图片
As a mobile game adapted from a sentimental IP, it was indeed highly discussed when it first came out. Several old players around me have played it. But after playing for half a month, everyone uninstalled it one after another. Today, we will objectively talk about its problems from the four dimensions of graphics, gameplay, monetization, and social interaction.
In terms of graphics, the elves were remade with great care. The modeling of many old elves is much more refined than in web games, and the sense of exploration of the planet scenes is also achieved. However, the optimization is a flaw. It gets hot and lags frequently, especially when there are many special effects in base construction or combat, which directly compromises the experience. Moreover, the UI interface is a bit messy, and the novice guide is long and verbose, which many experienced players find troublesome.
In terms of gameplay, it actually has too many things to cram into it. Free exploration, easter eggs, elf collection, attribute restraint, base construction, production... sounds rich, but each item is not deep enough. Exploring and finding Easter eggs is a bit refreshing at first, but it feels repetitive later on; the freedom of base construction is not very high, and decoration materials have to be relied on; the combat system restores 18 types of attribute restraints, but the PVE difficulty curve is very confusing, either crushing or getting stuck, and it lacks the sense of accomplishment that can be achieved step by step. The core problem is that it not only wants to please the sentimental party, but also wants to learn the daily tasks, physical limitations, and fragment development of current mobile games. As a result, it fails to please both ends.
The krypton gold aspect is to persuade the main force to retreat. On the surface, the charging model is 0, and it looks free, but in fact it is full of pitfalls. The probability of obtaining elves is low, and powerful elves basically rely on drawing or limited-time activities. It is ridiculously slow for civilian players to accumulate resources. The high-end furniture and functional devices built in the base will cost money, and there is a huge gap between what comes out of the money. The most outrageous thing is that there are many kinds of elf training materials, and each one needs to be cultivated separately, and the physical strength is simply not enough. Although you can play without spending money, it is very frustrating to play. This experience is more discouraging than buying out directly or clearly stating the price.
In terms of social interaction, it could have attracted old players to return as a team through sentiment, but the actual communication atmosphere in the server was very weak. There is no real-time voice, the chat channel is deserted, and the guild system has a very low sense of presence. The so-called "selfie dating" method? In fact, you can take photos and post pictures of your home, but the interaction methods are very limited. When others come to visit, they just give a like, and no real connection between players is established. Everyone plays their own thing, almost like a stand-alone player, and over time they will naturally be lost.
So why is it cold? It's not because the IP isn't strong enough or the graphics aren't good, it's because it turns a collection and development game into a collection of “everything you want, but nothing done yet”. The emotional players who came in could not find the simple happiness of the past, and the new players were persuaded to leave by the complex system and the pressure of krypton gold. In the end, after the popularity passed, only a few liver emperors and local tycoons were left to persist.
If you really like the Seerhao IP, you can occasionally go online to watch the old elves and feel nostalgic. But want to play the game as a long-term main player? To be honest, I don't really recommend it. I hope Taomi can make a truly thoughtful sequel in the future🗿