Edition note: Independent English rewriting for English-language readers; mechanics and development claims have been checked.
Your scouts find Winterhome. It was larger than New London and built around a powerful generator. It has already failed.
The news spreads. If that city could not survive, why should yours? Hope collapses, and the Book of Laws opens two new paths: Order or Faith.
The fork does not appear because the captain announces a plan to seize power. It appears because the population has lost confidence and needs a reason to continue.
Many expansions of authority begin this way: not with ambition, but with an event that makes ordinary institutions feel too weak. The people may even demand the new structure. That origin does not make what follows unreal. It makes the development more persuasive.
Order builds watchtowers, guard stations, patrols, propaganda, prisons, informants, and eventually the New Order. Faith builds houses of prayer, temples, faith keepers, public penance, denunciation, a guardian of truth, and eventually the New Faith.
The language and atmosphere are genuinely different. One city hears boots and commands; the other hears bells and prayer. Discipline and consolation are not interchangeable experiences.
At the level of mechanics, however, the branches answer many of the same needs. Both raise hope, lower discontent, provide repeatable abilities, and culminate in a law that makes hope cease to be a problem.
Players have criticized this symmetry as missed design potential. Order and Faith could have produced more distinct styles of play. As criticism of the game, the objection is fair.
As political description, the symmetry is chillingly exact.
The game is not arguing that prayer and discipline are inherently vicious. It asks what either one becomes when its institutional purpose is to solve the problem that people are dissatisfied.
A place of prayer can mean many things. A place of prayer constructed principally to move a hope bar has already been assigned a direction. It will be judged by how effectively it stabilizes that bar. A body of guards organized to keep people safe is not identical to one organized to prevent complaint, even if the uniforms initially look the same.
What matters is not only the name of an institution. It is the problem the institution was built to solve.
Near the end of both paths, the relation between ruler and ruled changes. Order turns neighbors into informants and authorizes forced persuasion. Faith turns disagreement into impiety and gives one authority the power to determine truth. The final laws declare the leader beyond ordinary challenge.
