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Ark Life

Ark can teach you a lot about life. Namely, man’s futile struggle against a hostile, uncaring universe.

Ark_FeelingLucky

Don’t do it… it’s a trap!

It all started when I returned to my base with a handful of Obsidian from a scouting expedition. Emboldened by my success, and reading about the usefulness of the Sabertooths (Saberteeth?) I spotted on the mountain, I took flight again to snag a pair.

Life 1

I made it to the mountain in one piece, and scout around. I spot a pack of four Sabertooths, land on a nearby rock, and tranq two but the others had already wandered off. While taming, I am stuffing my face with Cooked Meat, because the temperature of the mountain is below zero. During this process, I realize that I’m out of Raw Meat, rapidly losing health due to the weather (no Fur clothing, because no Fur from these dinos), and while I have plenty of arrows, my crossbow itself is about to break. Shit. In a frantic bit of survivalship, I manage to kill some dinos for meat, tame the Sabertooths, and make my way to the warmer beach. Then I begin the journey back to my home base.

Along the way, I have to go through the Swamp biome. I stick to the edge, between the Swamp and the ocean, to avoid the more dangerous swamp creatures. What I did not avoid was the seemingly endless amount of piranhas. Despite doing only 15-20 damage per hit, one tiger dies. I hop off my bird to try and assist the remaining tiger. One minute later, the piranhas eat the remaining tiger and, somehow, my flying mount. I embrace the darkness.

Life 2

Take a backup bird to fly back and get my dropped items. This time, I load up on a fresh crossbow and extra meat. Spot my corpse, pick up my items. In the distance, I notice a low-level Sacro (e.g. giant crocodile). Thinking this might be a worthwhile tame to assist with the piranhas, I land on a rock and start shooting tranqs. With the Sacro down, I hop off the rock to start feeding it meat.

That’s when its mate shows up and starts feeding on me. Turning around to try and escape on my bird, I notice that the bird has simply dematerialized. No death record, it’s just glitched out of the game. Cool. I die.

Life 3

Fuck it, Imma build a boat.

Tour length: 3 hours.

I spent the next few days collecting resources and constructing a boat and adding crafting stations and such to it. The goal was originally to boat up to the mountain, tame the Sabertooths, then boat them back. That’s when I realized that the snowy biome sounds more interesting, and hey, those penguins give you tons of Organic Polymer when you beat them with clubs. No, seriously, that’s how it works. Since I need a bunch of Polymer to craft advanced weaponry, let’s head North instead.

After a long time, I make it to the Snow biome. Club some seals, mine some frozen Oil, good times. Off in the distance, I see a Carno and some of hell boars. Huh, interesting. I craft some stuff for a bit, and then start to prepare to take my bird out to collect more resources. Except now there is a Carno and some hell boars, having aggro’d and swam out to greet me, clipping through the bottom of my boat killing my birds and my favorite mount. Fuck this.

Life 4

I ruthlessly murder every Carno and hell boar that I see. At one point, I got a little too zealous and fell off my rock perch, and the hell boars got their revenge.

Life 5

Let’s just avoid that area and get a little further North. What’s the worse thing that can happen?

This. This is the worst thing that can happen.

—–

It should be noted that I am actively save scumming in Ark, e.g. backing up files. Why they just don’t add a Quick Save functionality to Single-Player Mode, I don’t know. Perhaps it goes against the general principle of Ark, or might give people the wrong impression when/if they try and go to public servers and lose all their stuff for real.

In any case, I don’t even feel the least bit bad for what I’m doing. I cannot possibly imagine a scenario in which “cheating myself” out of that last loss will result in more game time than rewinding it. Maybe if this was more of a roguelike with a definite end, like Don’t Starve (Adventure mode), or even Binding of Isaac, I can see less replay value overall. With Ark though, losing an entire boat worth of stuff along with some of my best tames? I would be more liable to quit altogether than start over. Or perhaps never to have set sail in the first place, which is kinda the same thing.

