2008 Top Six Web Games Horizontal Review - Age1983

by hexiaoyao on 2008-08-25 02:08:56

Webgame (web-based games), though not a new form of online gaming, is a new and prestigious development in the world of online games. Compared to traditional online games, web-based games have abandoned increasingly large game clients, utilizing page hyperlinks and advanced FLASH technology to achieve game functionality. Due to network transmission limitations, web-based games cannot support a large number of high-quality images or animations. This limitation has led game developers to focus more on gameplay.

As early as ten years ago, there was a type of online game called MUD (Multi-User Dungeon). Due to the lack of technology and artistic means at the time, functions such as monster fighting, leveling up, item collecting, and map navigation in traditional MMORPGs could only be realized through text. MUD can be considered the predecessor of today's web-based games.

In 2008, with the rapid development of network communication technology, domestically developed web-based games began to emerge in large numbers.

Here, we will introduce six latest web-based games. These six games cover the two major mainstream game types currently available, providing a simple and convenient entertainment guide for office workers and SOHU users.

Game Introduction: "Gate of Heroes"

Breaking away from the traditional MMO framework, this game combines strategy, tactical chess, and adventure in multiple game modes. Internal political construction, resource combination, army building, and technological development fully reflect the player's strategic qualities; troop deployment, skill usage, and team combat showcase the player's tactical level; map exploration, quest systems, title systems, hero cultivation, treasure collection, team dungeons bring the adventure elements to life.

A web-based game may not have the stunning graphics of modern large-scale 3D online games, but the detail level of "Gate of Heroes" does not fall short of some early 2D games. Mountains, lakes, oceans, towers, estates, castles, forests, docks, and most real-world scenes, even seasonal landscapes, are reflected in the game, creating a realistic world that greatly enriches the visual experience during gameplay.

Playability of "Gate of Heroes":

Leveling up in "Gate of Heroes" is not a burden. The entire quest system is divided into main quests and loop quests, allowing players to reach around level 50 in just a few hours while immersed in the quest storyline.

"Gate of Heroes" also features a powerful quest system where players can obtain quests from various NPCs: Main quests, in the world of Gate of Heroes, undead wizards run rampant, endangering the area. If you want to fully experience the hero's journey and challenge the dark forces of the undead, you must not miss these main quests.

Game Introduction: "Wulin SanGuo"

"Wulin SanGuo" is a strategy-based web game set against the backdrop of the Three Kingdoms era, emphasizing the big picture and strategy. In the world of "Wulin SanGuo," where heroes abound, players take on the role of a feudal lord, owning a city of their own to develop, expand armies, wage war, and ultimately unify the world. Players can continuously wage war to become a great tyrant, persuade others to become a benevolent ruler, create great achievements to become a legendary hero, or organize player alliances to achieve the unification of the world.

Game Graphics: "Wulin SanGuo"

Generally speaking, because web-based games are played in browsers, graphics are not the part manufacturers focus on. However, "Wulin SanGuo" puts considerable effort into its graphics.

Firstly, the characters. The character art in "Wulin SanGuo" is quite detailed, with hand-drawn character images that are rich and distinctive. For example, Xu Huang, a famous general of Cao Wei, is depicted riding a horse with its front legs raised, highlighting his bravery and prowess. However, character portraits only appear at the beginning when choosing generals and in the game's general interface, all static and unable to move, which affects the portrayal of characters.

In "Wulin SanGuo," players can establish their own towns and fully utilize their strategies, with excellent artwork and detailed graphics, albeit lacking dynamic elements. However, static graphics do not consume too many system resources or bandwidth, allowing players to perform other tasks while playing without much hindrance.

In "Wulin SanGuo," players can wage war to unify the world, but these are later-stage events, as city construction progresses slowly, taking half an hour to build a structure, and each building is divided into 10 to 20 levels... Resource production speeds are not fast, and the resource requirements for constructing buildings are relatively high. As a result, the overall game pace is rather slow, making it difficult for impatient players to adapt. I believe the game's design intention is to allow players to relax after tense study or work, setting aside two buildings and then continuing with their regular tasks rather than becoming addicted to the game. However, the game can appropriately add different game modes, offering varied paces to meet the needs of different players.

The biggest flaw of "Wulin SanGuo" is that compared to similar games, it lacks significant distinguishing features—just traditional building construction, troop creation, and numerical warfare, followed by repetitive cycles. To attract more players, unique elements should be added to the game.

Game Introduction: "SanGuo FengYun"

"SanGuo FengYun" is a strategy-based web game set against the backdrop of China's Three Kingdoms era. The game combines the advantages of simulation management and war strategy games. Players need to gradually accumulate resources to develop city construction, recruit generals and raise armies to enhance their military strength, use diplomacy to secure mature foreign relations, and finally expand their power to dominate a region or complete the unification of the land. The game emphasizes the big picture and strategy, with player interaction being an important component.

