Category Archives: Commentary
Night (City) and Day
Sometimes it ends up being the little things.
I was playing Starfield last week and wanted to rest in my bed (10% XP boost) before exiting my ship. Except one of my companions was standing inside the cockpit hatch. I literally couldn’t move past them. It wasn’t quite as bad as this, but it was close. “Why can’t I just sort of shove past them like in Cyberpunk 2077? That always felt satisfying.”
About an hour later, I was patching Cyberpunk and bought the Phantom Liberty DLC.
Granted, I was always planning to go back to Cyberpunk eventually, especially after the Skill revamp in 2.0. But let me tell you: being able to walk through a crowd of NPCs and not constantly be collisioned is exactly as satisfying as I remembered. And also reading random notes left on tables. And being able to have ammo. And having interesting dialog, set pieces, weapons, item modifiers, plot. You know, the “little things.”
I’ll probably be back to Starfield eventually. Bethesda also says Starfield will be supported for “years to come.” Cool. So… I guess I’ll see you in a few years then. Meanwhile, there are better games to play.
Incentivizing Morality
In the comments of my last post, Kring had this to say:
In an RPG I don’t think there should be a game mechanic rewarding “the correct way” to play it. The question isn’t why aren’t we all murder-hoboing through a game where you can be everything. The question is, if you can be anything, why would you choose to be a murder-hobo?
In the vast majority of games, “the good path” is incentivized by default. This usually manifests in terms of a game’s ending, which sees the hero and his/her scrappy teammates surviving and defeating the antagonist when enough altruistic flags are raised. Conversely, being selfish and/or evil typically results in a bad ending where the hero possibly dies, or becomes just as corrupt as the original antagonist, and most of the party members have abandoned you (or been killed). It’s almost a tautology that way – the good path is good, the bad path is bad.
Game designers usually layer on addition incentives for moral play though. The classical trope is when the hero saves the poor village and then refuses to accept the reward… only to be given a greater reward later (or sometimes immediately). I have often imagined a hypothetical game in which the good path is not only unrewarding, but actively punished. How betrayed do you think players would feel if doing good deeds resulted in the bad guy winning and all your efforts come to naught? It would probably be as unsatisfying in such a game as it is IRL.
Incentives are powerful things that guide player behavior. And sometimes these incentives can go awry.
Bioshock is an example of almost archetypal game morality. As you progress through the game, you are given the choice of rescuing Little Sisters or harvesting them to consume their power. While that may seem like an active tradeoff, the reality is that you end up getting goodies after rescuing three Little Sisters, putting you about on par with where you would have been had you harvested them. By the end of the game, the difference in total power (ADAM resource) is literally about 8%. Meanwhile, if you harvest even one (or 2?) Little Sister, you are locked into the bad ending.
An example of contrary incentives comes from Deus Ex: Human Revolution. In this one, you are given the freedom of choosing several different ways to overcome challenges. For example, you can run in guns blazing, sneak through ventilation shafts, and/or hack computers. The problem is the “and/or.” When you perform a non-lethal takedown, for example, you get some XP. You also get XP for straight-up killing enemies. But what if you kill someone you already rendered unconscious with a non-lethal takedown? Believe it or not, extra XP. Even worse, the hacking minigame allows you to earn XP and resources whereas acquiring the password to unlock the device gives nothing. The end result is that the player is incentivized to knock out enemies, then kill them, search everywhere for loot but ignore passwords/keys so you can hack things instead, and otherwise be the most schizophrenic spy ever.
Does DE:HR force you to play that way? Not directly. Indeed, it has a Pacifist achievement as a reward for sticking just to non-lethal takedowns. But forgoing the extra XP means you have less gameplay options for infiltrating enemy bases for a longer amount of time, which can result in you pigeonholing yourself into a less fun experience. How else could you discover the joy that is throwing vending machines around with your bare augmented hands without having a few spare upgrades?
Speaking of less fun experiences, consider Dishonored. This is another freeform stealth game where you are given special powers and let loose to accomplish your objective as you choose. However, if you so happen to choose lethal takedowns too many times, the environment becomes infested with more hostile vermin and you end up with the bad ending. I don’t necessarily have an issue with the enforced morality system, but limiting oneself to non-lethal takedowns means the majority of weapons (and some abilities) in the game are straight-up useless. This leads you to tackle missions in the exact same way every time, with no hope of getting any more interesting abilities, tools, or even situations.
