Yeah nice try Roland. I actually tried this on console. I mean I lit up the sky....and.. nothing.You mean you guys haven't taken out the supply plane with a rocket launcher and then watched the end credits roll?
huh....
Oof..awkward. That was actually in that last partially done update that never released from Telltale....Yeah nice try Roland. I actually tried this on console. I mean I lit up the sky....and.. nothing.![]()
there is no goal in sandbox games ... it canbe added later but it wont play major role anywayThis is also my problem in Minecraft, for example. The goal is to build things. Lots of useless things. I want every improvement to feel like progress - every better piece of equipment, every player level, every skill point, and every area explored to bring me closer to a goal. Why else should I build, level and explore?
I also don't want it to end in an endless endgame. A clearly defined ultimate goal is the only thing that makes me not cancel a game after a short time. And it's just a shame that there's so much potential in the game that just feels useless.
you have to be jokingSubnautica in particular is a great game, beautifully done progression system. Probably one of the best games ever for a well designed progression system.
Also, since it is a sandbox game with modding support, end goals should be able to be modded.Isn't 7d2d a sandbox game? Sandbox games don't have an end goal I don't think. It's just a world to play in and to make up your own goals.
Speaking of end goals:You mean you guys haven't taken out the supply plane with a rocket launcher and then watched the end credits roll?
huh....
Ouch....now that hurtOof..awkward. That was actually in that last partially done update that never released from Telltale....
TOO SOON ROLANDOof..awkward. That was actually in that last partially done update that never released from Telltale....
Your lucky, I am usually bored by day 10 or so in single player, I also play dead is dead, game is quite different when you play on higher difficulties like warrior and above when you delete the save on death. Your much more careful and such. The reason I get bored so fast is by day 10-14 I am usually well established, and there just is no real reason to keep playing. The game has no mid/late game, and the current linear loot was a piss-poor way of trying to extend the early game. I mean I don't even got a farm up in my current game on day 10 and I have enough food to prob last me almost a month of game time. Water is also no big deal, all you need is a bucket and a shovel to make infinite water. Dig a 1 block wide 5 block long ditch, drop water from bucket in center, then pick it back up from the edge, you'll notice a block of it usually stays behind, then just drop it again, and it'll often fill the entire 5 block ditch. When you need water, use a jar to fill them, then take bucket, pick up remaining water in ditch and just refill it.In MP it´s building. A lot. Useless stuff that looks nice and a different horde base every 2 weeks.
In SP i barely play longer than day 50. Playing dead is dead in SP, with a different approach when it comes to skills, weapons and settings used everytime.
There is a storyline to come in this game also. The Duke and his bandits vs Noah and the white river citizens. We will not get this before the game is fully completed tough.
To use a similar game that went the other angle on this, Rimworld is a sandbox game with very explicit goals that end a playthrough and the game uh, very heavily pushes you towards them. You're more or less on a timer because eventually the game will just scale to the point it's physically impossible to keep playing, so the goals exist to cut the game off before it gets to that point. You aren't forced to go for the goals, but if you don't then the game will just delete you eventually. The community has really mixed opinions on this design philosophy, some people praise it because it stops burnout, encourages you to do different things on different playthroughs, stops you from seeing the game fall apart, and stops content exhaustion. Other people despise it because they want to build their infinite survival colonies and they don't want to rush to build a ship and flee the planet, and they feel like the game pushes them into it too hard and they're too restricted. The response to this schism has been an absolutely massive and incredible modding community, with people on both sides of the design (and many who don't care and just make cool mods) making mods that work for whatever you want out of the game. You can mod the game to be an infinite base builder with impossible-to-get-all-in-one-run amounts of content, or you can turn it it into a condensed and focused game where your goal is to survive a harsh and unforgiving planet and GTFO.Also, since it is a sandbox game with modding support, end goals should be able to be modded.
If someone made a mod like this, maybe with a set of several possible end goals to choose from, I bet it would be pretty popular. A lot of people feel the same way about games like this.