Playability of "SanGuo FengYun":

"SanGuo FengYun" features a beginner's guide, and after reading it, players understand how the game works. The operations are not complex; players only need to click the mouse to implement most of the game's functions. The game pace is relatively slow, allowing even the slowest players to fully enjoy the game. Beginners receive gift packages, and even if they accidentally build the wrong structure, they can use this package to make up for it, making them feel good and powerful. Special events frequently occur in the game, leading to increases or decreases in resources, adding a bit of freshness.

As a strategy-based web game, "SanGuo FengYun" focuses on the system and strategy rather than paying too much attention to graphics, since web games aren't marketed based on visuals. The game's graphics are static, and I did not find any dedicated character portraits. The town designs are relatively rough, especially the peripheral resource structures, which can barely be distinguished.

In terms of playability, Kunlun Wanwei has put in a lot of effort. Compared to waging war, the game places more emphasis on simulation management. Most of the game revolves around resources, as proper pre-war preparation basically equals victory. There are many tasks to complete before battle, diversifying the game's elements. However, buildings are divided into many levels, and upgrading takes dozens of minutes. By the time troops are fully formed, an unknown amount of time has passed. It seems the game's design intent isn't to have players constantly watching the game but to occasionally click the mouse during brief idle moments, train a couple of soldiers, construct a couple of buildings, and then continue with other tasks. The saying "training soldiers for a thousand days, using them once" is fully embodied in "SanGuo FengYun." However, some impatient players find it hard to adapt to this mode. I think the game can appropriately add some game modes to cater to different player preferences.

The only relatively distinctive feature in the game is the concept of countering troop types, which is commendable when demonstrated in web games. This setup can significantly enhance the game's strategic nature, making it more interesting. However, countering troop types involves balance issues, and mastering this point would be a significant burden for Kunlun Wanwei.

In "Wulin SanGuo," players can establish their own towns and fully utilize their strategies, with excellent artwork and detailed graphics, albeit lacking dynamic elements. However, static graphics do not consume too many system resources or bandwidth, allowing players to perform other tasks while playing without much hindrance.

In "Wulin SanGuo," players can wage war to unify the world, but these are later-stage events, as city construction progresses slowly, taking half an hour to build a structure, and each building is divided into 10 to 20 levels... Resource production speeds are not fast, and the resource requirements for constructing buildings are relatively high. As a result, the overall game pace is rather slow, making it difficult for impatient players to adapt. I believe the game's design intention is to allow players to relax after tense study or work, setting aside two buildings and then continuing with their regular tasks rather than becoming addicted to the game. However, the game can appropriately add different game modes, offering varied paces to meet the needs of different players.

The biggest flaw of "Wulin SanGuo" is that compared to similar games, it lacks significant distinguishing features—just traditional building construction, troop creation, and numerical warfare, followed by repetitive cycles. To attract more players, unique elements should be added to the game.

Game Introduction: "SanGuo FengYun"

"SanGuo FengYun" is a strategy-based web game set against the backdrop of China's Three Kingdoms era. The game combines the advantages of simulation management and war strategy games. Players need to gradually accumulate resources to develop city construction, recruit generals and raise armies to enhance their military strength, use diplomacy to secure mature foreign relations, and finally expand their power to dominate a region or complete the unification of the land. The game emphasizes the big picture and strategy, with player interaction being an important component.

Playability of "SanGuo FengYun":

"SanGuo FengYun" features a beginner's guide, and after reading it, players understand how the game works. The operations are not complex; players only need to click the mouse to implement most of the game's functions. The game pace is relatively slow, allowing even the slowest players to fully enjoy the game. Beginners receive gift packages, and even if they accidentally build the wrong structure, they can use this package to make up for it, making them feel good and powerful. Special events frequently occur in the game, leading to increases or decreases in resources, adding a bit of freshness.

As a strategy-based web game, "SanGuo FengYun" focuses on the system and strategy rather than paying too much attention to graphics, since web games aren't marketed based on visuals. The game's graphics are static, and I did not find any dedicated character portraits. The town designs are relatively rough, especially the peripheral resource structures, which can barely be distinguished.

In terms of playability, Kunlun Wanwei has put in a lot of effort. Compared to waging war, the game places more emphasis on simulation management. Most of the game revolves around resources, as proper pre-war preparation basically equals victory. There are many tasks to complete before battle, diversifying the game's elements. However, buildings are divided into many levels, and upgrading takes dozens of minutes. By the time troops are fully formed, an unknown amount of time has passed. It seems the game's design intent isn't to have players constantly watching the game but to occasionally click the mouse during brief idle moments, train a couple of soldiers, construct a couple of buildings, and then continue with other tasks. The saying "training soldiers for a thousand days, using them once" is fully embodied in "SanGuo FengYun." However, some impatient players find it hard to adapt to this mode. I think the game can appropriately add some game modes to cater to different player preferences.

The only relatively distinctive feature in the game is the concept of countering troop types, which is commendable when demonstrated in web games. This setup can significantly enhance the game's strategic nature, making it more interesting. However, countering troop types involves balance issues, and mastering this point would be a significant burden for Kunlun Wanwei.