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Unable to hibernate.
This means that even if the Originium were to cover the world again, no one would be able to restart the world a thousand years later, after "He" has left.
Perhaps Kal'tsit can replace the Doctor and complete the reboot a thousand years later.
But the fundamental purpose of Project Originium, besides restoring the world, is...
There is one more condition.
That means the doctor must survive.
A doctor is the last natural life of humankind.
Once he dies, even if Kal'tsit cultivates clones from the incubation chamber, the spark of human civilization will have been extinguished.
One of humanity's most important technologies has yet to be revealed.
There is no way to transfer digital memories back into life.
Furthermore, due to human selfishness, a contingency plan was left in place when creating clones: clones themselves are infertile.
Clones can only create clones.
Therefore, even if Kal'tsit resurrected the world a thousand years later and awakened the clones,
That's a civilization of clones.
Rather, it is a civilization that is not human.
Doctors are the last key to human civilization.
~~~
Theresa failed; she did not achieve her plan.
Theresa succeeded. The moment the Doctor awoke, he was no longer able to destroy the Terra civilization.
The doctor never blamed anyone.
He came from the end times and has witnessed too much.
The doctor knew very well that there was no logic to this world.
Just as "He" will not explain why He took away humanity's home, just as a person fishing will not explain to the fish why they are fishing for it.
in the universe.
Civilizations that look backward will perish, while those that look forward will be reborn.
Tears streamed down the doctor's face as he gazed into the distance.
As long as he is alive, human civilization has not been extinguished.
Now, he only has one path left.
Release the human gene pool, create clones, and research memory replication technology to revive dormant memories.
To truly "resurrect" humanity, the Doctor needs to merge human civilization with Terran civilization to form a new one.
And run hard, first out of "His" shadow, then out of humanity's future.
But before he could run, the doctor needed to clear the entire world.
After all, only a unified civilization has the right to run.
The landships need repair, Oripathy needs to be contained, and creating clones requires resources.
Every plan requires a lot of resources.
Ironically, the nations of Terra are now on the verge of extinction, yet they continue to fight each other, both between nations and between races.
The chaotic world needs to end, and a new dawn needs to be ushered in.
And at this time.
You are that person.
Shouldering the heavy responsibility of both civilizations.
Look ahead, move forward, don't look back...
~~~
Author's Note:
Um, I've seen many people discussing some questions about the plot.
After thinking about it, I'd like to add something.
The above section is the background framework, not the main storyline of the game. Just like in Battlefront Girls: Omnic Crisis, things not written here do not mean there is no story.
In addition, I personally believe...
The biggest problem with Arknights is its unclear framework and the unclear character design of the Doctor.
The framework was unclear, and in fact, until the fifth anniversary, players were very confused, which was the core pain point.
Therefore, when writing this section, the first step is to establish a framework; even a terrible framework is better than none at all.
Furthermore, I also have doubts about whether the storyline framework for the fifth anniversary came first, or whether it was written at some point after the game was launched.
The second problem is that the PhD's persona is unclear.
It doesn't seem to clearly describe what the Doctor actually wants: to preserve civilization? To save the world? Or simply to be a tourist?
Furthermore, the world of Arknights lacks a truly challenging boss monster.
It's clearly been elevated to a grand narrative about the survival of civilization, yet the pressure of this survival is erased by amnesia. This amnesia setting is rather strange (due to the layered armor, it's possible the developers will add a plot patch later).
Without pressure, there is no direction, which makes the whole Arknights story a bit scattered.
Of course, these are just one person's opinions. After the plot framework is completed, the next step will be the gameplay. You can watch with confidence.
Chapter 338 Update
After hearing the entire story structure of Arknights.
Xu Menglu was completely bewildered.
"Is this a second-run game?"
Does it have to be such a grand narrative? And if you're going to make such a grand narrative, how exactly will you implement it in practice?
I should have played the demo seriously when Hai Mao asked me to a few days ago.
Xu Menglu's curiosity is now bursting.
He really wanted to know, within the framework of such a grand narrative.
How should the game be specifically developed?
~~~
After confirming that the framework was based on his logic, Lin Li nodded.
He then asked the two people behind him.
"If you were asked to choose a point in time from that framework as the starting point of the game, what would you choose?"
The two thought about it for a moment.
Chen Anyu chose the same location as Hai Mao, which is the final scene.
However, Xu Menglu chose the section about Tricia, feeling that it was more impactful and would allow players to experience the grandeur of the narrative.
Lin Li nodded, without commenting on right or wrong as he usually did.
~~~
What Hai Mao just reiterated is the framework of the game.
A game's framework can absolutely employ a grand narrative approach.
For example, the framework of the Battlefront Girls is actually quite large.
There are plenty of games on the market with grand narratives, often involving millennia-long catastrophes, the extinction of humanity, or even the world turning upside down and rain flowing backwards.
Essentially, it also uses a grand narrative to construct its worldview.
A grand world view can make players feel immersed.
But at the same time.
The grander the narrative, the more important it is to focus on the details.
The first negative feedback that grand narratives bring to games is that they appear empty and unrealistic.
Players cannot understand your settings.
The idea that a person can live for a thousand years and that the world is on the verge of collapse is vividly conceived in the minds of developers, but it doesn't work when it reaches the players.
Therefore, the grander the worldview, the more important it is to start from specific points and then expand to the whole.
However, this approach of using a specific point to represent the whole is not about hiding or deliberately using riddles to show off sophistication.
Just like Arknights in its past life.
The early plot is chaotic; the game is less of a main storyline and more of an essay or travelogue.
It does indeed tell many stories about the continent of Terra.
But these stories are very fragmented.
This disconnect makes it uninteresting to watch the story, since players will be confused from beginning to end.
It's completely unclear what the Doctor is trying to do, and a large portion of the plot focuses on depicting what kind of world Terra is.
This makes players even more disoriented.
Each storyline is relatively isolated, and naturally there are similar ones, such as Lone Star, Volcano Dream, Ascent Intent, and the Syracuses, which are all highlights.
But the problem is, I'm playing a game, not reading One Thousand and One Nights...
In the previous Arknights games, there were indeed some games where the player performed well in the event storylines, but these event storylines were not actually about the Doctor.
It often revolves around a prominent character.
If your main storyline is strong, then these side stories that develop the characters can be understood as necessary adjustments made to sell cards.
But the problem...
The main story of Arknights is really terrible.
It's like reading a novel where everyone's opinion is that the main text isn't good, but the epilogue is great.
That's putting the cart before the horse.
The root of this problem lies in the official character positioning.
For most of the time, the official portrayal of the Doctor was completely disregarded, simply treating him as a camera.
However, many players, even the vast majority of players, play Arknights hoping to immerse themselves in the Doctor's world and travel across the continent.
There are a lot of players in this group.
However, they were abandoned by the authorities, which led to the bizarre phenomenon of stone-throwing goblins.
In its previous life, the world of Arknights expanded, with more and more side quests.
However, the "player's" perspective and participation are decreasing, leading to a significant loss of most players.
A protagonist who appears in less than 7% of the script, a protagonist who is merely a camera lens, cannot possibly provide players with a sense of immersion.
of course.
While a large number of players who were immersed in the Doctor's world are leaving, those who don't care about immersion are also leaving.
Or perhaps it's players who prefer to see the story as an ensemble piece, or even those who identify with the characters they draw. Many of these players even find the Doctor's presence annoying.
Essentially.
Community conflicts in Arknights.
It's a conflict between a group of players who still have hope and want the official team to focus on the main character, and another group of players who don't care about the main character.
And these conflicts.
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