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2025-01-17 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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This article comes from the official account of Wechat: ID:chuappgame, author: DLS_MWZZ
Isn't it a little too curly to develop games like this?
Speaking of Dave, you might think of Crazy Dave, the crazy guy in plants v Zombies. Of course, I don't want to talk about him, but this Dave is also a little crazy.
Dave the Diver, a preemptive experiential game launched in October last year, quickly received more than 10,000 comments, of which only 200 were bad, and even received a large number of "urgent" reviews in the comments area before the official version was launched, indicating its popularity. On June 28, the official version of Dave the Diver was finally launched and continued to receive rave reviews.
This is a very special game from the Korean production team, it can be said that its origin has a certain contrast. What's so funny about it? Please dive with me immediately.
(to be clear in advance, due to the many amazing experiences in the game, my mood is full of joy and unexpected joy. I really can't bear to be spoiled. If you are already interested in the game, it is best to read this article after playing it. )
The screenshot time is 5 months before the official version is launched, and only one file is kept.
My overall play time. The official version lasted about 30 hours, and there are more than 20 hours in the pre-emptive experience version of the pure "liver" upgrade with a distinct theme: fishing for fish and opening the restaurant "Diver Dave" is an ocean-themed game that focuses on the charm of diving.
The topic itself is very attractive. There are not many works that depict the sea world in the history of video games, and if you have to wait in line according to the sense of existence, it is probably only slightly higher than the minority subjects that have been recognized by the public, such as "cyberpunk".
Although there is no lack of masterpieces such as "Deep Sea trekking", "submersible Disease" and "Raft" in marine themes, these predecessors have different emphasis, especially on survival and play, and do not dig too deep into human diving, close contact with a variety of real aquatic creatures, and other relatively easy, leisure-oriented content, which makes the cutting angle of "Diver Dave" a more fresh and filling effect.
The game is meticulous and in place with a lot of small designs to create the experience of diving in the game world. For example, a large number of diving equipment that refer to reality or pure fantasy, talking about harpoons alone, there are not only traditional ejection harpoons, but also harpoons with poison, electric shock, and even flame properties. At first glance, it seems outrageous, but the effect not only satisfies the reality of diving, but also adds a wealth of gameplay, and it is not too much to say that "Dave the Diver" is the best place for cyber harpoons in recent years.
Around diving, a variety of real and illusory things, and simple and complex, such as the embodiment of the sense of weight, and based on the creation of the "diving feel". The protagonist Dave is set to be a fat man, and the game deliberately makes him look dull and bulky on shore, without the relative lightness of buoyancy blessing in the water, and the weight of a full diving suit on board is also different from that of casual clothes in restaurant mode. It can be said that the game allows players to experience how to use the power of the ocean to be a "flexible fat man". The fresh touch experience is unique.
Half of the main content of "Dave the Diver" is diving, and the other half is simulating the operation of a sushi restaurant. There must be no need to repeat how much fun it is to open a restaurant, such as the previous "Oriental Nightfinch Canteen", even if it was originally a minority "Oriental" theme is out of the circle by gameplay. Of course, the restaurant is also more friendly to our big food players-now Chinese accounts for 1/3 of the 15000 favorable reviews of the game. In the pre-emptive experience version, the content of the restaurant is only up to date, while the full version has stepped up its efforts to add a large number of special delicacies that are not limited to sushi, some real and some clever, which is simply a gluttonous feast.
What is more interesting is that the combination of materials obtained by oneself and store management is a reliable scheme used by famous works such as "Alchemy Workshop". "Dave the Diver" combines fishing for fish with making sushi, which is not only very fresh. it may even be more realistic than picking mushrooms from the forest and going back to the store to make gold medicine, which has the attraction of a match made in heaven-after all, alchemy does not exist in reality No idea, but seafood dishes, it's really delicious! This combination makes people want to play just by looking at it.
If I have to remind you, this book is not suitable for playing at night, and it is impossible to prepare midnight snacks in advance.
There is social media to browse in the game, you can see guests' feelings and food photos, it's interesting to have fun, vacation, "overkill" these core games are "enough" for a sketch game, but the production team has shown far more enthusiasm than expected, giving Dave additional stories, subsystems and other content that don't even know how to classify, making people happy from the beginning of the game.
