The Resource System in "Crying the Tide": A Reflection of the Real World

In a virtual world, I encountered a phenomenon that made me ponder deeply. That world is called “Resonance,” and the growth of every character within it relies on a complex resource system. This system is so similar to the resource allocation mechanisms in our real lives that it makes me wonder: Is the game world a microcosm of the real world?
The arrival of a new character always brings a fresh wave of energy. The appearance of “Xia Kong” allowed me to see a typical resource circulation and social interaction system within a game world. To make this character stronger, players need to collect various materials. From the most basic “Low-Frequency Tide-Eroded Sail Core” to the more advanced “High-Frequency Tide-Eroded Sail Core,” and even resources with special properties like “Burning Phosphorus Bone” and “Golden Fleece,” these resources are clearly categorized, much like the hierarchical division of resources in the real world.
I wonder why the game designers chose such a design. If we compare the resources in this virtual world to those in real society, we can find some interesting similarities. In real life, to improve our abilities, we need to acquire knowledge and skills through education, training, and other means. In this virtual world, however, a character’s growth is achieved by collecting specific materials. This correspondence reveals the game designers’ deep understanding of human social patterns.
The ways resources are obtained also reflect the social division of labor and cooperation mechanisms within the game world. “Burning Phosphorus Bone” can only be obtained by defeating specific enemies, while “Golden Fleece” can be collected in certain scenarios or purchased from shops. These different acquisition methods mirror the various strategies people use to obtain resources in real life. Some choose to “hunt” for them, while others prefer to “buy” them. This diversity reminds one of the many ways resources are acquired in real life.
The in-game resource trading system takes this social interaction to a new level. Players can exchange virtual currency called “Bells” for the materials they need through the game’s trading system. This virtual economy system aligns perfectly with the principles of commercial transactions in the real world. Resource exchange, in essence, is one of the most universal human behaviors.
In terms of resource usage, the game designers cleverly applied the principle of resource scarcity. Upgrading characters of different levels requires consuming different quantities and types of resources. This design not only ensures the game’s challenge but also maintains the balance of the resource system. This mechanism is strikingly similar to optimization issues in resource allocation within the real world. We are always striving for the optimal allocation of limited resources, and the resource consumption rules in the game are a reflection of this pursuit.
From a sociological perspective, the resource system in the game essentially constructs a miniaturized social system. In this system, players need to acquire and allocate resources through individual effort and social interaction. The social behaviors in this virtual world are inherently connected to economic activities in the real world. The cooperation and competition we see in the game are projections of human behavior in real society.
The hoarding of resources in the game is also comparable to saving behavior in real life. Players need to plan ahead and stockpile resources to meet future skill upgrade requirements. This behavior aligns with the economic principles of delayed gratification and long-term investment in human society. The act of stockpiling in the game is an extension of saving behavior in real life.
Finally, the relationship between resource acquisition and social status is another topic worth exploring. In the game world, players who possess more rare materials are often able to upgrade their characters faster, thereby achieving a higher status within the game. This phenomenon is similar to the relationship between resource ownership and social status in the real world. The possession of resources often determines one’s position within society.