I bring all this up to answer Kring’s original question: why choose to be the murder hobo in Starfield? Because that’s what the game designers incentivized, unintentionally or not. Bethesda crafted a gameplay loop that:
- Makes stealth functionally impossible
- Makes non-lethal attacks functionally impossible
- Radically inflates the cost of ammo
- Severely limits inventory space
- Gates basic character functions behind the leveling system
- Has Persuasion system ran by hidden dice rolls
- Feature no lasting consequences of note
Does this mean you have to steal neutral NPCs’ spaceships right from under them and pawn it lightyears away? Or pickpocket every named NPC you encounter? No, you don’t. Indeed, some people would suggest that playing that way is “optimizing the fun out of the game.”
But here’s the thing: you will end up feeling punished for most of the game, because of the designer-based incentives not aligning with your playstyle. In every combat encounter – which will be the primary source of all credits and XP in the game regardless of how you play1 – you will be acutely aware of how little ammo you have left, switching to guns that you don’t like and also take longer to kill enemies with, being stuck with smaller spaceships that perform worse in the frequent space battles, and don’t offer quality of life features you will enjoy having. Sinking points into the Persuasion system will make those infrequent opportunities more successful, but those very same points mean you have less combat or economic bonuses which, again, will leave you miserable in the rest of the game.
Can you play any way you want in Starfield in spite of that? Sure. Well… not as a pacifist. Or someone who sneaks past enemies. Or talks their way out of every combat encounter. But yes, you can avoid being a total murder hobo. You can also turn down the graphical settings to their lowest level and change the resolution to 800×600 to roleplay someone with vision problems. Totally possible.
My point is that gameplay incentives matter. Game designers don’t need to create strict moral imperatives – in fact, I would prefer they didn’t considering how Dishonored felt to play – but they should take care to avoid unnecessary friction. Imagine if Deus Ex: Human Revolution did not award extra XP for killing unconscious NPCs, and using found passwords automatically gave you all the bonus XP/resources that the hacking game offers. Would the game get worse or more prescriptive? No! If anything, it expands the roleplaying opportunities because you are no longer fighting the dissonance the system inadvertently (or sloppily) creates.
In Starfield’s case, I’m a murder hobo because the game doesn’t feel good to play any other way. But at the root of that feeling, there lies a stupidly simple solution:
- Let players craft ammo.
That’s it. Problem solved – I’d hang up my bloody hobo hat tomorrow.
Right now the outpost system is a completely pointless, tacked-on feature. If you could craft your own ammo though, suddenly everyone wants a good outpost setup, which means players are flying around and exploring planets to find these resources. Once players have secured a source of ammo, credits become less critical. This removes the incentives for looting every single gun from every single dead pirate, which means less time spent fighting the awful inventory and UI. With that, being a murder hobo is more of a lifestyle choice rather than a dissonance you have to constantly struggle against.
That’s a lot of words to essentially land on leveraging the Invisible Hand to guide player behavior. And I know that there will be those that argue that incentives are irrelevant or unnecessary, because players always have the choice to play a certain way even if it is “suboptimal.” But I would say to you: why play that game? Unless you are specifically a masochist, there are much better games to roleplay as the good guys in than Starfield. You can do it, and there are good guy choices to make, but even Bethesda’s other games are infinitely better. And that’s sad. Let’s hope that they (or mods, as always) turn it around.
- I have read some blogs that suggest you can utilize the outpost system to essentially farm resources, turn them into goods to vendor, which nets both credits and crafting XP. So, yeah, technically you don’t have to rely on combat encounters for credits. However, you can’t progress through the story this way, and I’m not sure that using outposts in this fashion is all that functionally different from simply stealing everything. ↩︎
Murder Hobo
In Starfield, I roleplay exclusively as a murder hobo. Oddly enough, Wikipedia has an entry on that:
murderhobo (plural murderhobos or murderhoboes)
- (roleplaying games, derogatory or humorous) A character who wanders the gameworld, unattached to any community, indiscriminately killing and looting.
I was reflecting on this the other day. I found myself on a planet and inexplicably, irrationally, exploring. Everything is procedurally generated, there is zero environmental storytelling, and the payout for fully scanning a planet is not even remotely worth your time. But… I do it occasionally. So there I was, walking towards a Point of Interest, and then a ship landed nearby. These are technically a random encounter, but the ships often leave the area stupidly quickly, making you wonder why Bethesda bothered programming them in.

