I have kinda let Fallout 76 slide these past few days, as I reach the mundanity of the endgame. Which mainly consists of server hopping for weapon plans and getting distracted by nuke zones in the process. We’ll see if any of these patches fix anything.
Still in a mood for survival game though, I was sucked back into Starbound with the Frackin’ Universe mod pack. This is a full-body mod that basically changes nearly every aspect of the game by adding dozens of new systems and results in thousands of different interactions. To give you an idea, one of the early buildings is a “wooden centrifuge” that allows you to put water in, and get Hydrogen and Oxygen canisters back out. There are other systems changes as well, including the fact that your character no longer emits light, so things like flashlights and seeding tunnels with hundreds of torches becomes important.
So far I have spent about 8 hours playing and haven’t even left the starter system yet.
The problem I’m facing is two-fold. First, there is a noted lack of direction/progression. The mod includes a whole host of “tutorial” quests to introduce some of the concepts, but in practice they are more like “craft a growbed… now have fun!” While I can’t quite build everything yet, I have like a dozen different crafting stations and no sense of what I should be building, or working towards. “It’s a sandbox, do whatever.” Yeah, no, not how it works. If you look at ARK or even Minecraft, there are subtle channels of progression – things are either level-gated or material gated or biome gated. There’s gating in Frackin’ Universe too, but the starting gate is way too big.
The second issue is sort of mundane, but… I’ve already beat this game. Frackin’ Universe puts in all these new systems and such, but the core game is still about collecting six artifacts and defeating the tentacle monster. There is a longer journey to get there – the mod rebalances things so its not as easy – but the destination is the same. While I could and probably should just create my own goal and do whatever, I feel like if I’m already having to do that, I should probably do that in a game I haven’t already beaten. I mean, I already had 60 hours in vanilla Starbound.
We’ll see. It’s fun (and a bit frustrating) for now. The question will be for how long.
Syncaine made an astute observation in my prior No Man’s Sky (NMS) impression post:
I’ve never read, this included, anything that suggests the game is actually fun. People point out what is missing or broken, and what is there, but never a series of ‘things’ that are interesting or fun.
As I mentioned in the post itself, I do find the game fun, and have been playing it now for over 60 hours – far longer than most AAA games these days. But… why? What are the fun bits?
In NMS’s specific case, I think most of the fun is derived from the accumulation of things. If you have ever played another survival game like Don’t Starve, 7 Days to Die, or even Minecraft to an extent, and enjoyed collecting 200 pieces of X so you can craft that next upgrade, well, NMS is here for you. Hell, it’s also sorta like herbing in your typical MMO. Run around, press the E button near a node, continue on. Except with spaceships and mining lasers and landing on different planets.
That’s… kinda it, really. Well, assuming you aren’t interested in the background plot.
Let me contrast NMS with two games. First, Starbound. Staround also features procedurally-generated planets, collecting all the things, and a plot that mostly glues the experience together. Starbound is the better game by far though, because combat spices things up and synergizes with the collection of things. In NMS, all you really fight are the Sentinels, which are everywhere all the time, and only ever escalate things if you don’t kill them fast enough. Compare that with Starbound having to dig deeper into a planet for the best minerals, with enemies getting tougher the deeper your go. The gameplay loop in Starbound and the engaging fights are more interesting and fun.
The second contrast would be with Sunless Sea. Procedurally-generated exploration game with a focus on profit from selling trade goods. Sounds pretty similar, right? Sunless Sea also has a mild Lovecraftian vibe and some great narrative. It also completely sucks as a game and feels terrible to play. The nominal gameplay is quite different – FPS versus overhead ship battles – but that is kinda the point. NMS feels engaging in a way Sunless Sea does not, even if they are both games that revolve around exploring and collecting and obtaining cash.
In the comments, Helistar mentioned that they would just “stick with ETS2 for the time being.” I had to Google the acronym, which is apparently Euro Truck Simulator 2. My first reaction was to scoff. What does driving trucks and selling cargo for cash have to do with flying around space… and selling cargo… oh. Well then. There you go.
If none of the above clears anything up for you, then No Man’s Sky is not for you. It technically really isn’t even for me. There is something there though, some half-formed game system I can’t quite describe, which is compelling. Or, perhaps as Zubon would describe, “compelling but not entertaining.” But I’m weird in the fact that compelling is automatically entertaining for me.