Total War, The Three Kingdoms of China: Visualization and development of the game

Interactive Video
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History, Information Technology (IT), Architecture, Performing Arts
•
11th Grade - University
•
Hard
Wayground Content
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7 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What sources did the developers use to visualize the historical world of the Three Kingdoms?
Personal travel experiences
Contemporary news articles
Historical records and academic research
Modern novels and films
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How did the game designers enhance the visual appeal of historical China?
By avoiding any cultural references
By focusing solely on historical accuracy
By incorporating modern Chinese art influences
By using only black and white colors
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What are the two modes available in the game that offer different gameplay experiences?
Adventure and Strategy
Romance and Records
History and Fantasy
Action and Puzzle
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How do the romance and records modes differ in terms of character abilities?
Romance mode features exaggerated abilities, while records mode features realistic abilities
Records mode features no abilities
Both modes feature the same abilities
Romance mode features realistic abilities, while records mode features exaggerated abilities
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What technology is used to recreate the fighting styles in the game?
Virtual reality
Motion capture
Augmented reality
3D printing
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What motivates players to spend hundreds or even thousands of hours in the game?
Limited content and repetitive gameplay
The desire to explore historical scenarios and the game's replayability
Lack of other entertainment options
The game's short duration
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is a common experience among players that keeps them engaged in the game?
The need to complete the game quickly
The lack of historical content
The absence of challenging scenarios
The 'one more turn' syndrome
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