So, I zip over there fast as I can, expecting some pirate action. Instead, they were neutral NPCs. I talk to them, they say they are low on supplies, and ask for some water. I give it to them. Then I check out their ship. Lockpick my way past the hatch, empty their cargo hold of cash and valuables, and then… look at the captain chair. Then I sit in the captain chair and blast off into space. A few menu screens later, I land the ship in New Atlantis, register it, sell it, and then fast travel back to the planet I was exploring originally.
In the abstract, I think this sequence was literally the most psychopathic thing I have ever done in a (non-Rimworld) videogame. This small group of people landed on an uncharted planet, desperate for supplies. A random passerby graciously gave them water. Then, moments later, they had to watch as their only means of survival is stolen out from under them. They are literally stranded on a desolate planet with no breathable atmosphere, no shelter, no hope.
Also, no consequences.
Now, obviously that is the problem here. I do not usually murder hobo my way through Baldur’s Gate 3, or Cyberpunk 2077, or Mass Effect, or really most other games. I was thinking about that though: why don’t I? What is enough of a consequence to augment my behavior? Some kind of automatic karma penalty like in Fallout? That often led to some arguably more murder hobo-ish behavior insofar that stealing from “bad guy” was apparently worse than just killing him and taking the now-ownerless items. Companion dissatisfaction? That can certainly be annoying, especially when you want to be a bit more “Renegade” in your dialog choices. Often though, this can be gamed by simply selecting different companions, doing what you wanted to do, and then swapping them back in once you’re done.

Honestly, I think it comes down to the possibility of accountability. I do not know every permutation to your choices in Baldur’s Gate 3, but I have read enough posts and interviews to know that characters you interact with in Act 1 may or may not show up in Act 2 and Act 3 based on your actions. That leads one to a different posture when it comes to negotiations; the more people survive, the more possible quest givers exist for the late-game. This requires a certain level of detail though, which is not always possible in a more sandbox-lite environment.
One method I would like to see though, is almost a metagame appeal to empathy. Every named NPC in Starfield carries 800-1200 credits, which is kind of a lot for how easy it is to pickpocket them. If you lose the roll, you get caught, and have to Quick Load your way out of consequence. But if you succeed… nothing happens other than credits in your pocket. What if NPCs had dialog lamenting their loss of credits? About how they won’t be able to make rent payments? What if they asked other NPCs (or even you) for help looking for a lost Credstick or whatever? What if that group of now-stranded civilians put out a mayday asking for rescue? Or really just a personal appeal to return their ship?
Sometimes being a murder hobo is its own reward, but often I think it is just a natural consequence of game incentives/lack of disincentives combined with a failure of immersion. If NPCs don’t matter, it doesn’t matter what happens to them. You can make them matter using elaborate penalty systems or story hooks, or make them matter by making them “real” enough to care about.
Or maybe this is all just me, and I have a bit of the Dark Urge IRL.
Procedural Dilemma
One of the promises of procedural generation in gaming is that each experience will be unique, because it was randomly generated. The irony is that the opposite is almost always the case, as designers seem to lack the courage to commit. Or perhaps they recognize that true randomness makes for bad gameplay experiences and thus put in guardrails that render the “procedural” bits moot.
Both Starfield and No Man’s Sky feature procedurally generated planets with randomized terrain, resources, flora, and fauna. Both games allow you to land anywhere on a given planet. But neither1 game allows there to be nothing on it. There are desolate moons with no atmosphere, yes, but in both games there will be some Point of Interest (PoI) within 2 km of your landing location in any direction. Sometimes several. And the real kicker is that there are always more PoIs everywhere you look.
There is not one inch of the universe in these games that doesn’t already have monuments or outposts on it, and the ludonarrative dissonance of that fact is never resolved.
The dilemma is that true procedural generation probably leads to even worse outcomes.
Imagine that the next eight planets you land on have zero PoIs. No quest markers, no resources of note, no outposts, no nothing. How interested are you in landing on a ninth planet? Okay, but imagine you can use a scanner from orbit to determine there are no PoIs or whatever. So… the first eight planet scans come up with nothing, are you scanning the ninth planet? At some point players are going to want some indication of where the gameplay is located, so they know where to point their ship. Fine, scanners indicate one planet in this system has two “anomalies.” Great, let’s go check it out.
