What one thing stands out to you in this game?

Riamus

Hunter
With all the many topics filled with debates over what is better or what people don't like or similar kinds of things, I thought I'd start a discussion that is hopefully more positive. What is the one thing in this game above all others that makes you want to play this game versus others? Let's see what kinds of things make this game great. Please keep this thread positive and don't start debating what is good or bad. Let's see what everyone really likes about this game, even if they might not like everything about it. Also, please try to focus on the game as it is today. What currently stands out as the "best" part of the game to you, not what you might have liked 5+ years ago.

I'll start this off. Although there are many things I like about the game, the one thing that stands out most to me is building. Specifically because of the huge number of block shapes that you can use, along with being able to build one block at a time. Many games that let you build do so with using prefabs such as entire rooms or large sections such as large wall sections. Those can still let you build interesting things, but you're far more limited in what you can do. Now, there are a few games that let you build in a similar way, but other aspects of the game push this to the top of the list. But since the question is about just one thing, I'll still say the building even though other games may also do things similarly. As a side note, this is what makes the game stand out to me, but it isn't actually the thing that I have the most fun doing. I love building, but I actually love killing the zombies even more. But that's a basic thing I can find in all kinds of games, so it doesn't stand out.

So what one thing about this game stands out the most to you and makes you want to play the game instead of other games? Let's see how many different things people love about the game. And it would be great if some TFP staff might also chime in with their own answers. I'd love to see if they can point out one specific thing that they like above all others.

I know most everyone who loves this game could list all kinds of reasons they love the game. I could give a long list of things myself. But when you have to pick just one, that's when it gets interesting. :)
 
It's definitely that GTA-like freedom (or perhaps minecraft is more an apt comparison)

There are no other zombie games that allow you to affect and interact with the world with that absolute freedom that games like 7dtd and minecraft give you. Truly it's that Todd Howard quote of "See that mountain over there, you can climb that" it allows you to truly make your world your own.

I think the game still needs more metaphorical "mountains" to "climb" in the sense that it needs more dynamic emergent stuff to REALLY capture what games like GTA and Skyrim etc allow you to do and actually surpass them both really. Things like wandering characters (hostile or otherwise) with missions, dialog, reactions to your actions and daily routines as well as real survivor/bandit settlements you can help build up or burn to the ground at your own whims would really add that much more depth to the world that would make people more attached to their worlds. Rather than just random genning whatever world -> maxing yourself out -> having nothing to do outside of building cold lonely cathedrals dedicated to your own wasted time. When you add these dynamic parts of a game, simply existing in that world you've created becomes the real end-game content and adds more player driven stories.
 
It's definitely that GTA-like freedom (or perhaps minecraft is more an apt comparison)

There are no other zombie games that allow you to affect and interact with the world with that absolute freedom that games like 7dtd and minecraft give you. Truly it's that Todd Howard quote of "See that mountain over there, you can climb that" it allows you to truly make your world your own.

I think the game still needs more metaphorical "mountains" to "climb" in the sense that it needs more dynamic emergent stuff to REALLY capture what games like GTA and Skyrim etc allow you to do and actually surpass them both really. Things like wandering characters (hostile or otherwise) with missions, dialog, reactions to your actions and daily routines as well as real survivor/bandit settlements you can help build up or burn to the ground at your own whims would really add that much more depth to the world that would make people more attached to their worlds. Rather than just random genning whatever world -> maxing yourself out -> having nothing to do outside of building cold lonely cathedrals dedicated to your own wasted time. When you add these dynamic parts of a game, simply existing in that world you've created becomes the real end-game content and adds more player driven stories.
In the name of Kane, u speak facts
 
Its the freedom. Except the traders. The fact I cant just go buck wild and rob them at gunpoint disappoints me. I will say, the difficulty early game used to also pull me in. But nowadays difficulty is just too mediocre at best outside of setting it to Insane Nightmare. The low amount of zombies in the city, the lack of really diverse zombies, etc.

Also its really bothered me that mutant zombies don't spawn near and in the Wasteland.
 
Nothing makes me want to play the game instead of other games. Some things I think are great about it is the variety of POIs and options to set up the game world however you like. Very sand boxey in that respect, despite claims to the contrary, imo. Not many have that kind of flexibility.
 
It's impossible to pick just one. For me, it's the perfect mix of genres along with the freedom it offers to do whatever you want. The game can be frenetic and relaxing at the same time, depending on the situation—you choose. The game has a nostalgic vibe and looks good despite the graphical limitations.


The freedom to take an old cabin in the woods, make it your own, repair it, modify it, plant a garden, build structures with blocks, or dig through a mountain with an auger to make a tunnel with a road. There are other games where survival is perhaps more complex, combat is better done, but the mix of things, along with the ability to easily install mods and turn it into a new experience, is what makes this game great, in my opinion.


If I had to choose just one thing, it would be the freedom it offers in a 100% moldable open world.
 
For me, it's probably the building... which also ties-in, in part with the freedom in this game- from a terrain development standpoint.
I love building cool looking houses and stuff as a creative outlet.. Make a mansion or a castle, landscape around it, when buildy time is over, it's back to 'venturin' time. The only other game I can think of that gives me peaceful, pretty building and sweaty-palms combat is Valhiem which I also love.
 