I guess we’ll see. I managed to craft a modern pistol and assault rifle with my (rewinded) resources, while avoiding the anti-boat whale area. If the novelty of Ark wears off after gaining such weaponry, perhaps I did “cheat” myself out of time. Then again, I still have projects that I want to complete, caves I want to explore, and map to uncover. I’m thinking it’s better overall to trade future game time of uncertain value for non-frustrating gameplay right now.

Especially because of all the bullshit Ark throws at you out of nowhere.

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I am (Not) Ironman

With my dead 970 graphics card just now reaching the RMA warehouse, I am having to seriously sort through my gaming library for titles that will boot up on a 560ti. WoW runs fine, for example, but 7 Days to Die maybe pushes 20 fps if there isn’t anything going on.

Enter XCOM 2, which I purchased for $12 whole dollars in a recent Humble Monthly Bundle.

I started my first game on “normal” difficulty with Ironman enabled, as I did with the prior title almost four year ago. A few hours later, I abandoned that game and started anew without Ironman.

On the one hand, the decision was easy. XCOM 2 is filled with such crazy amounts of bullshit that I didn’t even feel bad for opening the door to save scumming. The third enemy type you face in the game, a Sectoid, has the ability to Mind Control your units through walls. And create zombie troops from dead bodies. Which is great when your squad consists of only 4 people and you lose one of them to Mind Control off the bat, and that one ends up killing another (who then turns into a zombie). Killing the Sectoid breaks the Mind Control and (re)kills the zombie troops, but that gets a little difficult when one of your guys is Mind Controlled.

Or how about that mission with the Faceless ones? Rescue six civilians… oh wait, one of them morphs into a putty creature with claws and you just ended your turn in melee range. Hey, six damage to your 6 HP dude, that’s convenient. Then you have the snake creatures that can move, then grab a sniper off the top of a train 30 feet away with their tongue, then instantly coil around them, permastunning them and dealing 2 damage per turn. I mean, I suppose I should be grateful there isn’t a chance I could shoot my own coiled guy when I shoot the snake, but I was absolutely expecting that to be a thing. Because fuck you.

None of these things are insurmountable. They just happen to be inane, “gotcha!” bullshit that artificially increases the difficulty of Ironman games. And not even permanently, as once you (the player) know about the existence of these abilities, you can play around them in the future. Which is the point, of course, but I see no reason to structure a game this way while also punishing you long-term for these same blind pitfalls.

On the other hand, after playing a few more hours in non-Ironman mode, I started to wonder about the philosophical ramifications of Save Anywhere.

Fundamentally, a Save Anywhere feature makes eventual success a forgone conclusion. Even in extremely skill-intensive or luck-intensive sections of gameplay, any incremental progress is permanent progress. Some tactical games have RNG protection, e.g. all dice rolls are determined in advance, to dissuade save scumming a 15% chance attack into a critical hit, but that doesn’t prevent you from simply coming in from a different angle or using a different ability.

The other problems with Save Anywhere are the player behavior ramifications. If you can save the game at any time, there is an advantage to doing so, which means there is an incentive to. Tapping F5 is not onerous, but I consider the mental tax of “needing” to remember to do so… well, taxing. It’s not that saving after every attack ruins the game (it does), it’s that I now have to devote constant attention to an out-of-game mechanic. Is there anything worse than thinking you hit Save before turning the corner, but realizing later on that you didn’t, and now you’re stuck with a poor outcome “unnecessarily?” Feels completely different than if the designers make that decision for you.

I feel like there is a middle way, especially in games like XCOM. Specifically: saving inbetween missions. This lets you avert complete disasters like the mission that eventually scuttled my Ironman attempt – a total squad wipe one square from the extraction point – while still disincentivizing save scumming inside each mission. At least then you can weigh the option of losing an elite soldier to some bullshit versus 30-40 minutes of your time.