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nope nope nope
Is it just one planet or can you travel through space to other planets?
Hot damn, modding as a feature is possible for Unity games?
This is awesome. :D
Extremely neat game, would love to see a sequel.
Dat sexy narration. Got me really pumped for this game.
...although... I'm actually not into civ/rts games, but for anyone who is, this is certainly a delicious treat.
Sweet mother of mercy.
A Gun Hazard, Metal Warriors and Cybernator-like game? OH YES.
Looking at that brown sword, I thought of a baseball bat.
If at all possible, please add a baseball bat. I want to bash skulls of animals with it.
...and knock grenades or items far away by hitting them with the baseball bat.
"Subnautica will combine elements of role playing, sandbox, exploration and cinematic games to create a unique experience..."
I hope this doesn't mean QTEs, linear storytelling or more focus on vanity and looks than on gameplay.
The best way I see to make a game not getting killed by progression, is have the game focus and encourage on moment-to-moment gameplay.
This can be made by having the interactions in the game feel satisfying in themselves, like piloting a ship, shooting stuff, being creative with ship designs, watching stuff blow up, etc.
An infinite war against huge space monsters and alien armies could provide the overarching theme that gives meaning to the players, meanwhile individual invasions by these forces could be considered as a campaign, with a beginning and an end. These campaigns could be randomly generated using the pool of enemy designs you can keep adding to the database infinitely.
I would urge against scarcity of resources and competitive gameplay, but encourage more collaborative behaviour between players, to incentivize in getting them to work together to fight the huge alien monster threat and strive towards sustainability in their homes by constructing infrastructure and production to generate resources for ship construction and expansion.
The aliens would have a clear goal to attack, being the player made space stations and other facilities.
Meanwhile, a system like this hints towards an abundance of resources and this is intended and eliminates the need for people to fight each other. The real difficulty in the game comes from complexity and fleet management against the overwhelming alien monsters. The larger the ship, the more tricky it is to construct, maintain and fly it.
Meanwhile more players participating in a battle means more risk for friendly fire, making the game stay interesting infinitely without needing to resort to artificial solutions for trying to prevent the game from becoming meaningless once a player reaches a level of abundance in resources, aka the top of a progression.
Adventures of the demented space survivor! :D
Now this is emergent gameplay at its finest! Really looking forward to this game, both as a survival experience and getting into hilarious situations like the gifs showed here.
By the way, do you think extra animation on the door and similar objects is necessary?
I wouldn't mind if it didn't, since not bothering on it would save you time, allowing you to focus on adding more content, instead of settings up such high standards for individual objects, making new additions to the game more time consuming.
Thank you Santa Claws! Merry Brutalmass! :D
Open-world multiplayer sandbox... is it cooperational or competitive multiplayer you're aiming for?
Whats the ultimate gameplay supposed to be like? Is there some sort of progression involved, if so, then what does happen when one reaches the so called "top" of this system?
This is a very interesting game and definitely something I'm looking forward to play, but whats the point in the end game? Just see how far you can travel before getting blown up and then having to start all over again from scratch?
Aside from that, I hope the mechanics you talked in the video will also be explained in the game to the same level of detail and depth as you did in this video, to make sure people don't get frustrated when they have no idea how a certain mechanic works, leaving their gameplay to purely to wild guesswork.
Btw, will it possible to mod the game and add new content to it?
Bah, a game with casual, dumbed down, non redefinable controls designed for a controller, than the more flexible and precise keyboard and mouse.
Can you go to space, like travel to different planets?
Its unfortunate, but it just happens that Starbound is the best there is right now, even if its not the pinnacle of what is possible, buts its the only thing that actually exists right here and right now.
Until someone builds a better game, the time between now and when its complete, we'll be stuck with Starbound being the best thing there is. Meanwhile, at the very least, we can try to shape it towards a better direction by giving feedback and criticism to the developers, to save whatever is possible in the case of Starbound.
None of it is meaningful. Sure you can build something, but for what? Vanity? It serves no function, it doesn't do anything useful to me in terms of gameplay nor educational to myself as a person.
A complete waste of time to play this game in how it was designed, when there is potential to make it meaningful by not following the same formula of Terraria or Minecraft.
The best amount of grind in a game is ZERO.
I'm more concerned with WHY did they copy Terraria or Minecraft for that matter. Is it because of tradition to uphold such ideas as a "leveling system" or "incrimentally better loot" or "grinding" or do they actually want to make a game based on addiction rather than actual fun, which is either being in action, making cool moments, learning something new, being creative?
Its not even about the genre, since all that a genre is, is a tool to categorize a game in a broad sense, nothing more. What it is about is that the developer seems to be confined in thinking that grinding is necessary.
Playing this game feels more like a chore than fun. Do you really find it fun clicking on a block over and over again for hours, just to get enough resources to beat a boss, then having all the stuff you collected be rendered useless because the next boss simply has a higher attack/HP number for an artificial reason?
Either you're braindead and a masochist, if you can actually call this "fun".
"Every game in this genre has a leveling system..."
"And there is ALOT of content missing.. But BETA."
"Any problems with replayability are mainly on the player."
With that attitude I hope you never become a game designer.
You can stuff a game with tons upon tons of content and artificial quest systems and other contrived mechanics, but if the entire core of the game is mostly grinding for loot and resources on differently colored planets, then the entire point of that content and those systems go down the toilet the instant you put them in the game.
