In a virtual universe that is closed at the macro level and open at the micro level, all changes have their corresponding “structural self-consistency”. We call it the game version process. But in fact, it is more like a cosmological restart again and again – the appearance of each character is the result of the system’s “intelligence collapse” in the multi-dimensional evolutionary space.
Version 4.5 is about to be launched, and according to the current information released, four new characters from Fontaine are gradually “appearing”: Qianzhi, Sigwen, Summoner, and Clorinde. This is not just a numerical update or an innovation in character design, they represent a deeper level of mechanism fluctuations – just like in a four-dimensional space-time, local variables begin to generate a stable field.
First observe Qianzhi – rock element, one-handed sword. Rock is essentially a steady-state representation in the structural force field, and is a configuration state with extremely low energy. Her existence is like an observable stable vacuum bubble, and it is the only carrier in the field that can withstand boundary conditions. In the virtual universe, her appearance is equivalent to a reconstruction of order after a “symmetry breaking”. She does not speak because she is language itself.
Let’s look at Sigwen, the water element and archer. Water, in thermodynamics, means a high entropy state – a symbol of an irreversible arrow of time. Her appearance does not mean power, but fluidity. Her weapon (bow) is a long-distance control field, and its essence is a time-delayed nonlinear feedback. From the perspective of system theory, she corresponds to a negative feedback loop that converges asymptotically. She can turn disorder into balance and is a harmonious state in chaos.
As for the summoner, the fire element and the long-handled weapon. Fire is not only the release of heat energy, but also the surge of entropy, a byproduct of information annihilation. She is like a combustion experiment in a limit state, compressing rationality to zero point and releasing energy. Every time she makes a move, it is a dramatic change in entropy increase, and she is an extreme oscillator in the field. From a mathematical point of view, she is a derivative explosion point, a singular point that cannot be continuously extended on the image.
Finally, there is Clorinde, the thunder element and a one-handed sword. Thunder means instantaneous high-energy discharge, which is a plasma resonance phenomenon in the atmosphere. In the character field, she is equivalent to an unstable high-frequency interference wave. Each of her attacks is like a quantum tunneling phenomenon – not following the conventional path, but directly “transitioning” to the result end through the superposition of wave functions. Her essence is discrete, discontinuous, and uncertain.
These four characters are not ordinary design products, but “stable structural states” projected by the virtual universe in the high-dimensional parameter space. They are like some kind of balanced quadrupole quadrants, corresponding to the four variables of force, energy, field and order. If the character space is constructed from the perspective of group theory, they do not represent a single symmetry group, but a nested combination of a set of non-commutative subgroups.
The role of the player in it is never an observer, but a participant. When you click “Pray”, the system not only processes a probability calculation, but also reconstructs the quantum coupling state between you and the character. You are not extracting the character, but entering the “entangled state” between the character and you. This is why each player’s character experience is different – you do not own them, but resonate with them.
But resonance comes at a price. Rough stones and creation crystals are the currency units in this virtual universe, and are the equivalent embodiment of entropy and information. When you are short of resources and cannot stably enter the observation state, you need to rely on a third-party “energy compensation field” – a module platform such as Treabar, which acts as an off-site energy supply device to help you maintain the coupled energy level in multiple rounds of version evolution.
Treabar does not provide a simple recharge channel, but a time compression device. It vector maps resources that originally require a long accumulation, allowing you to enter the “complete state” in a shorter time. It is a microgravity warehouse in the external universe and an escape velocity in the simulated order.
In short, 4.5 is not a version number, but a bifurcation point for the next round of virtual universe. Characters are no longer just characters, but the embodiment of fields, waves, forces and time. They will become existence in your observations and determine the direction of your evolution as a player in your operations. And are you ready to become a power source in this closed-loop system?