Crater Creator
Community Moderator
Thing is, it is a zombie game. This is more than a philosophical question of identity. How many lines of code are in support of making gameplay versus zombies functional and fun? It affects virtually every system - not just AI, but weapons, traps, heat, stealth, vehicles, skills & perks... I don’t see using zombies as an underground threat as unimaginative. I see it as leveraging the most developed element of the game, instead of tacking on something less connected, less integrated with other systems.Problem is, if the ONLY threat we have is zombies and their ability to find you and reach you anywhere in the game, then that makes what was once a multi dimensional game into a one dimensional game, and that's a detriment to all, even if a select few can't understand that.
Pimps can always code zombies that always find and reach you, teleport to you, dig, fly, whatever, OR, they could include other threats that would add more depth and require varying styles of challenging gameplay, and I personally choose the latter (that's the 2nd one, to the reading challenged).
Digging zombies are the path of least resistance and are certainly the obvious solution to a particularly narrow minded way of thinking about zombie games, but I (and others) had high hopes THIS game would live up to its potential and be a true survival game, not JUST a zombie survival game.
Luckily, they're including the modability to do that, and for that, I am grateful.
You yawn, but as someone pointed out, many of the alternatives proposed wouldn’t be as actively, recurrently engaging as zombies. They’d be one-time obstacles you run into while first digging, or things requiring maintenance gameplay as exciting as ‘top off your generator.’
I think we’re in agreement that something is better than nothing. But compared to zombies, the alternatives to me are like fishing or trains. They’re suggested often and yeah, I guess they could be cool, but at the same time they’d feel like the game is losing focus.