Before that moment, the captain is a public office. Citizens can complain, lose hope, raise discontent, and ultimately expel the person who occupies it. After the final law, the interface replaces uncertainty with permanent obedience or devotion.
There is no elaborate coronation. You open the same book and make the same small signing gesture used for a child shelter.
The visual modesty is the point. A constitutional transformation can arrive through an interface already made familiar by dozens of practical decisions.
The remaining question is where the game itself draws the line. It is not where many players expect.
Based on 11 bit studios’ 2018 Frostpunk and its original scenarios, including A New Home and The Fall of Winterhome; later expansions are outside the scope of this series. Full spoilers throughout.
版本说明:中文原作;简体与繁体同页切换。机制与开发资料已校订。
你派出去的探索队回来了,带回一个消息。
他们找到了冬日之家。
那是另一座城。比你这一座建得早,规模大得多,有更好的发电机,有更多的人。
它完了。
消息在城里传开。你的人开始绝望——如果那样一座城都撑不住,我们凭什么。
希望大跌。
而这时候,法典上出现了两条新路。
信仰,或者秩序。
选一条,往下走。
请注意这个岔口是怎么来的:不是你规划的,不是你想扩权,也不是哪个野心家来找你。
是一个坏消息。是几百个人同时失去了指望,而那个叫希望的数字正在往下掉,掉到零你就要被赶走。
很多权力的扩张,起点不是野心,是一次坏消息。
在那之前你没有理由要那些东西。而现在你有了,而且理由充分得没人能反驳。
而且提出要求的不是你,是那些人。 他们绝望了,他们需要一样能撑住的东西。你不给,他们会散。
这一点很要紧:这条路不是你从他们手上抢来的。是他们伸手要的。
秩序那一支里有:瞭望塔、晨间聚会、工头、警卫站、巡逻、宣传中心、监狱、效忠誓言,最后是新秩序。
信仰那一支里有:祈祷所、晨祷、圣殿、信仰守卫、公开忏悔等条目,最后是新信仰。
词完全不一样。
一边讲的是纪律、职责、秩序、效忠。一边讲的是慰藉、祈祷、信仰、宽恕。
一边建的是塔和牢房,一边建的是堂和圣殿。
一边派出去的叫警卫,一边派出去的叫信仰守卫。
一边让人宣誓效忠,一边让人公开忏悔。
从城市的样子上看,这是两座完全不同的城。一座是营地,一座是教区。走在里面听见的声音都不一样——一边是脚步和口令,一边是钟声和唱诗。
而住在里面的人,感受也确实不一样。一个在教堂里觉得安心的人,换到警卫站旁边不会有同样的感觉,反过来也一样。
这个差别是真的,不是包装。
把功能栏并排看,两条路提供的东西几乎一一对应。
两边都能提高希望、压低不满,也都给你可以反复使用的能力,并在末端提供一条让希望不再成为问题的法案。
有玩家指出过这一点,语气是抱怨的:秩序和信仰除了表现形式不同,功能上没有太多区别,没有真正把玩法区分开,有点可惜。
作为游戏设计上的批评,这句话成立。这确实是这个游戏的一处不足。
而作为对这件事本身的描述,它准得吓人。
秩序那一支的尽头叫新秩序:领袖的话就是法律,反对的人被处理掉,城里只有一个声音。
信仰那一支的尽头叫新信仰:领袖是先知,怀疑就是不虔诚,城里只有一个声音。
词不一样,尽头是同一个房间。
而这一点很容易被读成"所以信仰和秩序都是坏东西"。
不是。
这个游戏没有说祈祷不好,也没有说纪律不好。一座城里有人祈祷,有人守规矩,这本身什么问题都没有。
它说的是另一件事:
当一样东西被用来解决"有人不满"这个问题的时候,它会往哪个方向长。
祈祷本身可以是任何东西。而一个专门为了压低不满值而建起来的祈祷所,它的方向从建成那天起就定了。它存在的理由就是那个数字,所以它会一直往那个数字最有效的方向长——而那个方向的尽头,是一个再也不会有不满的地方。
纪律也一样。一支为了让人守规矩而建的队伍,和一支为了让人不敢抱怨而建的队伍,第一天看不出区别,第一百天看得出。
决定一样东西往哪儿长的,不是它叫什么,是它被建起来要解决的那个问题。
还有一处对称,值得单独看。
秩序那一支的倒数第二条是效忠誓言:所有人对领袖宣誓。
信仰那一支的对应位置,是把领袖认成先知。
一个是让所有人对你表态,一个是让所有人对你换一个身份。
两条路都在末端做同一件事:把那个签字的人,从可以被议论的位置上挪走。
在那之前,你是队长。队长是可以被抱怨的、被质疑的、被赶走的——事实上这个游戏从头到尾都在提醒你这一点,那两个数字就是干这个用的。
在那之后,你不是了。
而这一步在游戏里的表现是最平淡的:你点开法典,翻到最后一页,签下去,界面上多了一个图标,希望条变成金色,不再动了。
没有加冕,没有欢呼,没有一场戏。
这件事在操作上,和签儿童庇护所是同一个动作。
到这里,一个问题就出来了。
这两条路上,有很多条听起来很难看的法:围捕,宣传,公开忏悔,把写字的人抓起来。
而更早的时候,你还签过童工,签过锯末汤,签过把死人扔在雪里。
这一整本书里,游戏到底把线画在哪儿?
答案在最后一篇,而且它画的地方,和大多数人以为的不是同一个地方。
本系列依据的是二〇一八年11 bit studios开发的《冰汽时代》本篇,含"新家园""方舟""难民""冬日之家"等基础剧本;不含《最后的秋天》等资料片。译名从官方中文。全文含剧透。