The freedom to do what I want when I want. No one expecting me to save the world, no one interrupting me for help cause they lost x, someone took y, or they want me to clear out z for them. Just some odd jobs I can do or not, it’s quite relaxing and refreshing. Just a world to explore while I build nice places to live.

Hopefully there will be settings to keep out bandits, story, and any additional npcs that are added as on console so can’t mod. But if not I’ll probably just deal and keep playing. Already my second most played game at 1400hrs and plan for much more.
 
It's definitely that GTA-like freedom (or perhaps minecraft is more an apt comparison)

There are no other zombie games that allow you to affect and interact with the world with that absolute freedom that games like 7dtd and minecraft give you. Truly it's that Todd Howard quote of "See that mountain over there, you can climb that" it allows you to truly make your world your own.

I think the game still needs more metaphorical "mountains" to "climb" in the sense that it needs more dynamic emergent stuff to REALLY capture what games like GTA and Skyrim etc allow you to do and actually surpass them both really. Things like wandering characters (hostile or otherwise) with missions, dialog, reactions to your actions and daily routines as well as real survivor/bandit settlements you can help build up or burn to the ground at your own whims would really add that much more depth to the world that would make people more attached to their worlds. Rather than just random genning whatever world -> maxing yourself out -> having nothing to do outside of building cold lonely cathedrals dedicated to your own wasted time. When you add these dynamic parts of a game, simply existing in that world you've created becomes the real end-game content and adds more player driven stories.
Much of what you've listed is structured content, e.g. NPCs with dialogue and routines that react and respond to you, which (along with story and characterization) is a D&D-style RPG, which is why I'd urge Rick to let up on the "this is a RPG" stuff. ; ) It's not. It's a sandbox survival game with RPG elements and TFP needs to be forthcoming about that in its marketing lest it be accused of false advertising or accrue even worse ill-will toward the company than is already coming its way for whatever unintelligible reason. They can tackle a D&D-style RPG later if their hearts desire, but that is going to take way more funding and resources than they probably have at their disposal, atm. They don't even have a concept artist for heaven's sake. They've just been playing around in Unity using Unity store assets -- which is fine -- until they could get some original assets under their belt and people hired who know what they're doing.

Rick apparently doesn't want TFP to be thought of as an indie for whatever reason -- exactly like a former employer of mine as it happens -- but there are benefits to being smallish, especially now that triple A has gone and shot itself in the foot. People love small and family-owned businesses. They're family. They're friends. They're community. And people are TFP's audience, not Xbox and Playstation. It's indies' and double As' time to shine. : )
 
They don't even have a concept artist for heaven's sake.
Blatantly untrue, you can see literally hundreds of concept art images over the years. Why you lie for? Because they used an AI image for the plague spitter once? They have an entire book full of concept art you can purchase smh.

They've just been playing around in Unity using Unity store assets -- which is fine -- until they could get some original assets under their belt and people hired who know what they're doing.
More lies. They have original assets I don't think ANY of the existing assets are actually even from the store anymore. They have Keanu on the character models which you can view on his public artstation account just as one example of ONE of the artists TFP has. The process from concept art from full 3D models is pretty well documented over the years which you'd know if you weren't just a random tourist speaking with some kind of authority for no apparent reason.
Rick apparently doesn't want TFP to be thought of as an indie for whatever reason -- exactly like a former employer of mine as it happens -- but there are benefits to being smallish, especially now that triple A has gone and shot itself in the foot. People love small and family-owned businesses. They're family. They're friends. They're community. And people are TFP's audience, not Xbox and Playstation. It's indies' and double As' time to shine. : )
A small family of 100 employees over various locations in the united states.

Why are we spreading blatant misinformation?
 
They have original assets I don't think ANY of the existing assets are actually even from the store anymore. They have Keanu on the character models
I did say until they could get some original assets under their belt and character models are not concept art. They're based on concept art, which is what the Ralph McQuarries and H.G. Gigers and Jonah Lobes of the world have been responsible for. I didn't say they didn't have artists, but I think it's pretty obvious they don't have a concept artist if they're using AI to produce concept images. Why so defensive? I like the Thanksgiving table to successful game story myself.
 
I did say until they could get some original assets under their belt and character models are not concept art. They're based on concept art, which is what the Ralph McQuarries and H.G. Gigers and Jonah Lobes of the world have been responsible for. I didn't say they didn't have artists, but I think it's pretty obvious they don't have a concept artist if they're using AI to produce concept images. Why so defensive? I like the Thanksgiving table to successful game story myself.
Learn to ■■■■ing read. They have concept art. There is an entire book filled with it. They have original assets under their belt. They're in the video game.

Deeply annoying individual.
 
Can we at least attempt to focus on the topic and not get into arguments and debates in this one thread? There are plenty of others to do that in. Let's try to keep this positive.
 
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I easily have over 300 titles in my gaming library and could play a different game everyday for a month if I chose. So why the fixation on 7 Days then?

Most comments have already described it for me. It centers around being given the "creative" freedom to play "my" way.

My thinking goes something like this, "the next playthrough, I know I can build that better!" Or, "hmmm, I wonder what it would be like if I built over there next time?"

This is the kind of thinking that drives me and for some reason it never really gets old. The Pimps have given me the most interesting, excellent canvas, and I am an artist 🎨 on a mission!
 
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