
To be honest, when I first saw the game "Three Kingdoms", my first reaction was "what a pity." As a 3D big map sandbox strategy mobile game, its foundation is not bad. It can even be said that in some dimensions it should be qualified to become popular. But in the end, it slowly cooled down. Today I will objectively talk about its problems from the four dimensions that I commonly use: graphics, gameplay, monetization, and social interaction.
In terms of graphics, to be honest, this game is above average in the same genre. The 3D large map does have the visual impact of "thousands of miles of mountains and rivers", the vertical drawings of generals are quite exquisite, and although the battlefield special effects are not amazing, they are at least not confusing. If you just look at the screenshots, it definitely looks like a playable strategy game. But the problem is that a good picture does not mean a good experience. Especially during large-scale battles in the later stages, lagging and heating directly lower the overall look and feel. When the phone is so hot that it can fry an egg, no matter how good the picture is, it will be unplayable😅.
In terms of gameplay, the core framework of sandbox strategy is there, including occupying land, building cities, gathering, and confrontation. But the problem lies in the "sense of repetition". In the early stage, land reclamation is still a bit fresh, but in the middle and later stages, you will find that what you do every day is to pave roads, build strongholds, be attacked by others, and then fight back. The depth of the strategy is actually limited, and it is more about online time and reaction speed, rather than real strategy. In addition, the pace of the big map is slow, and many people get tired after playing, especially office workers. How can they have so much time to guard a piece of land😮💨.
Krypton gold is the fastest trigger for it to cool down. The free model itself is fine, but its numerical design and paid depth are really a bit unbalanced. In the early stage, Zero Krypton and the Monthly Card Party could barely keep up, but in the mid-term, facing the high-power Krypton guys, they were basically crushed by a team of three. The price of a single card draw is not low, and the linkage between generals and treasures is very strong. If you want to form a decent lineup, you can't raise your head without spending thousands. This kind of "if you don't use Krypton or you will be beaten" atmosphere has dissuaded a large number of micro-Krypton players who were originally willing to stay. To put it bluntly, if a sandbox game loses the ecology of civilian players, the gaming experience of kryptonians will also collapse, because there will be no one to fight, and only kryptonians will compete with each other.
In terms of social interaction, the alliance mechanism accounts for a large proportion, but it is precisely because of this that once a dominant alliance appears in a certain regional server, the small alliance will quickly lose people, and eventually it will become a situation where only a few people are left alive in the server. And the cross-server mechanism of the game came too late. By the time cross-server was launched, many old areas were already too cold, new faces could not come in, old players left again, and social interaction became a backwater. In fact, the alliance atmosphere in the early stages of the game was quite good. Everyone worked together to pave the way, supported each other, and had passionate moments. However, there was no continuous supply of new content in the future. The alliance activities were just the same over and over again, and the enthusiasm would naturally be consumed.
From the perspective of "why it became popular", it has not really become popular. At most, it attracted a group of early adopters due to the popularity of sandbox strategy during the time it was launched. From the perspective of "why it is so cool", the core reason is: the graphics cannot support the monotony of the gameplay, and the gameplay is forced by krypton gold to the point where only numerical values are left to crush it. The social ecosystem collapses prematurely under the unbalanced payment pressure, ultimately forming a vicious cycle. If you are a pure strategy enthusiast who doesn't mind being a liver emperor and has a good attitude, you can still go in and experience the early fun of siege; but if you want to find a long-term sandbox game with fair competition, then you may have to look elsewhere.
To be objective, "Three Kingdoms" is not a shoddy reskinned game. It has its own ideas, but unfortunately it went astray in terms of commercialization and long-term operation. Whether a game is cool or not is never just a question of players, but more of a question of whether the product itself can retain people. I hope future SLGs can learn from this🙏.