To use a similar game that went the other angle on this, Rimworld is a sandbox game with very explicit goals that end a playthrough and the game uh, very heavily pushes you towards them. You're more or less on a timer because eventually the game will just scale to the point it's physically impossible to keep playing, so the goals exist to cut the game off before it gets to that point. You aren't forced to go for the goals, but if you don't then the game will just delete you eventually. The community has really mixed opinions on this design philosophy, some people praise it because it stops burnout, encourages you to do different things on different playthroughs, stops you from seeing the game fall apart, and stops content exhaustion. Other people despise it because they want to build their infinite survival colonies and they don't want to rush to build a ship and flee the planet, and they feel like the game pushes them into it too hard and they're too restricted. The response to this schism has been an absolutely massive and incredible modding community, with people on both sides of the design (and many who don't care and just make cool mods) making mods that work for whatever you want out of the game. You can mod the game to be an infinite base builder with impossible-to-get-all-in-one-run amounts of content, or you can turn it it into a condensed and focused game where your goal is to survive a harsh and unforgiving planet and GTFO.
7DTD theoretically has this same issue, but it takes 60+ hours on one save to get there and thanks to how cheesable and exploitable zombie AI is you can make base designs that work literally infinitely. Game also runs out of any ability to scale eventually, because it can't make the zombies any stronger and if it spawns any more the game will break. However, I don't think adding Rimworld-style end goals would be healthy for the game at this stage. This game does not have enough unique content to survive with goals like that. Even once the loot system is fully fleshed out per Roland's big post, it won't have enough unique content or replayabilty. Rimworld has effectively endless replayabilty and so much content and so many unique situations and scenarios that I can't even imagine running out of things to do. The goals exist to stop you from just becoming god and exhausting everything. This game has a very limited set of items and locations, a mostly limited set of builds and strategies (including many "best in all cases" ones, and nowhere near enough replayabilty for finite goals.
In single player I am demotivated as soon as I have a small base and a food supply. In multiplayer with my wife, we both have the feeling from the start that we're just doing pointless things. That's the problem. The game simply needs the carrot that you can run after.
A game end that you can work towards, but not have to, if you want to play like before, would be essential for 7dtd in my opinion.
What the game currently offers has turned out really well. The atmosphere and the gameplay are really good! But somehow I have the feeling that someone had the idea "Let's combine Minecraft with zombies" and just started production without thinking the whole thing through to the end. The game has so much potential and unfortunately it is not used ...
The intention to have bandits and the Duke and the White River coalition has existed since the kickstarter 7 years ago. The possibility to replace the Duke with yourself is also mentioned. So the plan for this end-game goal was there 7 years ago already. What did you you say about "not thinking the whole thing through the end"?
This is not a service game, this is still an unfinished alpha
Correct. But Baxitus did not ask for a full-fledged RPG story-line, he wanted an end-goal. The end-game goal in Factorio likewise does not even have a shred of quest-structure or anything, it is just a goal so people can take it as their default focus.well while this is truth from story point of view .. i highly doubt it turns into some major goal/focus of game 7days is heavily oriented toward building /random roaming/gearing giving it serious "rpg storyline structure" would keep them busy for next 10 alphas.. iam quite sure bandits will be just addition to world with some lore backgroundand maybe some kind of boss ... but ghame definitely wont be centered around that
I wonder if other tower defense games get questioned by their fans about when the game ends or if they all have fans that accept the notion that tower defense games just continue forever.Correct. But Baxitus did not ask for a full-fledged RPG story-line, he wanted an end-goal. The end-game goal in Factorio likewise does not even have a shred of quest-structure or anything, it is just a goal so people can take it as their default focus.
I assume in TFP there will actually be a faction quest that tells you to kill one leader at least and at the end you will be told that you either are the right-hand of one of the leaders or the leader yourself. Cue end-music you can click away.
Are you sure most tower defense games are endless? The only one I have played for a longer time had a story I played to the end.I wonder if other tower defense games get questioned by their fans about when the game ends or if they all have fans that accept the notion that tower defense games just continue forever.
Maybe we need a Hi-Score box in the upper left of the screen...