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Within the framework of a «Big G» rationalist theory of games, where a «game» can be anything to anyone, we identify the politics layer of the game and justify our choice of focusing on Rise of Kingdoms as a representative playground for the digitally emergent power centers of the world. We also take some tentative initial steps at understanding the gameplay and at coming up with actionable research topics. Central findings include the definitively «Big G» liberal nature of the game, with players and not developers being the primary drivers. These findings point to a disjuncture between the commercially incentivized game-app ecosystem and the ideological underpinnings of those states and subnational actors investing in this ideological struggle arena in the lived world.

This paper is an initial exploration of the mobile strategy game Rise of Kingdoms that has attracted millions of players in recent years. Rise of Kingdoms offers an interactive platform for collective meaning-making and participatory exploration of history and identity by allowing players to engage with a broad range of nation-state labeled in-game assets in competitive combat. By any standard, this is a surprising and complex game. Both the game and the opportunities it offers for scholarship are rapidly evolving. The purpose of this paper is to share early insights, ideas, and questions that we hope the research community will take up in a rigorous, scholarly exploration of this game.

2. Gameplay Mechanics and Strategy

Before setting out on the journey to conquer the empire, it is also crucial for a player to have details of the battlefield situation that lies ahead. Such anticipation allows the player to set up the best possible defense to protect the empire. Players are also advised to develop in the early stages of the game offensively. Later, the player can turn tables and play defense using individual heroes such as Zavi, Sun Tzu, Joan of Arc, and Richard. These female heroes are prominent for their capabilities on the battlefield. These fighters can reform and transform their empires to have stronger defenses and survive longer.

Strategy Insights for Rise of Kingdoms Playing Rise of Kingdoms without proper strategies is like walking through a financial minefield. Herein, the game is discussed as two tedious components that require proper strategies to conquer. The game provides a beginner’s guide to help players familiarize themselves with the various concepts highlighted in the game. A player should be persistent, careful, and strategic when participating in reality contests in the game. Importantly, players should act with utmost passion when it comes to realizing their dreams. A player needs to be entirely in control and use a good draft to season and customize their heroes.

Scholarly Exploration of Rise of Kingdoms A faction that has the desire to secure a stronghold can earn the right to rule the kingdom. This right is subject to retaining power for the entire faction. There is also a Kingdom jogger in the game that keeps track of the player leaders. Members of a faction can tease, attack, and declare war on other players of other respective factions in the case of disputes.

Gameplay Mechanics As previously mentioned, Rise of Kingdoms is a mobile real-time strategy game with its setting in the second millennium BCE. The game is set in a tower defense fashion where the overall objective of the game is to lead the development of cities in a kingdom. Noteworthy, all kingdoms do not carry out combat operations within the same timeframes. These kingdoms are subsequently divided into different stages – some are in the early, some during their mid-terms, and the rest in their late terms. The game allows up to four hundred players to engage each other in each kingdom. The various players then join up to form factions. Each group has its unique power number and title. Reputations gained from activities within the empire also determine the powers of different players.

3. Historical Accuracy and Cultural Representation

Historical accuracy emerges in the details of the storyline. There are a number of tale quests, in-game storylines involving characters from history. There are nobility from France, Scotland, the Roman Empire, and the more romantic nomadic tribes of Germany, China, Persia, and so forth. Each culture’s characters are visually and stylistically accurate from head to toe, in attire, weapons, hair, and tattoos, and kings with slight skill and ability differences. There are also specialized characters from the Dorians to Arthurian legend and the Vikings. There are even mentions of the five largest Mongolian tribes. The only thing that may make the tribes historically odd is that there is a unified Chinese infantry with a slightly different style for each passive ability. However, they don’t clash with other factions (most of the guild system requires that certain city versions are unlocked together), so there has never been a division among them mentioned in the game scripts. Besides military use, the game is also complemented with cultural polymers that reflect real-life cultural conflicts, political systems, historical traces, and paths of dynastic change. However, there are a few historical sites in the game that are known as real towns, and real architectures also have a futuristic architectural style mixed with historical culture.

3.1 Accuracy and Authenticity

4. Community and Social Dynamics

Leaders and Officers. A well-functioning and powerful alliance often has many structures in place to optimize and grow their members. Using a ranking system of leader, R4, R3, etc., a healthy alliance will have structures in place to ensure the safety and wealth of the members. It is important for any alliance member to know who these officers are, as oftentimes repeated requests for aid and resources will be met readily. For this reason, it is a very effective strategy to quickly establish a rapport with alliance leaders to ensure that you will receive whatever you request as quickly as possible. In addition, officers are able to send out mass mail to the alliance members. They will often use this tool to dispense information about alliance fort rallies, alliance research, or details about when to run an alliance kill event.

There is no escaping it: «Join an alliance!» The cost of not being in an alliance is very high. Not only does one miss out on all alliance-specific rewards, alliance technology, and the ability to occupy alliance-held land, but a member also cannot request the benefits of other alliance members, including alliance help or care packages. An alliance, at its base level, is best thought of as a social group with a public chat. More heavily involved alliances bring an increased number of chat channels. Chat in alliances can range from being focused on only the highest in-game rewards to completely non-game related banter. In this next section, I delve deeper into alliance dynamics and how they create a more fulfilling sense of community and belonging for ROK players.

5. Future Trends and Developments

Meantime, the major western distribution channel, Google Store, is still keeping Edit Kingdom well hidden in order to keep its big partner Supercell from being attacked before reaching economic stability. For this, of course, they get a decent commission, which bonus got thrown in by us converting the miss into a hit.

This discussion may perhaps explode when game-inflationary technology like blockchain really gets off the ground – inevitably because of its distribution and economic advantages – for casual individuals’ power to earn real money by playing as sincerely as so many adult entertainers already do. Such media of both parties attract seekers of fortune more than gaming pleasure, and these must be extricated and pointed back.

Given the rising number of West-oriented Asian games like Rise of Kingdoms that quickly achieve mass spread across the world, it inevitably means that more such Western-oriented East Asian games will soon appear, and in different genres too. This phenomenon also lays open such effects from, say, Western games as fortune elements to come under growing discussion in the West, since these would be forgotten by Western players. Such elements cannot be subject to West-oriented games like Assess Creed Identity to prevent any play-to-win nonsense, like experienced by players of EA Battlefront.

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