But hold up… what was the point of procedural generation in that scenario? There isn’t much of a practical difference between hand-crafted planets and procedurally-generated-as-interesting planets surrounded of hundreds of lifeless ones. Well, other than the fact that those random PoIs in the latter case better be damn interesting lest players get bored and bounce off your game due to bad RNG.
Minecraft comes up as an example of procedural generation done right, and I largely agree. However, it is “one world” and you are not expected to hop from one map to the next. The closest space game to resolve the dilemma for me has been Starbound + Frackin’ Universe mod – some planets had “dungeon” PoIs and/or NPCs and many did not. Each star system has at least one space station though, so it’s not completely random, but it’s very possible to, for example, land on a bunch of Eden planets or whatever and not find an exact configuration that you want for a base.
As I mentioned more than ten years ago (!!), procedural generation is the solution to exactly one problem: metagaming. If you don’t want a Youtube video detailing how to “get OP within the first 10 minutes of playing” your game, you need to randomize stuff. But a decade later, I think game designers have yet to fully complete the horseshoe of leaning all the way into procedural generation until you come right back around to hopping from a few hand-crafted planets and ignoring the vast reaches of uninteresting space.
- NMS may have actually introduced truly lifeless planets with no POIs in one of its updates. They are not especially common, however, as one would otherwise expect in a galaxy. ↩︎
Space Combat Sucks
I have been playing Starfield exclusively for a week now, and part of that time has been spent in a spaceship fighting other spaceships. Whenever I am performing this task in any space game though, I ask myself: has this ever been fun? And I mean literally fun, not “it’s fun to be in an X-Wing because I like Star Wars.” Because I don’t think I have ever enjoyed space combat in any game.
Here is every space combat: You see one or more red triangles 2 km away. The triangles approach and lasers/plasma/whatever starts coming your way. Once a circle appears, you left-click the circle and keep it pressed down. Then you look at their shields and your shields to determine which will run out first. If it’s them, don’t move – just be a space turret. If it’s you, fly towards them and get a few seconds reprieve while both of you pivot to try and get “behind” the other. Repeat or die.
The funny thing is that I feel space combat sucks… for all the right reasons. Space is empty. There are usually no ship-sized pillars to hide behind, and many space games do not feature bullet-time, VATS, or other special powers that would make you be any different than simply a turret. And it’s easy to imagine “real” space combat maneuvering being made pointless by AI-driven targeting systems, lasers that literally deal damage at light speed, and limitations based on the physiology of the human crew. For example, we can imagine a pilotless drone ship being able to wildly spin around shooting in every direction, but not with a person at the helm.
Incidentally, I consider games not providing a lore-based excuse as for why every space battle isn’t just millions of tiny drones blasting each other out of the sky as extremely lazy. We have faster-than-light travel, we usually have AI companions, but apparently fixed-wing aircraft piloted by meatbags is the best we can do for taking down capital ships? Give me a break.
I do feel like Everspace 2 was the closest space combat has been fun for me, although they do “cheat” at bit. Specifically, there are a ton of special powers, including the ability to warp forward X amount of distance, and every combat features copious amounts of ship-sized pillars in the form of asteroids or derelict ships. Plus there were different “classes” of ships, one of which was essentially a carrier from StarCraft in that you spawned drones and let them do most of the fighting while you hid behind cover. Another ship class was basically an sniper assassin, wherein you used cloaking fields to escape and get into a position to fire a long-ranged weapon at your foes. So, yeah, actually Everspace 2 had fun space combat… but at a certain point, is that not basically a cover-based shooter with extra steps?
I will give a special shout-out to No Man’s Sky though. It is very much in the “space turret” combat category, but it does feel better flying around in space than most other games. Plus, unlike nearly every other game, you can seamlessly go from space into a planet’s atmosphere – with bogies still on your tail! – and vice versa.
If there are other actually good space combat games out there, let me know what they are.
The Early Starfield Reviews Are In
To be clear, I have not played Starfield – the Game Pass version is not out yet. However, there is a Reddit megathread with many of the top review sites linked. Verdict? Mostly good. Ish. A fewer big outlets like GameSpot, PC Gamer, and IGN have given it 7/10 scores though.
One common complaint about the game is the disjointedness of fast travel. There are 1,000 planets to land on in the game, but the actual landing bit is a cut-scene and/or menu prompt.
