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To be honest, the mobile gaming community has become increasingly impetuous in recent years. When you open the app store, you'll be overwhelmed with cards, money, and combat power rankings. Even a novice guide will force you into a 30-minute plot. I am an old guy who has been playing mobile games for more than ten years. Sometimes I feel really tired. 😮‍💨
But "The Immortal Destiny" surprised me a bit. To be fair, this game reminds me of the days when I played the stand-alone version of "Xuanyuan Sword" on the Nokia N73 in 2006 and 2007. There is no forced social interaction, no daily task kidnapping, and no pop-up window asking you to top up your first deposit. The game's settings of collecting spirit, gathering energy, and tempering the body are quite pure to be honest, just like the cultivation novels we followed on the forum back then, where we practice step by step and grow slowly.
Nowadays, the mobile game market is moving towards lightweight and socialization, and I can't wait to insert the matching mechanism of chicken game into the relationship development. But "Xianfate Jue" goes in the opposite direction. It is more like an immersive cultivation simulator. You can immerse yourself in the study of alchemy, or you can travel to the mountains and rivers to encounter adventures, and you can even cultivate a relationship as a Taoist couple and go on the road to immortality together. In fact, ten years ago, these things were the "open world" we were most looking forward to. However, the performance of mobile phones was not good at that time, so we could only think about it. 😅
Speaking of industry trends, I have recently noticed that some small and medium-sized manufacturers have begun to try "de-commercialized" designs, such as Shanghai Gumo. Although the charging mode of "Immortal Destiny" is displayed as 0, there should be no mandatory payment in the actual game. This kind of experience of "playing for free and being comfortable" is really rare nowadays. After all, mainstream manufacturers are now thinking about how to clearly arrange monthly passes, passes, and battle orders, for fear that players will miss a penny.
I think the development of mobile games has actually reached a stage that requires reflection. User aesthetics are improving, but manufacturers are still relying on psychological hints and numerical values ​​to cheat people. Games like "Immortal Destiny" that focus on gameplay, worldview, and long-term content have become scarce. Many old players around me say that it's not that they don't want to spend money, but that they want to spend money for truly fun games. It's a pity that most manufacturers don't understand it.
To be honest, I'm not sure whether "Xianfate Jue" can be popular. After all, its pace is slow and the graphics are not top-notch. But if you are like me, an old guy who has come from the Symbian era, or are tired of those current mobile games where "going online every day is like going to work", I really recommend giving it a try. At least it allowed me to get back my original intention of "playing games is just playing games". 🙏
Final thoughts: In the mobile game industry, don't always think about reaping the rewards. Learn "Xianming Jue", tell a story down-to-earth, and make something that can make people calm down, which is better than anything else.