First up, everything that Jason Schreier from Kotaku reported was true: Fallout 76 is an online survival RPG. Second, my Concern Meter has been dialed to 11 since the E3 presentation.
As I said before, I am all onboard with a Fallout survival game. Exploring the wasteland and looting all the things consists of about 80% of my gameplay in this series, and I am currently on an extreme survival game kick the likes of which I have not experienced since my high school JRPG days. All of that sounds fantastic to me.
What was considerably less fantastic was this bit:
Bethesda Game Studios, the award-winning creators of Skyrim and Fallout 4, welcome you to Fallout 76, the online prequel where every surviving human is a real person. Work together – or not – to survive. Under the threat of nuclear annihilation, you’ll experience the largest, most dynamic world ever created in the legendary Fallout universe.
That is direct from Bethesda marketing material, and you can hear Todd Howard say it several times during the E3 presentation. Oh, and here is Todd with the final nails to finish that RPG coffin:
“You cannot [play offline]. Even if you are playing by yourself doing quests, you will see other players.”
“There are no NPCs. […] There are still robots and terminals and holotapes.”
“We want a little drama there [with PvP/griefers] without it ruining your game.”
Sometimes I wonder whether any of these people have ever played a videogame before.
So there it is. Apparently there will be private servers at some point in the future, complete with modding capabilities. Considering that would likely compete with their own (presumed) microtransactions, I won’t be holding my breath. I haven’t actually heard anything about microtransactions, for the record, so maybe they will surprise us by keeping things honest. Howard did admit that the modding scene is always where their games end up in the long term.
In the Reddit thread where I found the interview clip above, there was this amusing exchange:
So what do you do then?
Do quests and build stuff with friends.
Quests from who? Doing what? With no NPC’s who’s going to give a quest, or at least one that’s meaningful. How am I supposed to give a fuck about the quests if theres no reason in behind them
It’s a fair question, especially if someone has never played a survival game before. The answer: it doesn’t matter. ARK has no NPCs or quests and I racked up 136 hours playing by myself on a local server. For reference, my /played time on Fallout: New Vegas and Fallout 4 are 128 and 96 hours, respectfully. Granted, the quality of those gameplay hours differs significantly – I can recall specific quests and epic moments from the Fallout games in a way I couldn’t describe cutting down the thousandth tree for wood in ARK – but the point is that entertainment can occur without there being a reason for it.
Plus, you know… Minecraft. That is a thing that people do.
Based just what we know today and random musings, here’s what I’m thinking:
- Basically Fallout ARK minus the taming
- Ghouls/robots/etc = dinosaurs
- Overseer quest is extended tutorial to get you to visit all six maps
- Each zone unlocks specific progression crafting stations/items
- Overseer is a robot/AI and possibly the Navi to your Link
- All quests are passive, e.g. go here, find this, activate X, defend Y
- No direct quest giver NPC, no factions
- World boss spawns, and public group quests are frequent
- Radiant-esque quests via Note Board or similar
- Might find magazines/notes that lead to mini-dungeons
- The six zones are not contiguous; fast travel at the edges/specific locations
- Looting/scavenging is a big deal for building supplies, main motivator for exploring
- CAMP system will reduce base griefing a little bit
- Pack up your base before logging off; crops (etc) probably won’t grow though
- Unable to spam buildings across the map to block locations
- A ton of people setting up hostile turret bases near newbie areas though
- XP and levels and Perks and Skills, like normal Fallout
- “Jobs” in the trailer correspond to group-based roles (scout, tank, etc)
- Always “dozens” of players per map, per server
- Expect a lot of activity near best resource spawn locations
- Nukes aren’t necessarily for griefing – they create endgame locations
- Getting codes to unlock nukes is its own mini-progression
- Extra hard enemies/bosses spawn in nuked area
- Some kind of endgame resource spawns only there
- Radiation requires loot/crafting grind just to survive brief trips inside
- No private servers at launch
- “Progression follows you” means getting OP on private, then griefing public
- Or farming Power Armor quickly, then handing it to your friends
- Alternatively, allow private servers but character cannot migrate
Most of that is idle speculation, but we can come back to it once more details have been released.