For example, the main story of the game is full of absurd light comedy temperament, based on reality, but carefully designed to play with a lot of fantasy elements. On the one hand, this kind of treatment, on the one hand, allows people to build empathy and gain heart-piercing emotion when they need to be serious-- the paragraph of saving the dolphin is truly comforting; on the other hand, in the entertainment segment that requires fantasy and brainstorming, can smoothly ignore some distracting small details that affect the atmosphere, and harvest pure happiness.
For example, such as the packaging of "meat pigeon" elements. The main stage of "Diver Dave" revolves around the diving mecca "Blue Cave". Each dive takes on a different appearance because of the mysterious power, that is, the change of the terrain of the level. The plot is unreasonable? But there is a fish civilization in this cave, so it makes people feel as if it doesn't matter if the terrain is automatically changed. So, go a step further, let the protagonist suddenly pull out what beam gun is also normal, do not care about the details.
Therefore, "Diver Dave" is intuitively quite a "stitching" game, in addition to the core light "meat pigeon" exploration and simulation management, there are equipment manufacturing, capture collection and other common and mature systems in other games. Today, this practice may not be surprising at first glance, just like eggs must be put in egg fried rice. But the producers have their own proper understanding of each sewn system, so that many elements can be organically combined and work together to serve the core, even if some are not "perfect" or "amazing". But it's enough to achieve a very comfortable result.
The person in charge of the fish collection system wears this on purpose and basically knows who likes to collect elves.
It's all right to use manatees to farm at the bottom of the sea. Well, no problem, so, just like the famous saying "if it's worth doing, then make a big one" in the MythBusters, one of the bibles of Aizhai, many places in Dave the Diver simply follow these words and crazily fill in all kinds of interesting content. it also crazily pulls up to give people a good impression.
In terms of fun, what surprised players most intuitively at first was a variety of exaggerated pixel animations. Many parts of the game, such as weapon enhancement, food enhancement, etc., will insert a pixel animation with a very exaggerated temperament of "Chinese small master". What is happy after eating the food, like flying into the sky and cracked into fireworks and so on. The sub-mirror, dynamic performance, sense of rhythm, salute intention and so on of the animation are so powerful that it is not too much to describe them with handsome and cool words.
The necessary "exaggerated fantasy time" animations have dumbfounded players, producing a "no bar" sigh. By contrast, even the masterpiece "biochemical Evil 4" does not make a businessman's jingle animation when strengthening guns, showing players how the gun is changed. According to common sense, omitting this picture seems to be quite "standard", but "Dave the Diver" has been realized for you.
Not only that, "Diver Dave", the same type of animation is often more than one segment, or further, but also from time to time with the music to play MTV, really with tricks, will not be bored. The animators of the production team seem to have 10 livers, or they just want to show these interesting talents, which is almost "scary".
"Dave the Diver" is priced at 80 yuan. With the progress of the game, one after another emerging subsystems, small games, people gradually have a kind of "I only spent 80 yuan, is it really okay to have it?" what aquarium box-type fish farm, farming, Mini Game everything is complete, and most of them are not completely independent, basically more or less linked to the core play, core resources, is simply a comprehensive civilian 3A game The content is far beyond people's conventional perception of games priced at 80 yuan.
In one breath to satisfy all your ocean story fantasies, such as the whale, especially at the end of the pre-emptive experience version and in the middle of the main line, the production team released a must-kill-an event that happened in the supporting character's dream. No more details. In this incident, the production team invited an opening animation of an otaku game, along with a very appropriate interactive game. Oh, my God, in this overall "poor" pixel game, I can see exquisite × × (spoiler protection) and pretty girls! In doing so, it is not even clear whether it should be regarded as egg linkage or in line with the theme, isn't it a bit too curly to develop games like this?
To make a less rigorous analogy, it's like going to a small fast food chain, just trying to buy a set meal, only to serve a full table with a quantity and quality far beyond the conventional concept. This is enough for players to shout out all kinds of exclamations from the bottom of their hearts.