At first, this seemed like a silly complaint to me, especially when people compared it to No Man’s Sky. Yes, there is an element of fidelity to the simulation in NMS when you fly towards a planet, break through the atmosphere, and then choose to land literally wherever. But that is something they have to incorporate because the fundamental gameplay is so repetitive and shallow. If you could just instantly warp to a Point of Interest, you would “consume” everything it had to offer within 30 seconds and then be done with all the, e.g. language unlocks in an afternoon. Heading back out into space feels good, yes, but its function is padding.
The criticism harder to shake off is when the reviewers point out how segmented exploration gets vis-a-vis fast travel. You may have seen this Skyrim meme before:

That is absolutely something that happened to me while playing Skyrim. Or the times you are just wandering around and stumble across a faction fight, or bandit camp, or whatever else. There are bandit camps in Starfield, and (presumably) faction fights, and other similar events. But the nature of the game would appear to make these things less organic. They just appear on the planet menu. And so I can see how that could become an issue with some people, and possibly myself.
That said… we’ll see. I have always been a proponent of flying in MMOs despite that encouraging the exact behavior I was describing, e.g. drop in and drop out gameplay. I don’t necessarily feel the need for the NMS flying around if the destinations and Points of Interest are themselves are a worthy goal. And if planet exploration is just the equivalent of driving around with the Mako in Mass Effect, we can… just not do that.
Again, time will tell. I have been looking forward to Starfield for a long time and I love sci-fi as a setting and Bethesda games in general. I’m not quite sure why they felt the need to add 1000 planets though.
Asset Flip
One of the games I was looking forward to during the previous Steam sale was one called Grand Emprise: Time Travel Survival. The trailer was amazing, the premise novel, the gameplay was survival-crafting, it had it all! So, imagine my dismay when I read this review:

You can read the full review yourself, but the gist is that the one-person “dev” downloaded a bunch of Unreal marketplace assets and just dumped them as-is into his game. These environmental assets have demo areas already built, along with tools to customize that area or create new ones, but apparently the dev just used the demo areas. Other reviews point out that the dev has a very cynical marketing mindset wherein he publishes a lot of similar asset flips in Steam trying to determine how to generate traffic (and revenue) using as little effort as possible.
This is further supported by the fact that “Karagon (Survival Robot Riding FPS)” – yes, that’s the actual name – was another indie title this dev released three months ago. I had been looking forward to Karagon too, as a sort of ARK substitute to hold me over until the remaster/sequel got released. The reviews further reinforce the notion that the dev swoops in, dumps a game with recycled assets, and swoops away with whatever cash wasn’t refunded.
The concern about asset flips is not limited to this one specific dude, of course. In my last post, I was talking about Craftopia and all the cool things (and a lot of jank) going on there. What I had not realized was that the devs of Craftopia are the same ones as the upcoming Palworld. If you haven’t seen the amazing trailer for Palworld, take a quick peek now, because it’s worth it. Big publishers can have multiple teams working on different products, but something tells me that that isn’t exactly the case here. In PocketPair’s defense, Palworld is slated for an Early Access release January 2024 and Craftopia has a roadmap that ends in September of this year.
In PocketPair’s non-defense though, their latest trailer showed this area for a split-second:

Is it exact? No. I suppose there are only so many different ways you can construct a stone bridge. And, you know, if you need to put out a trailer for an alpha game to generate buzz, you may as well use whatever you have laying around in any case. That said, the shenanigans with Grand Emprise have made me a bit sensitive to this situation. Was Craftopia’s “Seamless Update” really intended to enhance the game? Or did they want to beta-test their Palworld alpha?
There is potentially a conversation to be had as to whether asset flips are bad at all. Things like microtransactions and DLC put the monetary side of the industry front and center, but it is easy to forget that these things that bring us joy are a product being sold. Therefore it is a bit presumptuous of me to characterize someone as being lazy and cynical when that can technically describe all capitalistic aspects of product development. I’d very much prefer devs to have a passion for the game they are making, but as long as it’s fun, who cares? There are apparently many people who played Grand Emprise and had fun with it.
…yeah, no, can’t do it.
I try to have at least one paragraph where I take the opposite side of the argument just to see if there is something I’m missing, but I don’t think so in this case. Asset flips are shitty and it’s especially frustrating to be a fan of the survival genre when it’s apparently ground zero for this chicanery. We are indeed deep in this bizarro world in which even “completed” games feel like abandonware, but Grand Emprise is a whole other level of nihilism.
