Therefore, in my thesis, I will analyze the changes brought by “asynchronous online” to games.It is in line with the social way of people in this era.The main analysis object is death stranding.Because this work brings its design to the extreme, I will analyze in detail how it connects players all over the world.
So what does asynchronous online bring to death stranding
As for asynchronous online games, I still take Death Stranding as an example.So what impact does asynchronous online have on its core gameplay?We can simply understand it as moving from location a to location b.In this process, players will encounter terrain obstacles.At this time, there are two choices.Use other people’s props or build their own props.These two behaviors can also occur simultaneously.It depends on the player’s choice.But it is more convenient to use other people’s props.For example, a zip line is useless. Only when your zip line is matched with the zip lines of other players can you feel the convenience.

This way, the open world game is turned into a sandbox game.Although its influence is limited.But the biggest advantage of this is that it blurs the “optimal solution”.There are countless ways for players to get from location a to location b.You can create new routes by yourself or refer to other people’s routes.Even continue the route that others have not finished.
One more thing.The props on the map are refreshed randomly.Players don’t know whose props they will meet.I don’t know what my actions will be uploaded to the server.This increases randomness.May bring more unexpected help to players.In my opinion, the more important point is.This way makes the social system of the game more harmonious and relaxed.Compared with real-time online games, players do not need to give deliberate feedback.Although players don’t know each other, they can feel each other’s existence.You don’t have to do anything deliberately.You just need to achieve your own goals.The server will help you upload your behavior.Other players may benefit from it.I like this change brought by asynchronous online.There is no pressure and the joy of helping others can be gained.This is acceptable to many players who are used to stand-alone games.Awaken their idea of connecting with the world.
Under the guidance of professors, I realized that the key of my analysis lies in the change of the emergency narrative in games by asynchronous online.This is a very correct thinking.Random items in the game often bring you experience changes.These experiences are totally unexpected.For example, when there are not enough ladders to climb over the hill, there are ladders left by other players not far away.This is not a systematic arrangement.Therefore, we can sum up these experiences into emergency narrative.Generally speaking, emergency narratives are stories created by players inadvertently.But asynchronous online makes it have certain networking attributes.That is to say, under the condition of non-real-time networking, other players’ operations have influenced the players’ emergency narrative.This is a rare design in the past games.