Leave the hustle and bustle of the city, get on the train that leads to the countryside, and live a quiet and comfortable life in Komori. The warm and simple Hayao Miyazaki’s painting style, accompanied by the soft and beautiful singing, at the moment when I see the blue sea and blue sky, I seem to be returning to my childhood in a trance, and all kinds of pure beauty began to circle in my eyes.
Recently, I can always recommend the life of Komori on the homepage of various game platforms. Driven by curiosity, I clicked on the promotional video of Komori’s life. My heart was touched, so after a moderate trial, I wrote some information about the game system. Analysis and insights.
The vegetable planting system of Komori Life is not like traditional farm games that can be quickly planted and harvested with one click. Instead, it refines the actual planting process-buying seeds, reclaiming, sowing, waiting for maturity, fertilizing, harvesting, and picking. A simple way to present, I call such a mechanism “simplified reality”. Simplified reality can give players a more realistic experience, making people feel like they are really living on a farm life, and at the same time reduce the cost of actions for players. Players only need to swing a hoe or a sickle to complete the behavior, so that the player will not feel the operation It’s cumbersome, but this kind of real experience can only play its positive role in the early and middle of the game, because in the latter part of the game, the player’s needs are not only to experience immersion, but also to quickly obtain resources. Players need to open up more land. To grow more vegetables, to meet these needs, new mechanisms must be introduced, such as adding robots that automatically plant or harvest vegetables in the later period, or increase hired personnel to help plant or harvest vegetables. These mechanisms can set a relatively high threshold for use. It can be guaranteed that they will only play their role in the later stages of the game.
Including woodworking, forging, cooking, production of feed, and clothing production, because these functions use a certain type and quantity of resources to synthesize corresponding items. Even if they are divided into different functions, they are all included in the production system. Resources synthesize items. The mechanism of is not uncommon in other simulation development and survival games. It is also a common mechanism for making full use of in-game resources to enhance the player’s sense of purpose. However, the production system of Komori Life has some technical problems. One is that different production platforms determine that the mechanism for players to approach the display of corresponding function options is unreasonable. For example, if the player approaches the forging platform first, the interface will display the forging options, but when the player starts from the forging platform When moving to the woodworking platform, the interface still shows forging options instead of woodworking options; second, when the item is completed, the game interface will become extremely stuck, and after receiving the item, it will return to normal. I guess the stuck is due to the successful production. Due to the particle effects attached.
The learning and production of cooking in Komori’s life can be done manually. Players can peel, cut, and fry the ingredients with both hands. After working hard to make the exquisite dishes, they can also take photos and share them with friends. The cooking mechanism is an operable 3D recipe, and it is also a simplified reality. Players can more easily immerse themselves in the process of making food, and at the same time it can bring a little sense of accomplishment.
Komori’s resource collection system can be summed up in three words: cut, dig, and pick. Players can use an axe to chop trees to collect wood, use a pickaxe to mine and collect metals, and use gloves to pick plants. This is an important way to obtain basic resources in the game. The planning of Komori’s life is not too difficult for the player in this regard, because whether it is wood or metal, you can successfully collect it with just one axe or a pickaxe. When you cut a tree, the tree will fall down with you, which is also interesting. local. The resource collection system continues the style of simplified reality, but the collection system has a similar problem with the vegetable growing system, that is, it cannot meet the players’ short-term demand for a large amount of resources, because the amount of single resource collection is small, the resources are shared by all players and the resource refresh time The long reason is that the average time for players to collect resources for a mission is longer. This will inevitably make players who are decompressing for leisure feel annoyed, but the shrine of Komori’s life can alleviate this problem to a certain extent.
Shrine (kan, first sound)
Forgive me for always thinking about being a Shenlong before I checked Baidu, but his mechanism is indeed very similar to Shenlong, that is, the resources players wish for, and it can satisfy your wishes 100%. I would like to call it resource white. Whoring machine, this mechanism solves the short-term demand for a large number of resources by players I mentioned above, and this has also become a consumption point in Komori’s life. The shrine has a cooling time after each wish, and money can be reduced. Cooling time.
The home construction system is standard for most simulation development games. In Komori’s life, the player initially owns a dilapidated wooden house, and as the game progresses, the player will gradually repair it, decorate it, and finally build it. This is your own cozy little home. In this process, players can gain a sense of belonging and accomplishment. The cabin is not only a model in the game, but also a habitat for the player’s soul.
