How Dave the Diver Sold Over 4 Million Copies | An Interview with Jaeho Hwang

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Gaming5 min read42 min video
Aug 22, 2024|4,956 views|184|19
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Key Moments

TL;DR

Dave the Diver's director shares insights on inspiration, development challenges, and community engagement.

Key Insights

1

Dave the Diver's unique concept was inspired by personal experiences and observations in Jeju Island, blending underwater exploration with sushi restaurant management.

2

The game's success highlights the importance of a strong artistic vision, particularly the choice of pixel art, which appealed to a global audience.

3

Early Access and active community engagement through platforms like Discord were crucial for refining the game and building player trust.

4

Humor and charming character design, inspired by sources like One Piece and Yakuza, were deliberate choices to make the game stand out from more serious titles.

5

The development team prioritized incorporating user feedback, even making optional features like automated button mashing based on player discomfort.

6

Success is viewed as a combination of skill (30%) and luck (70%), emphasizing the need for both excellent execution and opportune timing.

FROM PERSONAL EXPERIENCE TO GLOBAL HIT

Jaeho Hwang, the Game Director of Dave the Diver, drew inspiration for the game from his own life experiences. Growing up near the ocean and observing the local diving culture and sushi restaurants on Jeju Island sparked the initial concept. He likens the ocean to a 'roguelike dungeon' due to its ever-changing nature, with different fish and environmental conditions. This personal connection to the setting was foundational in defining the game's unique blend of underwater exploration and restaurant management.

SHAPING THE ART STYLE AND GLOBAL APPEAL

A significant lesson learned during Hwang's time working in the US was the impact of visual style on market reception. He observed that Korean games, while perhaps mechanically sound, often struggled in Western markets due to differing aesthetic preferences. This led to a strong conviction that a pixel art style could bridge this gap, appealing universally. This visual choice for Dave the Diver proved prescient, allowing the game to overcome potential cultural barriers and achieve broad international acclaim.

THE POWER OF EARLY ACCESS AND COMMUNITY

The decision to launch Dave the Diver in Early Access was critical, stemming from the team's lack of experience with single-player console/PC games. Despite initial internal testing, confidence was low. Early Access allowed for invaluable player feedback, helping to refine mechanics and build trust. The team actively engaged with the community on Discord, responding to concerns and even implementing optional features, like automated button mashing, based on player input, demonstrating a commitment to user-driven development.

INTEGRATING HUMOR AND UNEXPECTED INFLUENCES

Humor was a deliberate design choice to differentiate Dave the Diver from the often serious and gloomy trends in modern gaming. Hwang cites inspirations like the 'Yakuza' series for its blend of a core loop with extensive mini-games and side content, and classic adventure games like 'Grim Fandango' for their wit. Characters and concepts, such as the 'Blue Hole,' were also inspired by the manga 'One Piece,' showcasing a diverse range of influences that contribute to the game's unique charm and eclectic world-building.

LEARNING FROM STARTUP STRUGGLES AND MOBILE GAMES

Hwang's prior experience founding a startup, though ultimately shut down, provided crucial lessons in business acumen. Key takeaways included the necessity of a clear vision and a viable business model from the outset, as well as understanding that a director's role extends beyond design to include HR and finances. His experience with mobile games also taught him the value of live service, constant user feedback, and data-driven decision-making, which proved beneficial in developing Dave the Diver as a continuously serviced game.

THE DANCE BETWEEN DATA AND CREATIVITY

While data provides valuable insights into player behavior, Hwang emphasizes that it should not be followed blindly. He believes developers must understand player actions through data without necessarily drawing immediate conclusions or altering core design principles solely based on statistics. This approach allows for a balance, where feedback informs improvements without compromising the original creative vision, ensuring that the game remains both engaging and true to its intended experience.

MANAGING TEAMS AND THE CONCEPT OF SUCCESS

Hwang prefers a leadership style where team members are granted freedom to design within a broad framework, with final creative decisions resting with him. He believes in building diverse teams, seeking individuals with complementary skills rather than those identical to himself, likening it to assembling an RPG party. Success, he posits, is a blend of skill (30%) and luck (70%), underscoring that while diligent effort and good concepts are vital, opportune timing and external factors also play a significant role.