I suppose we as gamers are not “owed” the same level of passion as ConcernedApe (Stardew Valley) or the people behind Terraria, but it’s still just sad. We become invested in these gaming experiences in a way that we don’t for other products. So, to me, exploiting that investment oftentimes diminishes my very capacity to be invested in things in the future. That is… just restating the definition of being jaded, but the actual diminishment feels much more personal somehow.
Oh well. Caveat emptor and all that.
7 Days to Die, Again
7 Days to Die (7DTD) received a new patch a few weeks ago. So I had to boot it up.

If you haven’t heard of it, or read any of my posts, 7DTD is a zombie survival-crafting game that has been in an alpha state for almost 10 years. It has survived this long because A) it’s a fun, more realistic zombie Minecraft, and B) it continues to receive updates, albeit on a more yearly cadence. I came in around Alpha 15 or so, and this most recent release is Alpha 21. Supposedly the game will go gold with Alpha 23, but the dev team never had anyone with project management skills, and it kind of shows.
Case in point: the devs have spent a majority of A21 overhauling the leveling system and mucking with the early game. Again. For the 3rd/4th Alpha in a row. When I started playing, the skill system was a “learn by doing” sort of Oblivion system, wherein you crafted hundreds of stone axes to increase the potency of future stone axes. Then they moved towards a Skill Point system, so you needed to focus on leveling up and assigning points into Skills that improved your crafting ability. With A21, you now need to find and consume skill magazines in order to level each of dozens and dozens of skills. The Skill Points are still there, but are more focused on 10% (etc) bonuses, although you will find more corresponding skill magazines by spending points in specific areas, e.g. Spears, Shotguns, etc.
Are these changes bad? Yes and no.

In principle, I am fine with devs trying to figure out their preferred method of player progression. This is what Alpha states are supposed to be about, after all. The problem with the Fun Police Pimps (their actual studio name) is that they are almost actively hostile to the way most people play their game. Over the years, the Minecraft elements have been nerfed into oblivion because they didn’t like players just basically digging into the ground and smelting iron and crafting all corresponding items (guns, etc). So, they nerfed the XP gains from digging and tied blueprints to either levels or loot (Skill books). When players still Minecrafted their way to castles, the devs started adding things like “gun parts” as uncraftable items you had to loot. Which, fine, whatever, but that also leads to ridiculous situations like how you need “baseball bat parts” to make a wooden bat, but can engineer a working gyrocopter out of scrap metal just fine.
Meanwhile, over the years the devs started adding “dungeon” Points of Interest (PoIs) into the game. Whereas existing homes and shops were set up in a logical manner, these new PoIs were designed around players going along set pathways and encountering zombies in scripted ways, with extra loot at the end. These are cool… the first time you encounter them. Unfortunately, the devs has since turned every PoI into a dungeon, making looting a bit of a slog. Until/unless you have memorized where the main loot in located and can just break through doors/walls/ceilings to bypass everything.

Meanwhile meanwhile, the devs have also been tweaking zombie AI over the years to counteract players. The eponymous 7 Days horde is a bunch of zombies who attack at a sprint, always knowing your exact location. When I started playing, they couldn’t dig straight down, so if you found or built a bunker, you were basically immune. Clearly, that was a bit too easy. Zombies were then allowed to dig, making underground bases problematic. Players then started just driving around all horde night on motorcycles, so devs made zombie vultures move at 300% speed when you’re in a vehicle. People then started making zombie mazes. Devs wildly overcorrected and gave all zombies perfect omniscience as to the block HP of everything between you and them, so that they make a direct beeline towards the weakest part of your base. Not only was this nonsensical – how does a zombie know this concrete block has 495 HP instead of that one? – but it invalided all “real-world” defense strategies like installing spiked walls everywhere. Players then made zombie obstacle courses that end in impossible-for-AI jumps, so the devs reduced zombie fall damage and made them “rage” a bit, attacking any nearby blocks (e.g. support pillars).
Oh, and new to A21: glass jars and tin cups have been removed from the game. The stated goal was to make water a more important concern in the early game, as otherwise you could craft/find tons of containers, fill them up at a nearby lake, and boil your way to eliminate thirst. I mean… sigh. Maybe being able to craft glass jars in a Forge with just sand is a bit much. But that just makes bodies of water useless, throwing out another element of rational post-apocalypsing in favor of abstract game design. Instead, we must imagine you drinking bottles of water and throwing the container away, while you desperately collect enough coins to purchase a Water Filter from vendors, which you use to craft Dew Collectors, which generously grant you 3 Water (containers!) per day… from the aether.