There are many game mechanics in Komori Life that are well integrated into the sense of reality. Take the rest mechanism as an example. In order to control the player’s game progress, physical strength and fatigue values are added. The player’s work will consume physical strength (rest and food can be recovered), and fatigue The higher the value, the more physical energy is consumed by a single work, and the physical strength and fatigue value can be restored through rest, which not only controls the player’s game process, but also does not make the player feel incompatible. In addition, most of the chairs and beds in games are only used as decorations, which can only be seen and cannot be used, but Komori can sit on a chair or lie on a bed to rest, which also reflects the game development team’s polishing of details to create a sense of reality.
Fishing and hunting
As a village simulation game, in addition to growing vegetables, Komori also has to hunt small animals. Komori’s tool for hunting animals is a small slingshot. Whether it is a hen, a rabbit, a wild boar or a groundhog, the slingshot falls to the ground three times, always feeling the lack of a sense of tension during hunting and a sense of accomplishment after hunting. Komori’s fishing and animal capture have been added to the game of music, which increases uncertainty while acquiring resources, which can be regarded as a compensation for the lack of hunting experience.
Character decoration is a common system in most games. Players can seek the identity of others through beautiful and outstanding clothing, satisfy their vanity, and find a sense of belonging from their own clothing style. The clothing system is also an important point of consumption in the game. , Komori’s clothing is mostly cute and fresh, which can give people a sense of leisure and comfort. In addition to decoration, Komori’s clothing will also have the effects of cold resistance, rain prevention, and fog prevention. These effects are not effective in the early stage. Great, the later stage of the game should be a strategic point for players to solve the problems caused by the weather.
keep a pet
Playing cats and dogs is an indispensable part of leisure life. Komori Life is also working hard on the pet-raising system. Players can use food to “seduce” stray cats, dogs, and cats, and they will become your pets after being tricked. , You can interact with them, play them as much as you like, put them in cute outfits, and even let them participate in beauty contests. This fairly rich pet-raising system can give players a kind of close-to-real Pet experience. But the disadvantage is that the modelling of pets is not cute enough, and the interaction between the player and the pet is only one-way, and the pet will not actively respond to the player. In layman’s terms, Komori’s pet lacks a little spirituality.
The social system is a big selling point of Komori’s life. In the game, players can team up with other players to hunt, gather resources or have dinner together, visit friends’ houses, steal some food, or lie on friends’ beds, etc. He prepares delicious food for you. In order to develop a complete and real social system for casual games, Komori’s life can be regarded as a pioneer. In addition to the collaborative sense of hunting and collecting resources, being able to interact with friends is also conducive to creating a sense of social intimacy. Relying on this, Komori Life has realized the transformation from personal leisure to group leisure, and continuing to create a good social experience is also an indispensable part of its long-term development.
The mobile phone is just an inconspicuous design in Komori’s life. The reason why I analyzed it separately is that I think this design is quite interesting, and there are some remarkable points. First of all, as a component of the UI, it integrates many interactive functions such as photo albums, achievements, illustrations, life guides, etc., to make the UI interface more concise and beautiful, and secondly, use the chat function in the mobile phone to communicate with friends or NPCs. Chatting can make the player feel that this Komori phone is his own phone, and he is a member of Komori, so as to bring players a deeper sense of immersion, and finally see a modern mobile phone in Komori full of rural atmosphere. It reminds us that we are actually a member of the hustle and bustle of the city, and being able to grow vegetables in Komori comfortably, tease cats, and walk with friends on the path in the woods is also oppressive to life. Our kind of comfort.
In general, life in Komori is a good decompression and casual game. It has a good sense of immersion. When playing, it feels like you are really walking in an idyllic town, without a trace of fatigue and trouble, and after playing for a long time I don’t feel tired like a competitive game, but feel refreshed. Playing Xiaomori’s life always makes me go back to the time when I used to play QQ farm, Rose Town, and take care of cabbage and small flowers with my friends, quietly waiting for them to mature and bloom. After returning to my senses, I discovered that these beautiful and warm memories were all left in the once noisy and hot summer. Komori Life has a diverse and rich system. Whether it is a player who likes to grow up by one person or a player who likes to socialize with many people, they can find their own belongings in Komori. Although Komori’s life is not perfect, it can really be People who are oppressed by life provide a paradise for a temporary escape from reality, allowing us to slow down and savor the small beauty of life.