[Edit: Updated Youtube link, since first interview was taken down]
The big news is that Bethesda teased the next Fallout entry: Fallout 76.
People were understandably confused by the naming convention. “What happened to Fallouts 5-75?” The mirth turned to trepidation when Jason Schreier from Kotaku tweeted:
Well, as of this afternoon, Jason tightened the thumbscrews further with this article:
When Bethesda announced Fallout 76 with a teaser trailer this morning, promising more information at E3, it was easy to assume that the new game would be a traditional single-player role-playing game. But Fallout 76 is in fact an online survival RPG that’s heavily inspired by games like DayZ and Rust, according to three people familiar with the project.
This could be a total disaster. An unmitigated, unrelenting disaster.
…or this could be the best thing of all time. Either/or.
No, but seriously, it’s difficult to assess the firestorm going on in my head right now. Am I disappointed that we’re not seeing a straight-up Fallout 5 right now? Sure. But take a moment and remember back to Fallout 4 and Fallout 3 (and New Vegas for that matter) and ask yourself: how important was the main story, really? Conversely, what were the best parts of this series for you?
For me, it was precisely the post-apocalyptic exploration bits that I love; the mini-vignettes in the form of skeletons or computer logs; the hoarding of thousands of pounds of tin cans and bottle caps; looking at my map, seeing the quest marker, and decidedly going in the opposite direction. While there were never many traditional survival elements to the Fallouts – baring the New Vegas option, which did not change much mechanically – the game setting just had a certain… je ne sais quoi which led me to ransacking every ramshackle shack in the wasteland, in spite of it being totally unnecessarily. Fallout 4’s base-building components were… well, also unnecessary, but at least gave those thousands of pieces of debris a purpose.
So, in short, my body is ready for this.
In fact, I have never been more ready. The only reason why I don’t own Metal Gear: Survive or Conan: Exiles is because they haven’t been bundled/deeply discounted yet. I only uninstalled ARK because it takes up 100+ GB on my limited SSD. I only stopped playing 7 Days to Die because I didn’t want to burn all of my interest until at least patch A17 is released (which is apparently in July). I don’t really advertise it, but my own personal dream game elevator pitch is “Fallout 3 meets Silent Hill – post-apoc psychological survival FPS.”
Now, it’s entirely possible that the devs won’t be able to thread all the needles:
Originally prototyped as a multiplayer version of Fallout 4 with the goal of envisioning what an online Fallout game might look like, Fallout 76 has evolved quite a bit over the past few years, those sources said. It will have quests and a story, like any other game from Bethesda Game Studios, a developer known for meaty RPGs like Skyrim. It will also feature base-building—just like 2015’s Fallout 4—and other survival-based and multiplayer mechanics, according to those sources. One source cautioned that the gameplay is rapidly changing, like it does in many online “service” games, but that’s the core outline.
How exactly does one have both survival multiplayer and quests? Is this going to be a stripped-down The Elder Scrolls Online? Jason mentioned in the comments that “Yeah I’ve also heard people who know the game make comparisons to Ark, fwiw,” so I could imagine it being… well, ARK with quests. But are they going to all be radiant quests ala Skyrim? Can people kill the quest-givers? Can you create your own private (single-player) servers? Will there be modding available?
Details will emerge in the next few weeks, for sure. In the meantime, I’m loving it. Even if Fallout 76 is a total disaster, it has solidified in me the understanding of something I wasn’t quite able to express. Namely, that I want a Fallout ARK. The RPG elements and VATS and such are traditional features that help define the narrative a bit, but I don’t view them as essential anymore. And maybe they never were. I just love that setting, and that gameplay loop of exploring the wasteland.
War never changes, but perhaps our appreciation of it can.
It’s been a while since I was last gripped by a game for 5 hours straight. Over multiple days.
