Rebirth of the Game Pioneer
Chapter 314 The tragedy of the dusty years
Chapter 314 A tragedy that has been buried for thousands of years
"Deep Sea Trek" is a deep sea-themed sandbox survival and construction game. From this point of view, it is actually the same type of game as "Dyson Sphere Project".
It seems that the sea is far more familiar than space, but in fact, even today, people's exploration of the sea is still only 5%, so whether you are an ocean fan or someone who knows little about the ocean, you can play the game Enjoy an exploration experience full of unknowns.
What is different from "Dyson Sphere Project" is that "Deep Sea Trek" does not use a random method to generate maps, but builds a magnificent underwater world entirely through artificial time and effort.
Random generation of maps has the advantages of random generation, but its disadvantages are also obvious. For example, rough and single modeling is the most difficult flaw to overcome. After playing for a long time, it is easy to develop visual aesthetic fatigue.
In order to achieve the most extreme and realistic game experience, "Deep Sea Trek" would rather spend a lot of energy than be lazy and save trouble in this area, and they did achieve the results they wanted to achieve.
Many players who have played "Deep Sea Trek" may not know that the development team of this game is only an independent studio of about 20 people. Yes, this game that is not inferior to many 3A masterpieces is actually a Indie game.
After being launched on Steam, "Deep Sea Trek" has maintained a high score of more than 9 points, with a praise rate of more than 95%, and successfully won the Best PC Game Award in 18. In the year of its launch, the sales volume on various platforms exceeded 600 Ten thousand.
In fact, many players confuse sandbox games with open world games, mistakenly thinking that sandboxes are open worlds and open worlds are sandboxes, but this is not the case.
To be honest, the two game types do have similarities in many aspects, such as a high degree of freedom, a large amount of game materials, and the need for more storage space than ordinary games.
It is actually not difficult to distinguish the two games. It is very simple as long as you figure out what the core fun of the two game types is.
The core fun of sandbox games lies in creation. Players constantly explore the game world and use various collected materials to build various things. This cycle repeats. The charm is that players can shape it through their personal power. What you want can even change the world, like "Minecraft", "Don't Starve", "Dyson Sphere Project", "City Skylines", etc.
The core fun of open world games lies in exploration. The world of the game has already been preset by the game designer. All the players need to do is to experience the careful design of the map and world by the game designer through exploration. Through exploration, they can see themselves. The character grows, and through exploration, you can experience some unforgettable things and gain memories.
The difficulty in making an open world game lies in shaping the world view and balancing the player's degree of freedom in the game. Excessive restrictions on the player's degree of freedom will lead to a game that is not open at all, but excessive openness will lead to a loose plot and give players a sense that although the game is constructed The world is big, but it feels empty.
The fun of open world games is actually the same as traveling in real life. Traveling means going from a place where you are tired of staying to a place where others are tired of staying. Traveling is to see things that you can’t usually see. But if you go far If you find that what you see far away is the same as what you see at home, it loses the meaning of travel.The same goes for open world games. Players will not see exactly the same scenes wherever they go, hear familiar stories wherever they go, and receive familiar tasks wherever they go.
A good open world game should give players a sense of rich enough content, but they will leave them feeling unfinished until the end of the game.
A good open world game does not give players absolute freedom, but relative freedom.
A good open world game does not make players run like war horses, but gives players a motivation to explore from within.
A good open world game should not just let players feel that the map is huge, but should also let players feel the meaning of exploration.
Its outstanding masterpieces "The Witcher" series, "Zelda: Breath of the Wild", "Assassin's Creed" series, and "The Elder Scrolls 5: Skyrim" are good examples.
In simple terms, sandbox games allow players to be Gods, give players a sense of control over everything, and satisfy players' desire for construction and sense of achievement; open world games allow players to be travelers, exploring what game designers have carefully designed for them. Prepare for surprises and discover the various secrets hidden in this world.
After having a clear understanding of the two games, you can find that compared to open world games, sandbox games actually do not pay much attention to the plot. They can have it or not. For sandbox games, the plot is more important. Sometimes it is more like a gift, like chicken ribs, tasteless to eat, and a pity to throw away.
Even if many sandbox games have plots, they only dare to give a simple background. After all, doing too much and being too complicated is likely to be counterproductive and put the cart before the horse.
The great thing about "Deep Sea Trek" is that it not only achieves the core fun of sandbox games without any compromise in the gameplay, but also provides players with an extremely clever plot story.
"Deep Sea Trek" is said to be a sandbox game, but it itself has many characteristics of an open world game. The game makers have perfectly integrated the two gameplays of construction and exploration through extremely clever design.
The protagonist of the game is a member of Altera Corporation. He followed the company's long-distance spaceship "Aurora" to another galaxy to build an interstellar phase gate. However, for some unknown reason, the spacecraft entered the atmosphere of the planet numbered "4546B" and was captured. Hit by a high-speed energy pulse from an unknown source, the spacecraft was damaged and crashed on the planet. Most of the crew members died on the spot, but the protagonist and a few people took escape capsules to save their lives.
Due to the huge impact of the spacecraft explosion, the equipment in the escape capsule was damaged, and most of the data in the system was lost. Players can find many shipwrecks dropped by the Aurora nearby. By scanning these wreckage, players can Obtain the blueprint of the corresponding item. After possessing the blueprint of the item, as long as the player obtains the manufacturing materials required for the blueprint, the player can directly synthesize the corresponding item through the synthesis station.
It is precisely because of this design that an adventure begins where he has to go out to search for various materials and blueprints in order to save himself.
When the player repairs the damaged equipment in the escape cabin, he will immediately receive a message from the radio device. This is a distress signal sent by his companions who also survived the accident. Without a task list, this message It assumes the responsibility of guiding players to promote the development of the next plot according to the designer's arrangements.
The ultimate goal of the player's game is naturally to create a flying vehicle to help him escape, but such an ultimate goal is still far away at the beginning. If the player's exploration in the early stage of the game does not have any guidance, it must be aimless, and radio The signal becomes a good guidance point. After having a target, the player will take the initiative to grasp this only useful information and rush towards the coordinate position attached to the signal.
When the players arrived at the coordinates, what they found was a damaged escape cabin that had completely sunk to the bottom of the sea. There was no one in the escape cabin, only the remaining crew logs.
(End of this chapter)
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