Even now, once I've gotten the best armor and weapons, 99% of the content in the game is garbage, only taking up space in the crafting menu and uselessly filling up the inventory of players.
That's horrible game design.
I like it! The writing, footage, script, music, humor... it all just works great and shows the atmosphere of this game really well.
Whatever. My point was that they made a grind simulator with some exploration and some shallow combat, which eventually ends. All that 5 years of work down the toilet in a few days.
What they could have done with better design was an infinite game with full focus on exploring unknown worlds, without any arbitrary artificial leveling or progression.
The progression is something that would not be the main goal of the game, its more of a background thing that will occur naturally and continuously.
The real goal of the game is to mimic real-life in the sense that everything is what it is, no artificial balancing, no scripted path to play the game... the main point is that you are a character in a massive interplanetary world where you can go and discover something new or wierd on any new planet you go to. Its like real life, you are a person in a huge world and you go on infinite adventures. Even something simple like getting fuel for the ship to travel to a distant can be considered an adventure. On your way, you might end up in interesting situations, or see something new while you're doing it.
While the game can have a larger focus or a goal, it would be infinite and open ended. Something like "conquer every world and its dangerous inhabitants". The idea is that the focus of the gameplay shifts from not reaching a dead-end goal, but to focusing on the fun of gameplay itself. Not on what will happen to you after life, but what do you do right here and now.
Am I making sense to you?
Sharing risks? How would that work, what risks would be shared for example? (Really interesting idea, regardless)
Bonus idea: Aside from sharing ingame things, if the game supports content creation or modding, there is also the potential to share that user generated content too through a similar sharing system.
In this instance, people who make their own content will want to share it with the world and get feedback, recognition and joy from people using their creations.
That would be an interesting thing to incorporate in a core design of a game, perhaps not in TLF, but it is something that has potential.
Anyway, to return on the sharing aspect, there needs to be a good reason for people to do so, a subconcious guarantee that whatever help or gift they do send, will either be gifted to them in the future or atleast the person who recieved the gift will feel responsibility for recieving this gift and will think of paying it back.
In real life with real friends, doing something for others will at the very least give you the knowledge that your effort meant something, even if it was not noticed or if you didn't personally recieve anything back, simply because what you did was to a person who is close to you, either physically or emotionally.
With anonymous strangers, the above scenario won't work since you don't know who is on the other side and why should you or they care. For that reason you'll most likely need to model this Alone Together system in a way that doesn't depend on the person you are gifting to is a close friend, but someone completely unknown.
The best solution I can think of is by players having an abundance of something, so that when they give away the gift, they can do so without risk to themselves. It goes with the idea of "Before you can help others, help yourself". So if you're abundant, you can share that easily with others.
I'm all for this idea of Alone Together and indeed the marketing message of "you can link singleplayer sessions with other people" sound really neat and interesting.
However, one major source of confusion and paradox is how will the linking work in reality, especially when you mentioned that you can slow/speed up time.
If you just send packages of resources, then it still makes sense and is doable, but organizing a mission where both of you need to be present to make it work (like the "attack on the mission objective from two sides" scenario), then how would those instances work, if there is the ability to control time?
The way I see this would make sense is that your friend just gives you his units as gifts for your mission. While this won't count as active multiplayer, you are sort of contributing to each other.
Overall, I love the idea and it would encourage a "pay-it-forward" type of mentality in players, as long as the gifts the friend can send cannot be malicious ones in any way.
Its not about the content, but the core design of the game that puts in an arbitrary progression and leveling system, just for the sake of artificially gating the game, instead of not having one and letting the progression happen naturally (As in you do thing A to progress to thing B, not have it forcibly restricted by the number of what "level" you are).
The problem will not be solved by adding content, the issue here is that the game forces itself to be a finite adventure with a highly scripted formula of how it progresses and ultimately, how its main goal ends, despite having the potential to be an infinite game, were it not if this artificial progression didn't exist.
Also, I'd be still more calm if this were in Alpha, but were already in the Beta stage and the developer is asking the community for how to develop the game instead of knowing it themselves. That is not a good sign.
This game's core game design decisions are completely self-destroying.
There is potential to have a persistent adventure game that one can have fun in with friends or alone, but all of that is ruined when the game chooses to impose an arbitrary progression system just for the sake of it, killing any potential for geniune replayability and also causing severe damage to the games own consistency with its own content.
I tried the beta and have watched this game grow and progress and I'm sadly dissapointed by the developers for choosing such backwards design decisions, which seem to go against what is actually fun, just for the sake of following traditions in game design in form of progression systems, arbitrary value assignment to content and whimsical regard for newly created content that do not take into account the long-term cohesion of the universe of the game.
Aside from that, the procedural generation is used poorly with mostly providing reskins of existing archetypes of items, instead of having any real meaning and variation than a change of colors, armor/damage values and same-like terrain creation.
Wasted potential and dissapointment.
Thanks for the invite to DoomDB, I already went through all the official Doom WADs and this just extended my play a lot. : )
Brutal Doom ftw!
Thanks for the invite! After getting Brutal Doom, this group is just what the doctor ordered. :D
Voted this for MOTY 2013.
Brutal Doom is the single most honest and uncompromising video game experience in intense action, blood, gore, reactive enemy monsters and satisfying gunplay. Playing this mod felt liberating and fun.
Plus you can ninjakick monsters into gibs. That stuff is pricelessly hilarious.