Stellaris is a non-Paradox game developed by Paradox. This is important because of my history with this developer. Much like with EVE, I had heard a lot about Crusader Kings 2, all sorts of crazy stories, and bought it thinking that I’d like to play the game that generated them. Nope, I played about 3 hours before uninstalling it. So when a friend of mine recommended Stellaris recently, I was skeptical. So skeptical that I ended up installing Galactic Civilization 2 (free download) and Galactic Civilization 3 (don’t even know where this came from) in order to scratch the itch that Civ 6 had left. Then, finally, a recent 60% sale on Stellaris pushed me over the edge.
I have been falling ever since.
I’m about 30 hours into my sort of beginner tutorial playthrough and I’m trying to decide whether to start over or not. There have been some noob mistakes on my part, and some additional jankiness with the game that I am coming to terms with. I was in a recent war, for example, and was prevented from claiming total victory because… an ally was occupying the last planet instead of me. This enemy civilization had zero unoccupied planets and yet they “forced” me into a truce… that still resulted in me claiming all their shit. Except that last planet, with was taken over by my ally a few in-game months later. I don’t even know if it matters – the internet is awash in outdated information on the game – but it still bothered me.
Regardless, I am more excited about a game than I have been in quite some time. I’m still trying to figure out if it’s because Stellaris is a new puzzle for me to figure out, or if I’m excited about a new “survival-ish” experience of exploring and uncovering resources, or something else altogether.
Either way, I’m looking forward to figuring it out.
The other day I was playing Words with Friends (aka Scrabble app) with my SO. She is not much of a gamer – although she did play WoW back in vanilla – but she enjoys board games, and word games the most. I play along with the word games mainly because it’s something we can do together, but… I don’t really enjoy it. Word games are not my forte, and it does not help that she is way better at words than I am. I have actually legit won on occasion, primarily on the back of a few critical plays when the tiles line up just right. For the most part though, she kicks my ass on the daily.
For those who don’t know, there are an abundance of Words with Friends “cheat” apps out there. What those will do is analyze your seven tiles and the board, and then list out the best possible scoring combinations via brute-force analysis. I have never played with any such apps, but I find the idea amusing simply because that is exactly what I try to do a lot in-game.
See, Words with Friends will only allow valid plays. So, if you don’t know whether something is a word, you can drop tiles and get instant feedback. I have gotten a lot of points before basically dropping random tiles in key locations and making a word I had never heard of.
The difference between my method and using an app to do it for me is… something.
I suppose it becomes less of a contest between two players’ knowledge when automation is involved, cheapening the experience. On the other hand, my SO plays word games a lot – she runs several concurrent games at a time, in fact – so she has memorized all the different Q words that don’t need a U, and so on, which is a pretty big advantage. And like I mentioned, I can do everything the cheat apps would do, if I was patient enough to do it myself. So, at some point, her overwhelming knowledge versus my very basic brute-force tactics becomes analogous to one or both of us facing two different kinds of bots.
That thought led me to another: what if we both used cheat apps? At that point, the game would probably come down to the random nature of tile distribution, and perhaps a few scenarios in which we had to choose between two same-point plays. Regardless, it doesn’t sound particularly fun, right? If we have automated things that far, we may as well automate the selection of the answer, and just have two bots play against each other forever.
So… from whence did the fun originate?
I think it is safe to say that certainty reduces fun in games. While I do not necessarily mean that randomness needs to exist in order for fun to occur, I do mean that the outcome needs to be unknown, or at least in contention. If one person has the cheating app and the other does not, it’s not likely to be a fun game. Even if no cheating was involved, one player having an overwhelming advantage – either knowledge or skill – and the outcome is probably the same.
But what does that really say about our games, and the way we play them? The better we are at a game, the less fun we likely will have. Having a little advantage is nice, and the process by which we get better (experimenting, practice, etc) is a lot of fun too. At a certain level though, it tapers off. What’s fun after that? Direct competition? Maybe. Part of that fun is likely tied into the whole “unknown level of skill from opponent” thing though. Because if we knew he/she was using a cheat program, that fun would evaporate pretty quickly.
Now, there is a sort of exception here: it can be fun to totally dominate your opponent(s). Be it ganking in MMOs, or aimbots in FPS games, the reason a person would do such a thing is precisely to “collect tears” by specifically ruining other peoples’ experience. At that point though, the medium is kinda immaterial; the bully is just using whatever is convenient and less personally risky.
