Latest Post

Let’s talk about the launch of SLG “Three Strategies”. How many industry perceptions has it broken? Japan follows the EU in enacting new laws: forcing Apple to support third-party app stores and third-party payments
【Game-Time News】

In recent years, the popularity of the open world fusion track has become difficult to ignore. From “Ruins”, “Hall of Valor” to “Phantom Beast Palu”, there are hit products on the market almost every year.

At the same time, the layout of domestic manufacturers in this field has gradually become clear. And this summer, the first high-quality open world fusion new product that players see is likely to come from NetEase.

NetEase’s “Seven Days World” is a supernatural open world survival game. The official has officially announced today (June 8)The game will be launched globally on July 10, and will be first released on the official PC, Steam, and Epic websites.

As a global product for both PC and mobile phones, the game was first tested overseas and received good reviews. In April this year, it completed another round of testing in China and received recognition from many players. It is understood that “Seven Days World” will also participate in this year’s Steam New Product Festival.

Earlier this month, Game Gyro had the honor of conducting an exclusive interview with Mr. Wu Di, the chief planner of “Seven Days World”, and conducted an in-depth discussion on topics such as global eye-catching themes, high-quality open world fusion gameplay, and player ecology.

The following is the transcript of the interview, which has been adjusted for easier reading:

Talking about new weird stories: “Weird” should be combined with daily life

Game Gyro: How do the weird story elements of “Seven Days World” stimulate players’ curiosity to explore the world?

No Dysprosium:We want to give players a “weird” or fresh feeling to make their experience fluctuate.

People have played a lot of zombie apocalypse games like Resident Evil, or survival games in pure natural environments. The theme of ghost stories can bring freshness to players, which is the core reason why we chose this theme in the first place.

Moreover, the theme of ghost stories can be well integrated with real life. The real ghost stories are not constructed out of thin air, but are derived from things in real life. Its rules or images have changed, which is what really attracts people’s attention and captures people’s hearts.

“Strangeness” must be combined with daily life to be perceived by players.For example, the bus has changed its appearance, but it still travels along the established route. This is actually a point of strange talk. The monsters and scene designs in “Seven Days World” actually follow this idea.

Game Gyroscope: Do many of the strange “anomalies” in the game also originate from this kind of design ideas?

No Dysprosium:The anomaly system is also a core system for us to interpret “Kaidan”. It has been emphasized as a key system in all previous tests. Because in the theme of Kaidan, discovering and containing these anomalies is actually a concept or experience anchor that many works and games with similar themes will adopt.

On this basis, we further designed and presented these anomalies so that they can play a role in the actual game experience of players, including in combat and territory management. These roles are often related to the abnormal characteristics of the objects themselves.

Game Gyro: Specifically in terms of gameplay, how does “Seven Days World” embody the style of horror stories?

Corresponding to the abnormal object system, the acquisition of abnormal objects is actually closely related to the player’s daily survival and gameplay behavior. For example, if the plant you grow vegetables mutates, it will also produce abnormal objects; when collecting or mining, you may also encounter abnormal objects. Players can capture and collect them and bring them back to the territory to play a role related to their production.

The same is true for monster design. The visual image of the monster is naturally part of the theme of the ghost story, but at the same time, its visual anchor point will also become the anchor point of the gameplay. Therefore, when we come up with a new concept, we first think about not only the visual image, but also what the experience will be like when playing.

For example, the monster “Monitor” has a searchlight head as its main monster feature, but after defeating it, this part can be used by the player in battle. Through this design, whether it is a monster, anomaly, scene or mechanism, it can beForming a cycle from visual transformation to experiencethe overall design will be more reasonable in terms of gameplay experience.

Game Gyro: When adding different elements of weird stories, how do you keep the tone of the game world unified?

No Dysprosium:From an overall perspective, various design contents haveDesign languageWhen we promote the addition of monsters, anomalies or scenes, we will give priority to the corresponding design language.

For example, when adding new monsters, our clear design language is mainly based on activity, that is, the limbs and movements of animals and organisms, and then the combination of organisms and everyday objects. We determined this design language through multiple development and gameplay verifications, and any new designs will also follow this approach.

Game Beyblade: Did you encounter any difficulties in combining the theme of ghost stories and the gameplay?

