[2026/07/15] vol.17 |《瘟疫公司》Plague Inc.
前言:本作游戏背景以传染疾病为题材,游戏要求玩家将选定的病原体投掷到特定国家地域,通过传播与病症演化来使病原体感染尽可能多的人,在世界各国科学家研发出解药前通过这场超级瘟疫使全人类都受影响于该传染病。在游戏后期的“解药模式”中,玩家扮演解药研发者而非疾病设计者的视角,来解决国际协作不畅、解药应用不配合、国家政府执行低效等等影响危机应对的场景。
1.具现化的社会风险
在现代社会之前,疾病的传播从一个定居点传播到另一个定居点往往需要更为大量的时间。而在高度全球化的当今社会下,疾病可以通过飞机与航运路线从一个国家传播到另一个国家。在高度互联的现代世界里,便捷的交通在大幅度促进经济交流的同时,同样为疾病乃至其他类型风险的全球化扩散提供了前所未有的效率。
2.卫生与协作
游戏中的核心对抗形式,以新闻播报的方式,围绕着不断升级的病毒与人类社会总体做出的反应之间展开。即便是在游戏中,洗手等基础的卫生习惯普及率、隔离措施的有效性,社会整体的公众卫生基础等都将成为人类文明在应对疾病时的重要防线。
在游戏中疾病的遇到的阻力中,公共卫生与社会协同进行的解药研发是相当重要的两个部分,在与现代社会稳定性这一宏大命题上,游戏在结构下放大了人类文明的脆弱性,但保留了疾病与传播与限制其传播的相关因素:国际协作意愿(哈哈,真好笑)、社会治理水平、以及基础的公共卫生要素等...而以病毒的视角对人类文明总体进行攻击,则往往需要使以上种种系统内在缺陷在极端情况下被放大乃至于失常。
3.结语-软性战争
《瘟疫公司》在玩法上,可以被视为对于生物层面的软性战争进行模拟,即便对立的目标是作为人类文明的整体。所使用的方式并非通常概念之中的正面军事对抗,而是通过操纵一种高度适应性、便利性的病原体,通过以全球化交通网络作为传播途径,与人类公共卫生体系、社会秩序和心理防线之间所进行的攻防战。在发达的现代社会中,许多旧形式的人际连携与关系形式都在重塑之中,对于人类社会整体而言,“流动”与“连接”同样有着相当难以预料的风险和代价。
一个高度流动之中的社会,其脆弱性将会得到相应的放大,包括疾病在内,其他的风险类型也有可能以过去难以想象的速度与规模进行扩散。技术和进步创造的不仅仅是财富与文化成果,同样也有新的风险,而这些风险,往往由各个集群中获益最少、抗打击能力最弱的群体/国家率先承担。游戏中为瘟疫带来最大阻力的敌人并不单单是对于地域的隔离或者是针对于解药的研发,而是人类整体在高度互联的世界下、所进行的有效危机应对、清晰有效的信息传达、以及将文明整体/人类健康视为终极利益来进行追求的社会结构。
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以下英文版翻译由ai提供(The following English translation is provided by AI.)
[2026/07/15] vol.17 | Plague Inc.
Preface: Set against the theme of infectious disease, the game requires players to deploy a chosen pathogen to a specific country or region, spreading it and evolving its symptoms to infect as many people as possible—with the ultimate goal of affecting all of humanity before scientists worldwide can develop a cure. In the later "Cure Mode," players assume the perspective of cure researchers rather than disease designers, tackling challenges such as poor international collaboration, resistance to cure distribution, and inefficient government execution—all of which impede crisis response.
Materialized Social Risks
In pre-modern societies, the spread of disease from one settlement to another typically required a much longer timescale. In today's highly globalized world, diseases can travel from one country to another via air and shipping routes. In this hyper-connected modern era, convenient transportation—while greatly facilitating economic exchange—has simultaneously provided unprecedented efficiency for the global spread of diseases and other types of risks.
Public Health and Collaboration
The core form of confrontation in the game, presented through news broadcasts, revolves around the escalating virus and the responses of human society as a whole. Even within the game, basic hygiene practices such as handwashing, the effectiveness of quarantine measures, and the overall foundation of public health all serve as critical lines of defense for human civilization in combating disease.
Among the obstacles a disease encounters in the game, public health infrastructure and collaborative cure research are two particularly significant components. In relation to the grand proposition of modern societal stability, the game amplifies the fragility of human civilization through its structural design, while preserving the key factors in disease transmission and containment: willingness for international collaboration (ha, how amusing), the level of social governance, and fundamental public health elements. From the virus's perspective, attacking human civilization as a whole often requires exploiting these systemic deficiencies—exacerbating them to the point of dysfunction under extreme conditions.
Concluding Remarks – Soft Warfare
Plague Inc., in terms of gameplay, can be viewed as a simulation of biological soft warfare—even when the opposing target is human civilization as a whole. The approach is not conventional frontal military confrontation, but rather an offensive and defensive struggle that manipulates a highly adaptive and convenient pathogen, using the global transportation network as its transmission vector, against human public health systems, social order, and psychological defenses. In developed modern societies, many old forms of interpersonal connection and relational structures are being reshaped. For human society as a whole, "fluidity" and "connectivity" also carry risks and costs that are exceedingly difficult to anticipate.
A highly fluid society sees its vulnerabilities correspondingly amplified. Beyond disease, other types of risks may also spread at speeds and scales previously unimaginable. Technology and progress create not only wealth and cultural achievements but also new risks—and these risks tend to be borne first by the groups and nations that benefit the least and possess the weakest capacity to withstand shocks. In the game, the greatest obstacles to a plague are not merely regional quarantines or cure research, but rather: humanity's effective crisis response within a hyper-connected world, clear and reliable information transmission, and a social structure that pursues civilization as a whole—and human health as the ultimate interest.
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