In any case, I went ahead and shared my thoughts above with my SO and her response was interesting. For her, the “game” within Words with Friends is actually just challenging herself in finding the highest-scoring move each turn – she does not necessarily care about the ultimate outcome of the game. Which, to me, sounds like she should be playing against bots, but nevermind. And I actually understand that sentiment: whenever I was playing BGs in WoW, my goal is not necessarily to win at all costs (e.g. sitting on a flag 100% of the time), but to amuse myself on a micro level, even if I was grinding Honor.
Still, I suspect my SO will eventually tire of the wordplay over time, once her skills plateau. Or… maybe she won’t. After all, I somehow find it infinitely interesting to collect resources in Survival games despite having achieved maximum efficiency usually by clicking the button once. Which leads me back to my original question: from whence fun?
I was reading through The Long Dark’s (TLD) wiki the other day, when I came across the missing piece of the game’s puzzle: it’s okay to starve. Mind. Blown.
Fundamentally, you die in TLD when your Condition meter reaches zero. There are four separate meters (Needs) that affect the Condition meter: Warmth, Fatigue, Thirst, and Hunger. If any of those meters reach zero, you start losing Condition. However, you can still do things while a Need is zero, e.g. chop wood while hungry or thirty or cold. When at zero, the Condition loss per hour is:
- Warmth -20%
- Fatigue -1%
- Thirst -2%
- Hunger -1%
While you technically regain Condition as long as all four Needs are above zero, the gain is like 1% per hour. Meanwhile, if you sleep in a bed for 10 hours, you can regain up to 65% of your Condition bar in one go. The requirements? Drink some water before bed and consume ~600 calories. That’s it.
To understand the implications, here is a paragraph from the wiki:
2800 calories would be consumed during 14 hours harvesting carcasses. But if no calories are available (Hunger is empty), about 15% of condition would be drained instead. Only 600 calories are required during 10 hours of fully replenishing sleep. So eating only 600 calories prior to sleeping can maintain a character with only briefly lowered condition taken as a trade-off. This is a great reduction from the 3,400 calories that would have been required to keep hunger satisfied the whole day.
In other words, instead of consuming X calories a day, you really only need ~600.
I always thought it was a bit too gamified how I had to maintain such a large calorie intake for normal things, but I chalked it up as one of those weird genre requirements. Turns out that was not the case. So, if you were like me thinking The Long Dark was a bit too brutal of a survival simulation with the constant juggling of resources… just stay hungry, my friends.
I first played The Long Dark ages ago back when it was in Early Access. It was back then, and still is today, a survival game of another kind: a true Player versus Environment. Your primary foe is hunger, thirst, and a cold Canadian wilderness hostile to your continued existence.
Having played it for a dozen or more hours now, I can safely say that I am pining for some zombies.
When I said your primary opponent is the environment, I meant it. Outside of the story mode (broken down into Episodes), there are no NPCs. Fauna consists of rabbits, deer, wolves, and bears. I have heard there might be moose involved, and I guess you can technically fish up, er, fish. But that’s really it. While you can eventually craft a bow or loot a rifle, this is not an action survival game by any means.
Given the above, the fundamental gameplay tension is food and warmth. The Canadian tundra is cold, the windchill is colder, and blizzards are colder still. Keeping warm is a challenge, and just finding shelter is not necessarily good enough. That’s when The Long Dark’s thumbscrews come out.
See, picking up sticks is easy. Come across a branch that can be broken down into sticks? That’s going to take 10 minutes by hand. Which the game fast-forwards through, but your warmth meter is depleting rapidly all the while (depending on weather and your gear), and now you’re at risk for hypothermia. And those three sticks you got from breaking said branch? That’s maybe 22 minutes of heat in the campfire, which might not be long enough to regain the Warmth you lost breaking the branch outside, nevermind the other firestarting materials. Oh, and it took 42 calories.
The Long Dark takes counting calories to a whole new level. Sleeping takes 75 calories per hour. Breaking down a crate for wood for a fire takes ~62 calories. Walking around for an hour takes 270 calories. Harvesting meat from an animal, so you can cook it to regain calories, takes X calories. Hopefully less than the amount it took you to kill said animal, but not always.