There are too many "over-kill" places in "Dave the Diver" to be introduced at all. it's a large amusement park. For example, more than 100 kinds of fish based on reality are all star species in marine documentaries. For example, all kinds of auxiliary props that you can't think of, various ways of playing, weapons with stalks, and so on. The production team is simply showing off their skills and giving them to the world, as if they can hear the production staff growling at the sky: "screw the cost limit!" As a beneficiary, it is difficult for players to refuse to support such a "madman". In fact, the content of the pre-emptive experience version is already worth the ticket price, and the experience is really far beyond the average age.
As an additional warning, please do not use the content density of "Dave the Diver" as a reference to other games, which is really a bit unfair.
The main plot even takes into account the serious concept of environmental protection, but also teaches the design concept of "Zibo Barbecue". When I first launched last year, I wanted to introduce the game, but it was difficult to find the right words to summarize the play feeling of "Diver Dave". Now, with the help of external forces, it is finally explained-although it is not too comparable in degree, it is somewhat similar to "Zibo barbecue". "Zibo barbecue" is popular not only because of food and eating, but also because of the legendary intimate care of the attitude of tourists. The production team piled up a lot of details in the game, even if there were many flaws caused by lack of ability, but it showed a convincing attitude-trying to consider the player's game experience.
This matter is simple, and even should be the soul of video games, but today's games, especially masterpieces, are inevitably limited by a variety of commercial indicators that are not directly related to gameplay and may even run counter to it. Or timid in accounting costs, and some individual independent games will inevitably fall into the paranoia of the producer's personal artistic expression.
All kinds of pre-situations eventually converge in front of the players, resulting in an effect similar to the real travel dilemma-each link does not put the consumer experience first, but only the consumer wallet first, and tourists often spend money but are unhappy, or even suffer in turn.
And "Dave the Diver" has given players a feeling from the beginning of the game that the production team must have personally (I must emphasize this "in person") played their own games, so all kinds of defects that have appeared in other games, which make players uncomfortable, crazy, disgusting and unhappy, it tries to correct, iterate and evolve as much as possible, reflecting a clear subjective attitude. Even if some of the actual results are not achieved in one step, it is enough to make people feel sincere.
Indeed, some experiences, not limited to taste, are fair to everyone, for example, the core part of restaurant management. At first, according to the guidance of the novice, players have a preliminary understanding of the role played by Dave in the business model, to pour tea and serve plates to the guests, there is a small reward for success and a small punishment for failure. This is not surprising. But if you add that Dave is a fat man and walks slowly, you also need to remember the order of the dishes, although it is really busy fun, you can also feel the unexpected hard work at the end of the night, and it is easy to think, what if it is so troublesome every day in the future? This is also the reason why many people abandon the pit "messing around in the kitchen". No matter how to play the masterpiece, who wants to play a game so tired?
This truth is like travel, entertainment rather than work. For example, mountain climbing, just enjoy the scenery, once or twice is enough, climb the same mountain every day, that is a forest ranger, pick mountain workers, the mood must be different. Therefore, the production team of "Dave the Diver" followed this logic. The day before, players found it a bit troublesome to play, so they immediately pulled out the "shop assistant hiring" system to help players iterate the experience. Shop assistants generally run much faster than Dave, and because of the AI, they do not misremember the menu and the risk of failure to pour tea manually, so players are encouraged to be comfortable "shopkeepers" and focus on management from various angles. At the same time, this does not prevent players from doing what they like to do in a busy store. For example, I like to pour my own wine, which is called "cyber tourism".
In terms of operation and play, it is not easy to achieve an ideal balance between mindless and complicated, but the above is only a detail of the design logic of "Diver Dave", and there is a similar temperament in all the subsequent design links of the game. Regardless of the trouble, the production team does everything possible to protect the players' happy mood of the game-even if they take painstaking and meticulous efforts to do a very specific operation and play, but as long as the players may not be happy, they have the courage to "consume" it in front of the players.
For example, the part of the Boss war. The Boss war of action operation is actually added to the simulation game? At first glance, it seems a bit outrageous. After all, players may choose simulation operation because they are "disabled" or do not want to experience something too exciting. They want to use their brains rather than their hands, just like going to an amusement park to choose a merry-go-round instead of a roller coaster.