SCOPE MANAGEMENT AND THE DEFINITION OF 'FINISHED'

Determining when a game is 'finished' is a challenge, especially when there's always room for improvement and new content. For Dave the Diver, the team defined 'finished' by completing a set number of main chapters, allowing them to manage development costs and time effectively. This pragmatic approach, while acknowledging the ongoing potential for updates and expansions, ensures that the core game is delivered to players within a defined scope.

THE OBJECTIVE EYE AND FUTURE AMBITIONS

Hwang reflects that achieving objective success is difficult when deeply involved in creation. He advocates for stepping away from a game to view it as a consumer would. Dave the Diver's success validated many of their personal creative choices, suggesting that what the team loved also resonated with players. Looking ahead, he aims to continue creating impactful games, acknowledging the industry's trends while drawing inspiration from veteran developers, and dreams of eventually enjoying games as a pure player in retirement.

ADVICE FOR EMERGING DEVELOPERS

For small teams embarking on game development, Hwang stresses the importance of humility and user-centricity. He views players as the true 'owners' of a game, whose passion drives its success. He believes that finding a strong initial concept is key, but continued improvement relies on listening to the audience and humbly incorporating their feedback. This collaborative approach, he suggests, is how even a non-super-talented team can achieve remarkable results.

Dave the Diver Development & Success Guide

Practical takeaways from this episode

Do This

Embrace diverse team members with different skills and passions.
Prioritize profit and a viable business model from the beginning.
Listen to user feedback and involve the community throughout development.
Use Early Access to gather feedback and build confidence for less experienced teams.
Incorporate humor and unique mechanics to stand out in the market.
Learn from successful games by analyzing their core loops and side content.
Objectively evaluate your game's appeal to players, not just as a creator.
Be humble and acknowledge the role of luck alongside skill in success.

Avoid This

Do not solely focus on vision without considering profitability.
Avoid building a team composed only of like-minded individuals.
Do not completely ignore data, but don't let it stifle creative decisions.
Do not micromanage developers; provide a clear direction and allow creative freedom.
Do not underestimate the importance of intuitive user interfaces for Western audiences.
Do not be afraid to take risks, but be prepared to iterate or remove unsuccessful elements.
Do not assume your personal preferences will automatically translate to player enjoyment.

Common Questions

The game's inspiration came from the developer's real-life experiences growing up in Korea and Japan, being surrounded by surfers, divers, and sushi restaurants. The ocean itself was conceived as a 'big dungeon'.

Topics

Mentioned in this video

bookGrim Fandango

A game cited for its abundant humor, which is appreciated by the speaker and influenced the incorporation of humor in Dave the Diver.

companyNexon

A Korean game company from which Mint Rocket was born. The speaker and his colleagues previously worked at Nexon.

bookOne Piece

A manga franchise from which the game director took inspiration for characters and specifically the concept of the 'O Blue' in Dave the Diver, which is a place where diverse fish gather.

bookDave the Diver

A successful game that sold over 4 million copies and received nearly 100,000 positive reviews on Steam. Its development journey is considered a true underdog story.

productSuper Famicom

A game console purchased by the speaker's father to help him make friends in Japan. It was instrumental in his early learning of Japanese through games.

personKima Kima

A mentor figure at Nexon who emphasized attention to detail, teaching the speaker the importance of doing small things well to achieve success in larger tasks.

bookElden Ring 2

Mentioned as an example of a game that does not rely on Early Access and has high confidence due to experienced developers.

bookDredge

A game with which Dave the Diver collaborated. Community members suggested the collaboration due to shared themes.

bookAnimal Crossing

A game referenced for its clever use of a smartphone as a main interface system, which aligns with the preference for intuitive design.

personHideo Kojima

Game director known for incorporating subtle humor in his games, like the Metal Gear Solid franchise, influencing the speaker's appreciation for humor in game design.

personJaeho Hwang

The game director and visionary behind Dave the Diver. His game development journey and insights are the focus of the interview.

bookSea of Stars

A recently enjoyed game that the speaker feels brings back JRPG memories with modern techniques, defining his taste.

bookPalworld

A game mentioned as an example of a major release coinciding with Dave the Diver's launch, illustrating the impact of luck in game releases.

bookGuilty Gear

A game franchise with which Dave the Diver had a collaboration, indicating the game's ability to integrate with other franchises.

companyMint Rocket

A Korean studio born out of Nexon, which was the developer of Dave the Diver. It was founded just a year prior to the game's release.

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