What ends up happening is that you never really feel safe, anywhere. Sure, finding a sufficiently warm shelter is nice. But necessity will drive you from that place eventually. Water is abundant, but needs fire to be produced. Which needs fuel to be collected. Which needs calories to burned. Which needs food to be scavenged or hunted. Which needs you to be outside, in the cold, taking risks.
Being naturally driven from your comfort zone in a quest for survival is brilliant game design. But it is also dissatisfying. Instead of feeling like I have agency, I instead feel despondent. In 7 Days to Die, I forage for supplies so that I can construct defenses capable of outlasting next week’s Blood Moon. In The Long Dark, I forage supplies so I can… stave off the inevitable for another 24 hours. Technically they might be the same in principle, but one feels a hell of a lot better than the other.
Having said all that, I am currently working through Episode 2 of the Story mode and having a plot to follow makes things a bit better. Plus, the locations where the story NPCs live have a fire going 24/7, which makes things considerably easier. Not having the ability to unlock schematics and such as one does in the regular Sandbox version can be a bit stifling (e.g. not being able to craft a bow), but the overall experience is quite good, if a bit linear and directed.
Right from the start, let me say that No Man’s Sky is often intentionally vague in order to engender a sense of wonder and discovery. In that respect, the following Quick & Dirty guide might constitute spoilers because I will be explaining some of the game systems as they exist in version 1.38. If you feel like that might take away from your enjoyment of the game, by all means, stop reading.
For everyone else, let’s roll.
1. Land on planet
2. Collect resources
Seriously though, in the beginning, do not worry too much about anything in particular. A large part of this game comes down to Inventory Management, and you are never given enough space to collect all the things. If something seems like a super-rare thing, trust me, it’s not. You will find a planet with tons of it later on.
What you will want to keep an eye on though, at all stages of the game, are the following:
- Plutonium: It costs 50 to lift your Starship off the ground.
- Zinc: Basic way to recharge your environmental protections, once crafted.
- Thamium9: Primarily for recharging Life Support, but used in Farms later on.
You will always want to keep a stack of those elements handy at all times, at every stage of the game. Once you get a decent Unit (e.g. cash) stream, all of them can be acquired quickly and in bulk by visiting a Trading Post on a planet in any economically successful system. We’re talking buying 1500+ at a time for like 40k Units. Much faster than farming, especially with Thamium9.
Walking, and even Sprinting, seems really slow and never gets much better.
The better way to get around is to Melee+Jetpack. Basically, start walking in a particular direction and press the Melee button (Q on PC) and your Jetpack (Space on PC) at the same time. If done correctly, you will surge forward a few steps, and meanwhile that faster momentum will carry over onto your Jetpack. For best results, start Sprinting (Shift on PC) before the Melee hit and you’ll be able to traverse wide swaths of the world, as long as your Jetpack lasts.
How Do I Upgrade X?
Personal Inventory: Drop Pods can be found on every planet, and are specifically searchable by building a Signal Booster. Enter the Pod and purchase the additional slot. Each Drop Pod is only usable once.
Keep in mind that there are three different player inventories. The General Inventory can contain both items and tech upgrades. The Technology Inventory can contain only tech upgrades. The Mass Inventory can only contain items, but at Starship-level stack sizes, e.g. 500 elements, or 5 items per slot. While the General Inventory is cheaper to expand at first, if you place too many tech upgrades in there, you are simply limiting your ability to store goods later on. Luckily, you can scrap tech upgrades and rebuild them when you unlock additional Technology Inventory slots.
Starships: You do not upgrade Starships – you buy new ones or fix ones you find.
To buy a Starship, you need to go up to one that has landed somewhere, like at a Space Station or Trading Post, talk to the owner, and then choose Buy Starship. At that point, you can see how many inventory slots it has, what techs might already be installed, and so on. If it looks good, and you have the cash to cover the difference in price between your current ride and the new one, it’s yours. The sale is not final until you take off though, so you have some leeway in attempting to move over inventory that might not have fit, or that you forgot to move in the first place.
