Me-Haul
Ever have a birthday, say, two weeks ago and then just ask yourself “what about second birthday?” That’s where I’m at right now. So, I bought some games and now I’m going to talk about them.
- Enshrouded – $23.99 (20% off)
- Nightingale – $17.99 (40% off)
- 1000xRESIST – $15.99 (20% off)
- killer7 – $4.99 (75% off)
The first two items there are survival crafting games I’ve had an eye on for months.
Nightingale in particular is interesting because the developers are pulling a full FF14 Realm Reborn angle called, er, Realms Rebuilt. It is not uncommon for Early Access games to have to completely retool after realizing they drove off a design cliff – Icarus will forever be my go-to example – but a total progression wipe and pivot towards non-procedural generation seems a bit weird when the central conceit of your game is ever-changing fae realms. Also, the CEO straight-up said: “We are not satisfied with where the game is at, we’re not satisfied with the overall sentiment, we’re not satisfied with our player numbers.” The Art Director then went on to say:
“Ultimately, what we realized about the procedural nature of the realms was that the procedural generation and procedural assembly of these things is really all in service of telling stories, and of letting players discover stories,” Nightingale studio director Aaryn Flynn told PC Gamer. “When you peel it back, when you recognize that that’s why we built all this tech and did all that is to tell stories, you can then ask yourself, ‘Well, are we doing that?’ Are we being successful in that?’ And we’re being only moderately successful with that.”
“We went through Enshrouded, Palworld, V Rising, we went through a lot of the bigger, quite successful survival crafting games, not just in terms of sales but in terms of player perception. And it was really the structure that stood out as something they offered that we were not offering,” Flynn said.
Gotta say, I appreciate the candor. At the same time… I can’t quite pin down why it all feels strangely off. Nightingale getting an offline mode two days after “release” was a hard pivot based on overwhelming player feedback. That’s good. Changing the narrative structure of your game based on the sales figures of other Early Access survival crafting competitors? That’s… certainly one way to do it. Hopefully it works out, considering I just bought the game, but I also hope it works out for the people who already enjoyed how the game was up to this point. Although it certainly seems like they’re saying there’s not enough of them to matter.
The second two titles are both truly random picks based on A) being on sale, and B) me hearing effusive praise for them on Reddit. Who says advertising doesn’t work? 1000xRESIST is not a game I could easily describe, and after reading the IGN 9/10 review for it, I somehow feel like I know even less than before what it’s going to be about. From what I’ve read about killer7, that one may be even more incomprehensible. But, well, I’m a simple man, and if you invoke Evangelion, Neir: Automata, Kojima, and/or Disco Elysium enough times, my wallet will appear. Provided it’s not MSRP.
Posted on September 13, 2024, in Commentary and tagged 1000xRESIST, Enshrouded, Hard Pivot, Haul, killer7, Nightingale, Who Buys Games Anymore?. Bookmark the permalink. 5 Comments.
I got over 100 hours of quality gameplay out of Nightingale so I was already quite satisfied but if they want to re-write the entire thing and give me a hundred more, that’s fine with me.
That said, I have no clue why they think story, specifically, is what made those other games successful. I can’t speak for Enshrouded or V Rising but I played Palworld and it has about 5% as much story as the original version of Nightingale.
What I do think, though, is that unlike those games, Nightingale was very strongly pitched as a story-rich game in most of the publicity they did before EA so I can see why they might feel they dropped the ball in the execution. It certainly had a lot less narrative than i was expecting, even if it did have twenty times more than Palworld, which never claimed to have any!
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Thinking about it further, they may be using the term “telling stories” more generally, referring to player-told stories. V Rising has basically no plot at all, but is awash in emergent player stories based on getting two world bosses to fight each other, or getting surprised by enemy patrols while fighting something else, or just PvP stuff. And as you know, all sort of shenanigans can occur in Palworld, notwithstanding the manifest absurdity of Pokemon with guns.
I agree though – if you’re taking cues from other popular survival crafting games, I’m not sure doubling-down on plot is the avenue for success. You need… more nonsense. Unexpected interactions. Moments of panic and triumph. Or, I suppose, a really damn good story. Maybe they’ll get there with the latter. We’ll see.
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Me-Haul. Mícheál ?
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Haha, no it’s just a silly play on “U-Haul.”
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