of "Bad Things Must Be Punished" not only conveys positive values to players, but also makes the operation of the entire city more in line with realistic logic, which can also greatly enhance the sense of substitution.
High-degree freedom of world-buildingIf landmark buildings and NPC interactions reflect the real side of "Mochizuki", then the moon spirit walking on the street undoubtedly represents the most fantastical side of "Mochizuki". From the moment they entered Tianyue City, these different types of moon spirits were very eye-catching. They come in a variety of forms, and they are completely integrated into the life of the citizens of Tianyue City. The vending machine is a moon spirit, the billboard is a moon spirit, and mushrooms, teapots, wheels, fans, and even toilets can all be a moon spirit. Their lives have been integrated with Skymoon City, but they are not human servants. This has been shown more than once in the game's plot progression. Whether it's a slow mushroom working in a real estate agency or a wheelboy working in a car dealership. The moon spirit plays a pivotal role in "Looking at the Moon". Players can recruit them and let them live in their own homes, do some cooking and cleaning by the way, or arrange them to be resourced in the White Tower Business Center in the heart of the city. Not only can the Moon Spirit help players improve their productivity, but it can also make a qualitative change in the vehicles they drive. When modifying the car, players can add up to three months of spirit parts to the vehicle to achieve powerful functions such as dashing and leaping, improving the driving experience. There is also a very core gameplay module in the game - the moon chain system, which is also closely related to the moon spirit. In the game, different moon spirits can transform into different components with different functions: some can sprinkle water, some can breathe fire, and some will automatically seek enemies or provide additional energy. Through the Moon Chain, players can freely combine these Moon Spirit Elements at different angles to assemble a variety of constructs. With the game's powerful physics engine, all constructs follow the laws of physics, giving players a wide range of creative freedom. From real-life balance bikes and tricycles, to tanks, turrets, excavators, airships, and even mechfighters: as long as your brain is big enough, anything can be pinched out in the game. In order to facilitate players to enjoy the fun of assembling, the game also has a "monthly energy building" function module. It not only supports functions such as one-click saving of photos and one-click summoning of constructs, but also supports players to "print" the required moon spirit components with very few resources, so that players can get the required materials as soon as they are inspired, and never block players by card resources. After a few days of experience, the game's monthly chain gameplay has indeed brought a lot of surprises. There are dozens of Luna Spirits with different components, and their free combination opens up endless possibilities. We can either create some useful units to make the battle more effective with half the effort, or we can tinker with some brainy units than "whose invention is more useless". By the time the game is officially launched, I can already imagine what fun people will occupy the community of Mochizuki.
The design concept of reducing the burden of the liver is just like Zelda players who are often addicted to various explorations in the game and forget to save the princess. In the process of experiencing "Mochizuki", I also have such symptoms from time to time. The collection and construction of the Moon Spirit alone was enough to burn a lot of time, and I even forgot about the advancement of the main story. However, during the experience, I found that not clearing the quest in Mochizuki did not affect my game progress. The game spends a lot of energy on designing interesting gameplay, and the "daily jailing" content of brushing physical strength and card cultivation in the traditional second game has been designed to reduce the liver and burden in "Mochizuki". For example, the White Tower Office Center is a production facility that automatically produces resources. As long as the player arranges the production equipment and arranges the appropriate moon spirits to work here, they will automatically produce resources, and they only need to collect them regularly, completely freeing their hands. And the game's "experience" system is even more surprising. In Mochizuki, you don't need to farm the corresponding copy for a certain material, but you can freely complete various tasks in the city, and exchange the task rewards for points to directly exchange for the desired material. This design not only gives players the freedom to choose tasks, but also connects urban gameplay with character development, allowing players to develop characters silkily without deliberately hoarding materials. The various urban missions in the game also implement the design concept of reducing the burden on the liver. In Mochizuki, most of the missions have more than one way to complete them. For example, in urban emergencies, there will be tasks such as "fighting fires" and "blowing poison gas". Players can either summon the Lunar Spirit to complete the task with the skill of the corresponding attribute, or switch the character with the corresponding attribute to complete the task by attacking. Missions in the city can also be completed in a variety of ways. For example, when encountering shop robbers, players can choose to either break in head-on and solve the problem with their fists, or they can choose to use the "hacking" ability to quietly stun the enemy and complete the mission without blood. There are also many different ways to obtain the moon spirit, such as gifts, debates, kisses, and battles. Players who like to "pick up trash" can get Luna Spirits by giving gifts, and players who like to use their fists can get Luna Spirits through combat. It's up to the player to choose how to recruit. Including many open-world games that deliberately reduce the number of waypoints in order to make their own vehicles and roads appear "useful", Mochizuki also goes the other way, placing enough waypoints in the city for players to use freely. The design of these convenient features reflects the open attitude of the game. Reducing the burden on the liver is a major trend, but it does not mean that doing the task simply is to reduce the burden. In my opinion, the essence of burden reduction is to give players the right to choose and play the game in the way they like, without having to watch content that they are not interested in. As Warren Spike, the father of Deus Ex, famously used in game design, missions are good if they provide players with more than one way to complete them. The game design of Mochizuki gave me the feeling that at least they were working in that direction.
Epilogue Domestic open-world games, the biggest feeling I have over the years is that they are too neat. There must be a reward for every quest, and there must be a treasure chest for every expedition. However, it's this overneatness that makes the game lose a lot of fun. When we step into an open world, we shouldn't go for chests and rewards, but for fun. The first test of "Mochizuki" naturally has many imperfections. It doesn't look so neat, but it has an aura. It doesn't have to wrap itself in a false coat, it supports players to spoof and live, it just wants to bring players some fun and fun, even if the player doesn't necessarily stay for a long time. Mochizuki used this philosophy to make its first open-world game, and it's hard to say whether it will win. But in the open-world game wars of 2025, it must be the one with the most unique temperament.
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