Note: you do not get a cash refund for buying a lower-priced ship, so don’t bother.
The alternative method is to find a crashed Starship on a planet and then claim it. This method can allow you to significantly leap-frog any sort of Starship progression, insofar as you can find and claim a 48-slot Starship way before you would ever have enough Units to purchase one outright. The catch is that crashed Starships have broken inventory slots that can only be repaired via increasingly higher numbers of Units; the first slot might cost 33k to fix, but ten slots later the cost will exceed 1.5 million. The result ends up about the same, e.g. it costs X amount to fix everything, but this nevertheless allows you to “upgrade” your ship as money allows rather than needing a bulk purchase.
Finding crashed ships in the first place can be tricky though, as the “traditional” method involves discovering Communication Towers, solving a logic puzzle, and hoping it leads to a crashed ship. Alternatively… just fly around a planet and spam the 1 key, which is basically “target nearest ship.” While you will sometimes tag NPC ships flying around, especially near Trading Posts, this method otherwise allows you to comb a rather huge portion of the planet’s surface while flying around. If something pops up on your radar, fly down and take a peek.
Multi-Tool: Similar to Starships, you only ever find new ones.
While you can get new Multi-Tools from Monolith or creature interactions, the more common method is simply finding them out in the world in display cases. Curiously, these display cases still require you to “purchase” the new Multi-Tool, even when it doesn’t make a whole lot of sense.
How Do I Unlock Y?
AtlasPass v1: Follow the story and it will unlock for you.
AtlasPass v2/v3: Same as above, but you’ll need some achievements.
Farms: It’s the last in a series of quest-chains related to base-building.
Exocraft: It’s one of the first in a series of quest-chains related to base-building.
Blueprints: there are basically three methods. First, randomly as interaction rewards, from talking to people or Monoliths or crashed ships. Second, as rewards for certain Missions. Lastly, bought from Tech traders by using Nanoclusters – each Star Base has a slightly different list that focuses on Starships, Multi-Tools, or Exosuits.
Technically, there is a fourth method, which is via questing. Unlocking specific farming crops requires completing quests from the Farming Specialist in your base, for example. There are also some specific blueprints tied to the Atlas questline and achievements therein, just like with the AtlasPass v1.
What’s the Best Way to Get Units?
Sell things. That’s… basically it.
In the very early game, pretty much your first cash-crop, so to speak, is going to be mining and selling Emeril. You can sell pretty much anything, but Emeril goes for 200-300 Units apiece, is easy to find on many planets (mineral around sinkholes), and isn’t used for pretty much anything else. You can do the same thing with Gold later on, but Gold is used in a few recipes and is usually found on more hostile planets.
Also in the early game, go ahead and sell any weird items you might pick up. Neutrino Controllers, Gek Charms, whatever. While they have functions later in the game – from recipes to increasing Faction reputation – you will find plenty in your travels, and it’s not worth the precious inventory space when you’re slumming around with less than 20 slots.
Later on, you have more options and a few more considerations. Keep in mind though, that whenever you sell something on the market, you will get a worse price the next time you leave the screen. So when selling, do so in bulk.
Missions: these are the Radiant-style random quests you can pick up from the Mission NPC on every Star Base. Each time you successfully complete a Mission, you get faction reputation and the stated reward. If the reward is a Blueprint you already own, you’ll get ~88k Units instead. The other items you receive are a bit esoteric and usually vendor trash, but sometimes can be worth a surprising amount of Units.
No matter what method you end up doing, I recommend filling your Log with Missions at each Star Base you encounter. Many of them can overlap, such that you can fulfill several at once from the same activity (e.g. killing Sentinels, etc), and you can turn in successful Missions at any Mission NPC. Plus, as you move up the reputation ranks, the standard Mission starts awarding 250k Units by itself and the items can be worth several million.
Farming: This is pretty much the ultimate source of Units in the game. The idea is build a base, plant some crops, harvest said crops, and then turn the material into more expensive things that you then sell. Example:
- 100 Frost Crystal + 200 Solarium = Heat Capacitor.