No Dysprosium:We are now exposed to a lot of weird stories in movies, TV shows and literature, which generally have a set of complex rules to explain what a weird story is. At the beginning, we also did a lot of related design from the perspective of the subject matter in the setting of the world and rules. However, in terms of the game experience, excessive design or overly complex rules are not friendly to players.

Therefore, we need to refine things that are directly related to the player experience and simplify unnecessary operations and rules to provide the player experience better. However, grasping this scale is a difficult point.

Moreover, many previous Cthulhu or horror games have deliberately embodied a sense of thriller and horror, but we hope to find a “common denominator” and reach a consensus with the players on style, so that some elements in the game can mobilize the players’ emotions, but not be so scary that the players’ experience is excluded.

Therefore, this is another difficulty that we constantly consider and grasp when implementing the overall style.

Talking about open world: There is no high or low language in game design

Game Gyroscope: In terms of open world design, what is unique about “Seven Days World” compared to other SOC games?

Compared tooverseasThe same category of games, such as “Hall of Valor”, is different in that it is aTrue multiplayerSOC games are different from these games in that they do not require players to open rooms or define their own rooms.

Game Gyro: Some people say that the open world of “Seven Days” is “weakly guided”. How do you understand this statement?

No Dysprosium:A core point of weak guidance is that in the game,There are many ways for players to growFor example, in the current test scenario, we provide players with main tasks with clear goals and guiding paths. This is mainly aimed at more general users or players who have not been exposed to SOC before.

But for more skilled players, it is completely OK if they do not play these tasks and have their own upgrade paths. Players can gain experience and upgrade levels by crafting, collecting or making props, and obtain new crafting recipes and abilities.

Another core point of weak guidance is that the content that players are exposed to in the open world, including the system and gameplay rhythm, cannot be completely restricted by the game designers.

So we try our bestMake the guidance in the game relevant to the situations that players actually encounter.This is a point we continue to improve through repeated testing and obtaining player feedback.

Game Gyroscope: From an open world perspective, what is the main driving force for players to explore in “Seven Days”?

No Dysprosium:In fact, different players have different exploration goals, but the core is to gain a sense of accomplishment. We also collected a lot of player behavior patterns and gameplay feedback during the test, and found that different players gain a sense of accomplishment in different ways.

In fact, this is also the core manifestation of freedom. We will not distinguish between high and low target values ​​of players. You can play our game the way you want.

Game Gyro: In recent years, manufacturers have made open worlds more and more canned, and the designs have become more and more stereotyped. What do you think of this phenomenon?

No Dysprosium:First of all, we can make it clear that a canned open world does not mean it is not fun, it is just more standardized, rhythmic, and detailed in terms of guidance and content control. For example, although “Ghost of Tsushima” is a canned open world, it is not unfun. On the contrary, it is the most fun canned open world I have played in recent years, and it is even more fun than many “Assassin’s Creed” open worlds.

On the other hand, the core point is what type of product it corresponds to. If you want to make a plot- or character-driven game, I think a canned open world is completely fine, and all you have to do is to do a good job of quality control. But if you want to make a more open SOC experience like “Seven Days World”, you have to start with how players can explore, discover, and grow independently.

There is no high or low language in game design, only which one you want most and which one is most suitable for you.

Game Gyro: What proportion does social interaction account for in games?

This social interaction is not based on a system of master-apprentice or marriage relationships like in MMO.Players can achieve higher survival and production efficiency through social interaction and enhance their actual gaming experience.

In this test, players have actually formed a relevant social sandbox ecosystem, and we don’t impose too many restrictions on this. For example, players will spontaneously use some neutral camps in the game as a trading market, or gather in areas with better natural landscapes and richer resources.

After the spatial distance is shortened, players can form a social relationship that is relatively more in line with the game experience. You can understand that we are trying toOpen world combined with social relationshipsrather than social relationships based on system interfaces.

Chat about the system and gameplay of this season: Finding the solution to the SOC game

Gyro: “Seven Days World” adopts a seasonal system. What is your understanding of the script?

No Dysprosium:What is a script? We package the different rules, content, and areas in the game into a script. Similar to playing a script-killing game or reading an infinite flow novel, players can enter one world after another.

