Frustrating Changes and Lack of Endgame Content in 7 Days to Die
As a dedicated fan of 7 Days to Die (7DTD) with over 1500 hours of gameplay (A5), I've observed the evolution of the game over time, and while it has a strong foundation, the recent changes and lack of engaging endgame content are significant issues. Here’s an in-depth look at the current state of the game and some suggestions for improvement.
Long Development Timeline and Comparisons
To put into perspective the amount of time that has passed since the development of 7DTD began, consider these games:
- GTA V (2013)
- Far Cry 4, 5, 6 (2014, 2018, 2021)
- Fallout 4 (2015)
- Starfield (2023)
- Red Dead Redemption 2 (2018)
- The Forest 1 and 2 (2014, 2023)
Many of these games have seen multiple releases or significant updates in less time.
Illogical Water Mechanics
One of the most frustrating recent changes is the removal of water jars, making dew collectors the only way to obtain water. In reality, dew collectors provide clean water, but in the game, they give you murky water that requires purification. This mechanic is nonsensical and detracts from the immersion. We've lost practical ways to carry water—no buckets, empty pots, or milk jars. A more realistic approach would be to introduce contaminated water sources that require filtering and boiling, adding depth and realism instead of arbitrary difficulty.
Reference: Games that use realistic water mechanics, like "The Long Dark" (Hinterland Studio, 2017), provide a model for how water purification can add to survival gameplay.
Simplification of Vehicle Mechanics
Another issue is the oversimplification of vehicle mechanics. Previously, choosing the quality of engines and components for minibikes and other vehicles added a layer of strategy. Now, you simply build a minibike and move on, removing meaningful decision-making and speeding up progression. This change has reduced the game's complexity and enjoyment.
Reference: In "Project Zomboid" (The Indie Stone, ongoing development), vehicle mechanics include different parts and conditions, adding to the strategic depth of the game.
Inconsistent Game Features
Several features have been removed without considering their impact on the game. For example, the ability for zombies to smell raw meat on players was eliminated rather than fixed. This feature could have added a strategic element to gameplay. Implementing a variant of the new feral sense mechanic for this would have made the game more immersive and challenging. Instead, it was just eliminated, which feels like a missed opportunity.
At night, it was a huge challenge to go outside and hunt animals for meat due to the zombies smelling the meat on you from a distance. Now, it’s not even difficult; you simply go out, shoot the animal, or run it down and you have your meat.
Reference: The idea of enemies being attracted to the player due to certain conditions is well-implemented in "The Forest" (Endnight Games, 2014), where cannibals can track the player by sound and sight, adding tension and strategy to the game.
Lack of Storyline and Endgame Content
The fundamental issue with 7 Days to Die is the lack of a compelling storyline and engaging endgame content. After 12 years of development, we're still waiting for promised features like raiders and a fleshed-out story involving the Duke and White River. The game hints at an interesting world with nukes and viruses, but it hasn't delivered on these promises. There's no narrative to keep us hooked, and once we've built our fortresses and gathered all the resources, there's nothing left to do.
Reference: Games like "The Witcher 3: Wild Hunt" (CD Projekt Red, 2015) show how a rich storyline can keep players engaged for hundreds of hours.
The Unfulfilled Promise of Bandits
One of the most anticipated features has been the introduction of bandits, promised since Alpha 17 (2018). These NPCs were expected to add a significant layer of challenge and excitement to the game. However, despite the long wait and multiple updates, bandits have yet to make their debut. Their inclusion could provide the much-needed human element and strategic depth to the gameplay, making survival not just about building and crafting but also about facing intelligent adversaries.
Reference: The concept of human adversaries adding depth to survival games is well-demonstrated in "The Last of Us" series (Naughty Dog, 2013, 2020), where human enemies present a significant challenge alongside infected ones.
Need for Meaningful Content
Instead of focusing on slowing down player progression with arbitrary changes, the developers should have focused on providing meaningful endgame content. Players need compelling challenges and narratives to stay invested. Whether it's through new enemies, more complex quests, or a detailed storyline, the game needs content that rewards experienced players and keeps them engaged. We can only clear the same Tier 4, 5, 6 POIs so many times before they become stale.
Reference: "Terraria" (Re-Logic, 2011) offers regular updates with new bosses, biomes, and events, which continually renews player interest and provides long-term engagement.
Conclusion
While 7 Days to Die has a strong foundation and a dedicated player base, the recent changes and lack of endgame content are significant issues. The game needs logical, immersive mechanics and engaging endgame content to maintain player interest and provide a rewarding experience. Until then, many of us are left waiting, hoping for updates that address these fundamental problems.
Suggestions for Improvement and Realistic Hopes:
- Reintroduce and refine water mechanics with a focus on realism and practical challenges.
- Restore vehicle complexity to bring back strategic decision-making.
- Revise and reintroduce features like the raw meat attraction mechanic to enhance gameplay depth.
- Develop and implement a compelling storyline with meaningful endgame content to keep players engaged.
- Introduce bandits to add a new layer of challenge and excitement.
By addressing these areas, 7DTD can evolve into a more immersive and engaging survival experience, worthy of its long development cycle and dedicated community.
This is not an attack on The Fun Pimps (TFP) at all. For me personally, I am going to put down my hammer and my M60 and play something else for a while. I hope that TFP can add some of the missing features and content in the future to make it fun to run around with a burning steel hammer bashing zombies' heads in the late game.