- 100 Cactus Flesh + 200 Star Bulb = Poly Fiber
- Heat Capacitor + Poly Fiber = Circuit Board
- Sell Circuit Board for 1 million+ Units apiece.
If you’re looking for a more in-depth guide, see this Reddit thread. Circuit Boards aren’t the priciest item you can create, or the easiest for that matter, but that’s the basic idea.
Trading: If you have a lot of starting capital, a LOT of free inventory space, an Economy Scanner, and plenty of Warp Cells, you can make some money buying vendor trash from one system at a discount and selling to another at a profit.
Next time you’re at a Trade terminal, look at what items are for sale. At the top of the list are likely some random items with a little green Unit symbol and the text that they are -X% cheaper than the market average. These items have tool tips which then tell you which systems need them more, e.g. will sell for over the market average price. So, buy as many as your Starship will hold, fly over to the target system, and sell them all. Then at this new system, buy the next set of goods, and sell at the next system. Wash, rinse, repeat.
Scanning: this is more of a side-hustle than anything else, but Units are Units. Basically, each time you touch down on a new planet, go ahead and scan as many plants and animals as possible.
With zero upgrades, you only get about 200ish Units for each discovery. With two Scanning upgrades though, suddenly each new plant will give you 20k and animals will sometimes break 100k apiece. I have as yet to find the third upgrade for either Scanner, but I’m looking forward to the boost in income from doing something I was going to do anyway.
Gathering Kelp: While you can grow or purchase pretty much anything you might need for crafting purposes, the exception are Kelp Pods. For these, you need gather them manually, and they only exist on planets with water.
The best way I have found to gather them is using a Nomad, aka hoverbike:
As pictured, drive over the water on the Nomad and use it’s mining laser to collect the Kelp. This method is significantly faster than trying to use the Roamer to drive along the bottom, and much better than the default method of actually swimming around.
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.
Before its release in August 2016, the hype train for No Man’s Sky was insane. Something like 17 trillion different planets in a vibrant galaxy full of procedurally-generated lifeforms. Do anything, go anywhere! Reality hit people hard, including me, even though I did not buy the game at release.
I did buy the game a week or so ago though, and I can say that after a year of actually substantive updates, No Man’s Sky is almost ready for its debut. Mostly.
The first hour or so of gameplay is not that great, and can be worse depending on the randomly generated planet you start on. The vast majority of planets have hostile weather that necessitates the constant recharging of suit protections, driving you to seek shelter in your ship or a cave or farming Zinc from plants. Your ship needs Plutonium to lift off the ground each time, and your Life Support systems can only be charged with Thamium9. And you have to juggle all of these competing element requirements with a micro-inventory that gets worse before it gets better.
That’s really the summary for the game: No Man’s Sky gets worse before it gets better. Mostly.
After getting a few upgrades here and there, especially getting a better ship, the game opens up tremendously. You still need all the survival elements, but you have the space and cash to stockpile a few stacks. Then there is the forward momentum that comes from the primary quests, assuming you did not choose to free-roam. Things progress quite nicely, especially after unlocking your base and assorted goodies like Exocraft, e.g. vehicles.
Here’s the thing though: the core gameplay loop is incredibly tiny. On each non-lifeless planet, there will always be the following: Life Pods, Habitable Buildings, Trade Posts, Crashed Ships, Monoliths. All of them will look the same, although there are a few different types. All of them will be randomly scattered around, but the scattering itself will be very uniform across the entire surface of the world. By all measures you can actually fully upgrade your Exosuit before leaving the original planet you spawned on (assuming you somehow got the cash).
Planets are literally the size of real planets, but everything you could really ever need on any individual one of them will exist within 10km of wherever you land. Each star system has a Space Station, and each Space Station is set up exactly the same way. You can accept “missions” from an NPC there, and these missions are essentially Radiant Quests ala Skyrim. Kill X number of Y, collect Z resource, kill some space pirates, deliver this item, etc. As you increase your reputation, more lucrative quests unlock, which feature harder to find Z resources, or tougher pirates.