Why do we need to make scenarios? Because different players have different levels of experience in SOC. Some prefer casual construction, some want a PvP environment with high freedom of confrontation, and some want to experience a more rigorous and challenging PvE survival environment.

We hope to satisfy all types of players as much as possible without screening, so we want to provide players with different experiences under the rules through scripts, such as hardcore survival, free lineup confrontation, etc. In fact, it is a bit like a stand-alone game MOD, which can change the rules and bring new experiences to players.

Game Gyro: How do you balance PvP and PvE gameplay?

No Dysprosium:When we launch a scenario, we will tell players that this is a PvE-based scenario or a PvP-based scenario. They cover different rules and structures, and we also hope that players can choose freely.

In addition, we found in the test that players are not so fixed in their attributes of PvE and PvP. In many cases, players’ habits tend to be: I prefer PvP, I want to try the PvP of this game, and I think it’s good after playing it; but in the next cycle, some friends may want to play PvE together. Of course, the reverse is also true.

Therefore, we build PvE and PvP scenarios for players through scripts, and the power of choice is given to the players.

Gyro: Do ​​you feel that this season’s format has helped you solve a lot of problems?

No Dysprosium:Or we can’t say that it helps us solve the problem, but it is a solution for the problems that may arise in SOC games. As for whether this solution is OK, it needs to be further verified in the operation cycle after it officially meets players in the second half of this year.

Game Gyro: What are the thoughts of “Seven Days World” on the seasonal system?

No Dysprosium:The core of the season system is that we don’t want to bring a continuous accumulation or a lack of freshness. Therefore, our scripts have a cycle in a season. After the season ends, you can experience the next script; or restart the script with your friends. In the new season, the challenges he faces and the players he encounters may be different.

This is a design we must make when we want to achieve an authentic SOC experience, because if the player’s data growth and material accumulation continue to expand, it may eventually become like an MMO.

At the same time, the player’s season accumulation can be transferred to his own Eternal Island, but when a new season starts, there is a limit on how much supplies I can bring into the Eternal Island.

Gyro: Is story an important element in this season of the show?

No Dysprosium:The plot story is not that important, we prefer to allow players to realize their own stories through different rules and environments.

For example, in a hardcore survival game, players have to survive in harsh weather conditions or a scarce supply environment; if it is a camp confrontation game, players have to choose their own camp and work with their comrades to fight against players from the other camp by accumulating supplies and competing for resources.

This process does not involve telling a earth-shattering story, but rather players can form their own experience based on the rules.

A map can be organized into units and regions to form multiple different scenarios, achieving a reuse effect.

Game Gyro: I noticed that you also added the Palu-like gameplay?

No Dysprosium:The first thing we thought about was what the core impact of Palu-like was on Seven Days World. The game itself is a game with a relatively low threshold. These Palu can improve the production efficiency in the territory and provide players with a certain emotional value.

For our game design, if players are required to always rely on their own materials and supplies, it will be a great burden. Because for survival games, the resources consumed in the early and late stages are in different proportions. By adding automatic production and automatic collection functions to anomalies, we can make the player experience smoother.

Game Gyro: It seems that “Palu” is very compatible with your way of playing?

Game Gyro: What are the differences between the shooting gameplay of “Seven Days World” and other SOC games?

No Dysprosium:On the one hand, unlike purely realistic shooting games, we have added some linkages with peripheral systems, including the build system and the anomaly system, to create a relatively rich gaming shooting experience.

On the other hand, the shooting battlefield will be more open, especially around defending one’s own territory, capturing other players’ strongholds, and PvE and PvP battles. Players can be exposed to a variety of shooting environments in the game, and choose the combination that they find more convenient and effective.

We hope that players can try their best to match the game to the combat environment of the big world, and we will not tell players that there is a pre-existing solution.

Talking about commercialization: Abandoning artificial krypton gold points is a change of the times

Game Gyro: What was your original idea behind the slogan of “de-numericalization”?

No Dysprosium:For us, “de-numeration” is not a difficult decision.

We are a SOC game. Resource collection, production efficiency, and player growth in SOC games are all very important for the experience. If we sell numerical values, some players can get excess resources or stronger numerical strength faster by paying. Then, the SOC experience of a corresponding season or a game will be difficult to enjoy.