However, there are still several enterprising and interesting Boss battles in the main line of Diver Dave. Visually, even Dave, who is as wide as a fat man, is very small compared with the huge bodies of those Boss. This contrast, coupled with the exaggerated and shocking performance effects of Boss, has a somewhat "soul" impact, which can not help but make people feel excited.
A showdown, it looks like a delicious giant boxing mantis shrimp! But in action, the producer takes good care of the players. Most Boss do not feel like a "soul" scoundrel, and even appear to be "very polite". Whether through the action or sound to create the action before shaking are more obvious and regular, for fear that players will not notice what they want to do next. Boss never ignored martial arts by virtue of the advantages of aquatic animals, and by the way, they also caught up with the parts that the production team may not be very good at designing action games.
In operation, the core form of Boss warfare is not all action logic, although it is an open design, it can also be hard, but under normal circumstances, it still tends to solve puzzles. Players need to calm down, carefully observe and understand their opponents' actions, and sometimes even Dave himself will give hints directly, and then use some special interactions provided in the scene to help Dave solve the current difficulties-yes, use your head. The producer knows very well that the person who buys his own game is not here to play Dark Soul, which is too rare.
I died in the whole Boss war, or because I was not well prepared and unexpected, and the overall experience was good and smooth. I even felt that the production team was trying to take one more step and try to avoid "killing at first sight." In addition to the protagonist's own hints, there were several Boss battles when I thought I was going to die, the "drama crew" magically delivered supplies in time. A coincidence, not a coincidence, either there is a design mechanism, or the system accurately calculated the behavior of the player, almost afraid that you will not be able to pass for the first time. There are some chase battles that seem to end until the player is almost dead, in order to let the player experience enough tension without giving failure punishment, just as tourists expect when they travel.
Because there are other delicate kinds of auxiliary support in the battle, such as being able to reopen in place, the whole Boss war feels very good. It achieves the functions of Boss warfare that should have been achieved in the game, such as passion, cheerfulness, and sense of achievement, without giving players any additional burden-the producer generally knows why, why, and how to add this element. Many of the other elements added to Dave the Diver are clear enough to feel a similar effect more or less.
To sum up, this design idea is nothing more than the hope that players can try to experience all the content at once, and there is no need to waste life and repeat it many times. The experience of "Dave the Diver" made me wonder: from the player's point of view, although the pleasure of counterkilling after 100 deaths is very great, it is generally less than 100 times the pleasure of dying once or not at all, so I play a game. why die 100 times?
Why? Is it true that many people don't even think about it, but just go to play when they hear something fun?
"We don't want honorable players to waste their time on the road, so we put the tools here." count casually, there are really too many pure sincere and cheerful experiences in this game, which makes some games self-righteous. I only think about how to "shrewdly grasp" the "smart" business design of the player's psychology. The matter itself even jumped out of the game and had a realistic sense of pleasure.
For example, in the fish farm in the game, two fish of the same kind can reproduce, so don't "pursue the truth" and divide them into male and female, which forces players to catch fish repeatedly and fight with random functions, wasting game time, which is meaningless. This is a video game, not in line with the player experience, the filter of the reality, it is necessary to kick its ass!
Or, for example, QTE, a design that has deeply poisoned a generation. I can clearly feel that QTE in "Diver Dave" is designed as far as possible according to the original ideal form of QTE, through a very simple and friendly keystroke interaction to increase the player's immersion experience, rather than deliberately making the judgment time very short, embarrassing players, wasting time and rubbing repeatedly.
Especially in the part of harpoon play that players use most, its effect is always gain. QTE presses the right button to give the prize, but it's okay to press the wrong button. In the relatively "deadly" cooking session, QTE interactive performance is particularly good, let people feel that the original QTE is not torture, anxiety, and even slightly upward mouth.
There are too many, because of the word limit and spoiler protection, let's stop.
The ocean has fished for fish, so of course there will be an "aquarium". How can it not be done?
The graphic design of "return to the City Point" can really feel that developers are trying their best to provide convenience. In short, I can feel from all angles of play that the production staff just want to put the player's comfort experience first. The developers probably know which piece the players play and what they expect most in their hearts, and give frank feedback to the players with straight ball-like content, so that the game can be played inside and outside very "Zibo barbecue". Comfortable, really comfortable.