Some of the gameplay elements remain half-baked. Early on, you will find many rocks that contain Deuterium, which you are unable to mine. After unlocking Exocraft, e.g. vehicles, you can finally mine them. I was pretty excited… up until the moment I realized Deuterium is only used for Exocraft upgrades. Once you install the ones you want, the element has no purpose anywhere else in the game. The same applies to another element that comes from “raiding” (read: blowing up) protected silos. Why would you ever mine Deuterium or raid the other element again? It not being used for anything other than the thing it was needed for seems comically short-sighted.
It’s not obvious at first, but No Man’s Sky is more of a game about economics than anything else. Each plant or creature you scan gives you Units. Some elements exist only to be mined and sold as vendor trash. Completing missions gives you Units, and unlock better missions that grant more Units. Some of the base-building requires specific elements, but for the most part its Iron which is everywhere. Pretty much the biggest reason to have a base at all is so your can start a Farm, which lets you “grow” special elements. That you then turn into unusable-but-very-sellable items. So you can eventually buy a Freighter for 186 million Units… to have more inventory space. For Units.
I’m at over 50 hours at this point, and I have no idea why I still find this fun, but I do.
The key, I think, is to temper your expectations. This is not Minecraft in space. This is not 3D Starbound/Terraria. I’m not even sure if it’s all that good for Explorers, given that procedurally-generated terrain/plants/creatures generally all look the same after a while. That said, I do find the Primary quests to be interesting, and I very much enjoy the ability to just fly around and do whatever. Want to stop what you’re doing and warp to a different star system? You can. Want to just make a bee-line to the center of the galaxy? Go do that. Want to make the perfect farm so you can mass-produce Circuit Boards and sell them for 1 million Units apiece? Yeah, I’m on it.
No Man’s Sky has gotten a lot of updates since release, and it seems as though more might still be on the way. I ended up buying my copy for $20, and at that price I feel like I got my money’s worth already. In a few months, it might even be cheaper with more content and better gameplay loops. We’ll have to see.
I may have mentioned it before, but I really enjoy Survival games. For the most part.
I am currently playing The Flame in the Flood, which is a Survival roguelike, and not at all a catchy Vance Joy song. The experience was immensely frustrating for my first run, as I felt like I never had enough of any supplies, and was about to uninstall and set the category as Finished in Steam. The second run, which I have been playing for the last five hours or so, has reached that point beyond which eventual victory is all but assured. Nevertheless, I hit up every single location I can, hoarding ever-greater numbers of probably unnecessary supplies for some kind of nightmare scenario. Which kinda makes sense in the vague, post-apocalypse setting.
Hitting that equilibrium moment in Survival games though is bittersweet. It’s like the middle of every Civilization game I have ever played – the game part is over, and now you must go through the motions towards inevitable victory. Ideally, you would want the challenge of the game to match up with the game’s end, and not midway. Some games like 7 Days to Die will try extending the challenge with escalating enemies, but there comes a moment when the escalation outstrips the whole Survival aspect and the underlying game becomes something different entirely, e.g. a shooter.
Then there is the opposite problem, in which the game’s challenge doesn’t ever really end, and part of the reason I added the “for the most part” caveat. I have not played it since its release from Early Access, but I never felt good in The Long Dark. There never seemed to be enough food, or fuel, or supplies. You were always on the precipice. And that’s the goal, right? The precipice is where all the fun is had. But while the surviving part is fun, I feel like there’s an invisible Anxiety Meter that fills up for me, and once it tops off the fun drops to zero.
Plus, sometimes Survival games are bullshit. I frequently found dead bodies in The Long Dark, searched them for candy bars, but could not, you know, take their clothing. I get it, things are simplified and balanced accordingly. Still, it gets a bit annoying when you come across dozens of boarded-up buildings in The Flame in the Flood, but “Old Lumber” is a relatively scarce resource you have to specifically loot from places. Or that Flint is a consumable resource for making a Campfire. Or that nothing could be salvaged from a sprung trap you just made.
Makes me wonder though. Would a more “realistic” Survival game be any fun? Seems like the more realistic it is, the less the game could actually be about Survival. At least, unless you set it out in the straight wilderness. Which kinda brings you back to The Long Dark.