A core point of SOC games is that players need each other. So in order to give players a better, more authentic, and fairer SOC experience, we choose not to sell values ​​at all.

Game Gyro: So how do you commercialize it?

No Dysprosium:Two points. The first isPayment for services——Of course, we will be very careful to consider its boundaries and not do anything related to data acceleration.Appearance paymentincluding the appearance of vehicles, characters, and territory homes. Its appearance editing function will be further expanded in the future.

From a design perspective, this decision is inevitable. The game must first make me play it, and then I will be willing to pay, rather than artificially creating krypton gold points to force me to pay. I think this idea is a very important change in this era.

For players, when they play the game, make some friends in the game, and recognize its sense of immersion, they will naturally want to decorate their homes and dress up their characters – the core point is to make players identify with it. If players do not identify with your game and are unwilling to play your game, there is no way to talk about paying.Numerical payment will destroy the SOC experience of our game.This is also the most crucial point why we do not do value-based payment.

We have already conducted paid tests for the curtain test in April. The results have met our expectations and strengthened our confidence.

Gyro: As a new horror style game, what are your thoughts on the appearance design?

No Dysprosium:On the one hand, the appearances we launch will form different themes, and we will also use these themes to communicate with players, including domestic research based on the QQ platform and social media, and overseas research based on Discord.

I believe that with such a relatively complete design, research, review and iteration approach, it is not difficult to find an appearance design that is in line with the overall world view and tone of our game and is popular with players.

Talking about categories: It is the players who teach us how to play games

Game Gyro: SOC games have been popular on Steam for a long time and have always been at the top of the hot play list. What do you think of this category?

No Dysprosium:This is a broad topic. I can try to explain from my personal perspective why SOC games are so popular in the international market.

I am also a deep fan of SOC. In the past few years, during the development of “Seven Days World”, I have been communicating with players and collecting their feedback through testing. I think the core charm of this category is that SOC games do not teach players how to play games. We set up the stage, provide rules, and let the players play in it themselves.

From previous tests, in most cases,It is the players who teach us how to play this gameFor example, how to use the mechanism, how to form an ecosystem of mutual transactions, confrontation, and cooperation, this is the most attractive part of SOC games compared to general MMO games. In this type,Players are less restricted by rules and regulations.

Many excellent SOC games have emerged in recent years, such as “Children of the Forest”, “Phantom Beast Palu”, “Mist Lock Kingdom”, etc. The reason why there are always new popular products is that they provide players with a different world, where players can always find new things. Therefore, if you want to make SOC games in the future, you must find a point that can bring different experiences to players – don’t make homogenized things, and ensure that your technical quality is good and the feedback given to players is positive.

Game Gyro: So it is important for SOC games to bring a sense of surprise to players?

No Dysprosium:Yes, from the basic cycle, SOC games do not go beyond the basic framework, survival, construction, exploration, and combat. But you will find that different games – such as “V-RISING” is a vampire theme, “Mist Kingdom” is a traditional fantasy theme, and “Metamorphosis Paloo” is a Pokémon theme – people will interpret and present SOC in different ways.

Because SOC is a game in which players can use their own hands to get different gaming experiences.

Game Gyro: What surprises have players brought to you?

No Dysprosium:For example, the experience of creating connections between multiple modules with high degrees of freedom. Some of it was considered and designed by us when setting up different systems; but there are also some parts that we may have discovered after players played the game, and then we retained and strengthened it.

Game Gyro: Actually, the sense of surprise is mutual for developers and players?

No Dysprosium:Yes, this is also the reason why we wanted to do co-research testing in the beginning. We wanted to communicate and exchange with players as soon as possible.

On the other hand, we also want to clarify the upper limits we can continue to raise and the design boundaries we need to understand through continuous testing and communication with players. I think co-research and testing is a very valuable point in the development and promotion process over the past two years.

Game Gyro: Based on your observations, what are the different demands of overseas and domestic players for game content?

Different scenarios have different requirements for social structures, and not every scenario requires a social structure of 20 or 30 people. Therefore, whether you are a lone wolf player or a player who prefers to play with friends, you can choose a scenario with less social complexity.

Leave a Reply

Your email address will not be published. Required fields are marked *