This also makes me associate the image of the producer with the manager of the sushi restaurant who pursues quality in the game story. The store manager, Ban Qiao, is a man who pays great attention to his works and does not stick to one style of meticulous polishing. He often said that he should use fresh and extreme cooking to impress guests and refine his cooking skills. In reality, isn't this "the ultimate game experience that players should have"?
"Dave the Diver" thus has the same flavor.
Yes, I can feel that the producer of "Dave the Diver" is like a partner who drags you to play in the super amusement park. There are a lot of wonderful things waiting behind. He wants you to visit all these rich play experiences as soon as possible. I'm afraid you won't go any further and miss it. If you use the two temperament of a house all over the game, the title of the light novel is "We are super rich in content, and we can play for a long time without using some boring low-end means to get stuck with players."
Although the main line is over, the final plot and the layout of the fish farm clearly suggest that there is a follow-up. Continue to look forward to the last chat before getting on board. Admittedly, Dave the Diver is not without shortcomings, but many of them are hidden well enough. For example, the action AI of fish, especially hostile fish, is relatively single, which may be a disaster in other action games, and some players do express dissatisfaction in the comments area. However, since most of the fish in Dave the Diver are real-life fish, and we can understand by common sense that fish can only flutter in the water like this. From the point of view of collection and play, players certainly hope that hostile units will be appropriately simplified and not too difficult to deal with. Superimposed from various angles, this "single action AI" is not a big problem.
Also, there is a certain amount of Bug in the current version. I happened to encounter it myself during a night dive, because I hit the wall with a harpoon and killed the fish, resulting in a lock in the view and had to be reopened. But in my entire 30-hour official experience, it was the only time.
In addition, the game yesterday (July 3) hot update, some inexplicably added the farm props shopping restrictions, temporarily do not understand what the logic is, my customs file is also more difficult to test its specific impact. However, seeing that players at home and abroad are unanimously reflecting this problem, I believe it will be further adjusted in the future. The production team is really crazy to change, and today we will release patches to modify other key Bug.
In addition, it is too late to describe the obvious mass of tribute and play in the game, and this production team is so homey that it is covered like a carpet. They don't have to make any colored eggs at all, because the whole game can be colored eggs. After all, even the list of production staff at the end of the list is a laughing flower, very old game temperament. This can not help but remind people of the GAINAX company that used to do dead house animation, every drop of hard work is love, there is no way to score points.
"I just want to make a serious stereotype to eliminate it."
Along the way, there is also an emotional place from the perspective of the times. Many of the salutation designs used in Dave the Diver generally favor the cognitive system of older players, and many deliberate parodies are mostly in the 1980s and 2000s. For example, a certain body number is RX-93 (character in "Mobile Warrior: counterattack Shaya") rather than ASW-G-08 ("Mobile Warrior Gunda: Orphens of Iron Blood"); for example, some players will criticize that a certain segment of "dividing cells" is too difficult, which may make some experience differences for some young players.
It can also be seen in the Steam comment area that some players are confused about the addition of the official version of the electronic pet system and do not understand why they added this, thinking that the production team is wasting production resources. But for many veteran players, this is quite affectionate, and even some old guys in front of the screen had a childhood dream of having it. If you want to make an analogy, it may be like in which "8A masterpiece" 20 years later, players can play the draw game of "ten consecutive must in a row and limit UR" in the game.
Oh, hell, I haven't praised it yet. It's not colorful, but it's good enough to match the music. As such a wonderful spiritual food, this is an indispensable condiment! However, I think it will take too long for this article to be written for a long time, both for me and for my readers.
In short, if you want to choose a cyber resort this summer, you can try Diver Dave as long as you are not very resistant to simulated operations, are interested in marine life, and like seafood restaurants.
No, maybe this article will become more and more "broken" later, because trying to keep a formal description is my limit. I'm going to open the game and continue fishing. Excuse me at the speed of light.
A wonderful experience that you deserve this summer.
+ extraordinary content with equal emphasis on quality and quantity
+ unique simulated diving experience
+ foodie Happy Tour
+ take good care of the players' feelings
Shortcoming
− individual Bug
Some inevitable "liver" defects in −
− beats its peers, boosting players' appetite.
− may be greedy to eat more and become Dave.
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