虎嗅

Deep Sea Mysteries 2 Official Response to Why Players Can't "Kill Fish": It's Not Because of a Love for Peace

原文:《深海迷航2》官方回应为何不让玩家“杀鱼”:并非因为爱好和平

Summary of Key Points

Pre-release sales for *Deep Sea Sanctuary 2* exceeded 4 million units, yet the game received negative reviews from players due to the absence of the ability to kill fish. The development team responded, stating that their decision was not against violence but aimed at conveying the theme of coexistence with the environment. They explained that by removing combat mechanics, they wanted to maintain a sense of tension within the game. The team also mentioned plans to improve biological interactions (such as introducing feeding mechanisms) to reduce players' feelings of powerlessness. However, they confirmed that they would not reintroduce the fish-killing feature and would continue to support modding, while upholding the core characteristics of the series.

1. A Best-Selling Game, Yet Criticized for Not Letting Players Kill Fish?

After its pre-release last month, *Deep Sea Sanctuary 2* achieved impressive sales figures. Nevertheless, the debate over whether players should be able to kill fish has persisted within the community. While the previous game allowed players to hunt marine creatures, the new version has completely eliminated this mechanic, which some found frustrating. What added fuel to the controversy was a comment from a level designer who suggested that those looking for violence should play *The Son of Forest*. This statement sparked a wave of negative reviews on Steam.

2. Are the Developers Really “Peace Advocates”?

Many players assumed that the team’s decision to create a non-violent game made them pacifists, but lead designer Gallegos clarified that this is not the case at all. The studio’s founders initially created *Half-Life* shooting mods and their early work, *Natural Selection*, featured battles against aliens, heavily influenced by the *Alien* franchise. When developing the first *Deep Sea Sanctuary*, one of the co-founders aimed to create a game without guns—not because they opposed violence, but because violent games were prevalent at the time, and they wanted to stand out with a different approach, which proved successful.

3. Why Can’t Players Kill Fish?

Gallegos provided two main reasons for this decision:

  • Theme Integrity: The game aims to show how humans can coexist with the environment, not to make players into marine overlords. If players could kill all threats, they would naturally seek to conquer the ocean, which contradicts the game’s message of respecting nature.
  • Design Philosophy: Giving players means to fight back (even if difficult) would encourage them to master those skills just to clear monsters and explore peacefully. For example, in *Silent Hill 2*, players had to become proficient with awkwardly controlled weapons to eliminate enemies in corridors, which maintained a sense of tension. By restricting killing, the team intended to keep players constantly on edge during their exploration.

4. How Does the Team Address Player Complaints?

In response to player feedback, the studio announced plans to improve biological behaviors and player interactions. For instance, they might introduce feeding mechanisms that would prevent dangerous creatures from attacking if fed properly (similar to taming pets like crocodiles). They also do not oppose players using mods to add fish-killing features but emphasize that the core of *Deep Sea Sanctuary* is a tense exploration experience focused on survival, not combat. Therefore, while they won’t add the kill-function officially, they will find ways to make the game enjoyable even without it.

5. The Balancing Act Between Uniqueness and Player Expectations

The controversy over killing fish reflects the studio’s struggle to balance maintaining the series’ unique style with player expectations. Adding a kill-feature would simplify the gameplay but sacrifice its uniqueness. Improving biological interactions, such as feeding, allows for a more balanced experience that retains the tension while addressing players’ concerns about powerlessness. The team’s choice represents a compromise between staying true to their creative vision and satisfying player preferences.