Games change over the course of Alphas, especially when they have gone on for ten years. But at a certain point, you have to question whether the devs even want to finishing make the game they started. One of the leads once admitted on the forums that if they could go back in time, they would not have allowed players to dig into the ground. Which… is kind of a big deal for a voxel-based game.
All of the changes mentioned above though make digging immaterial to begin with. There used to be a tension between looting buildings and still saving enough time to build your own base to survive horde night. Now the optimal, dev-directed course is to spam quests from vendors – oh yeah, quests were introduced a few Alphas ago – to get PoI loot + quest loot, and just camp on the roof of a bank or whatever for the hordes. The zombies will eventually tear down the building after a few weeks of hordes, but by that time you will have enough high-level loot to kill them with ease, especially after creating a little obstacle course.
The good news is that 7 Days to Die has already attracted some quality mod authors over the years that have put out some transformative overhauls. So even if the Fun Pimps continue to go all-in on making the game just a series of scripted zombie encounters, there is still hope for an experience more akin to the game it used to be. Which is more than can be said for many titles out there.
All Roads Lead to Stealth Archer
Oct 27
Posted by Azuriel
It’s a well-established meme how players gravitate to the “stealth archer” build in games.
I was thinking about this as I passed the 25-hour mark in my new playthrough of Cyberpunk 2077 and its Phantom Liberty expansion. The original game’s Perk trees were a disaster of bad design, but even then there was a skeleton of optimization one could take towards different playstyles. In my original playthrough, I was… a stealth archer, basically. My build ended up being horribly inefficient though, as my Perks boosted damage using sniper rifles and also Netrunner hacks. As it turns out, there isn’t much of a point dealing with weapon sway while aiming and bullet drop when you can digitally one-shot enemies from an equal distance away via Quickhacks.
I vowed that my next playthrough of Cyberpunk would be different. I’d focus on a bullet-time abusing katana wielder that kicks down the front door and decapitates everyone!
As it turns out, pushing less buttons and having fewer decisions isn’t all that fun.
I really did give it the old college try. Funneled all my Attribute points into Reflexes so I could Dash and double-jump my way across the map. That bit? Super fun. In fact, I don’t even bother with cars unless my destination is more than 2 km away. When you equip the Sandevistan (aka bullet-time) cyberdeck though, it is mutually exclusive to more “normal” cyberdecks that allow you to do simple things like disable a security camera or upload Ping on an enemy to see where his friends might be hiding. Losing those options significantly reduced the fun I was having.
Also? Bullet-time + melee weapon just isn’t all that engaging. Using a combination of Dash + Leap Attack to sail through the air is cool. Once you land next to your target though, you just hold down left-click as you cut them to ribbons. There’s no finesse, there’s no real engagement – Metal Gear Rising: Revengeance this ain’t. Indeed, the sort of penultimate Perks of the Reflex tree unlocks Finisher moves intended to, well, finish off wounded enemies. The problem is that enemies kept dying to left-click before I could even see the F-key prompt.
So, I’m back to my more familiar stealth archer ways. Mostly. One tweak that I’m making is to focus on Throwing Knives and Pistols to make things a bit more interesting than just outright sniping. More ninja than archer, basically. I may have to use my one Respec opportunity to shift Attributes around to make this more viable, but its working well-enough for now.
But what I’ve come to understand is that the stealth archer archetype may have less to do with its inherit power (Sneak Attack bonuses, little risk) and more with, well, the satisfaction of pushing buttons. Quickhacking foes to death requires like two buttons; slowing time and killing with a katana requires maybe two more buttons; Sniping is one trigger pull, but requires some decisions on where to set up and the skill of aiming the headshot; infiltrating an enemy base and dispatching foes while distracting their buddies requires dozens of micro-decisions and improvisations.
That last one is preferable to me – the Tenchu series is one of my all-time favorites from the PS1 era – but it’s not always possible with the way some devs set up (or disregard) stealth gameplay. Luckily, Cyberpunk 2077 does support stealth gameplay and actually neatly avoids the stealth trivialization problem by making all endgame approaches overpowered. Which is certainly a way to solve things.
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Tags: Cyberpunk 2077, Game Design, Pressing Buttons, Stealth, Stealth Archer