Lumenflower
Yellow Dog
There's a bunch of games out at the moment which I would place under the header of 'Survival Games'. They include Minecraft, Rimworld, Nazi Zombies etc. I'm sure there are more but I haven't played them so won't comment. I'm going to talk about Rimworld first because I feel it is the one in which the issue I have is most prominent.
Rimworld sees you building a colony on a far-off planet, rescuing and capturing other people to join your settlement. It is a sandbox game and the user can build pretty much whatever they like, but the goal is always the same: survive against the various threats that face your settlement. Now this is all hunky-dory and the game is brilliant. But you see, it has an 'ending'. The ending involves collecting a lot of valuable resources and using them to build a spaceship which can transport your settlers off the planet. Once all your settlers are loaded into the spaceship and fired off into space, your game ends. The problem is, this isn't really fun. What's fun, in my personal opinion, is watching a colony that is self-sustaining and indestructible thrive. That's when I feel like I've won the game.
What's more, when I reach this stage, sending all my settlers off in a spaceship makes me feel kinda underwhelmed. It's the same outcome as simply quitting the game and going back to the main menu, except that at least allows me to jump back in later and carry on where I left off.
I'm not saying this is a bad design decision by the developers. I may be the only guy in all of creation to feel this way. But it does serve to illustrate a conundrum I am facing with regards to the 'ending' of a game.
A game needs goals - that is fundamental. Without goals, you might as well just turn it off and stare at a wall instead for the next hour. My issue is with creating goals that don't inevitably lead to an ending. Minecraft does this well by allowing the player near-infinite freedom to set their own goals. Once you've built your cliché golden -and-balls, you feel the need to build a pedestal for it to sit on. Now build a garden to go round your pedestal. Now build a castle from which to survey your garden. The point is you play Minecraft because you look forward to seeing your finished creations.
In some games, however, achieving this same sense of ongoing goal-forming is a bit harder. Take Nazi Zombies (The original version from World At War, mind you!). The goal is to survive as many waves as possible. Simple. Does the game get samey? Somewhat. Some of the maps shake things up by having dogs sometimes but by-and-large it's the sort of game where I get bored quickly. Perhaps I can blame that on the fact that I have the attention span of a satsuma.
When I enjoy a game, I don't want to stop playing it. I don't want to be told 'You reached the ending, now turn off the PC and go outside'. I like having the carrot-on-a-stick to keep me playing, but I don't ever want to actually eat the carrot cos then there's no reason to play any more.
For all you fellow satsumas out there, here's the too-long-didn't-read version:
HOW TO CREATE ENGAGING GOALS IN A GAME WITHOUT LEADING THE PLAYER TOWARDS AN ENDING?
~Druid TC
Rimworld sees you building a colony on a far-off planet, rescuing and capturing other people to join your settlement. It is a sandbox game and the user can build pretty much whatever they like, but the goal is always the same: survive against the various threats that face your settlement. Now this is all hunky-dory and the game is brilliant. But you see, it has an 'ending'. The ending involves collecting a lot of valuable resources and using them to build a spaceship which can transport your settlers off the planet. Once all your settlers are loaded into the spaceship and fired off into space, your game ends. The problem is, this isn't really fun. What's fun, in my personal opinion, is watching a colony that is self-sustaining and indestructible thrive. That's when I feel like I've won the game.
What's more, when I reach this stage, sending all my settlers off in a spaceship makes me feel kinda underwhelmed. It's the same outcome as simply quitting the game and going back to the main menu, except that at least allows me to jump back in later and carry on where I left off.
I'm not saying this is a bad design decision by the developers. I may be the only guy in all of creation to feel this way. But it does serve to illustrate a conundrum I am facing with regards to the 'ending' of a game.
A game needs goals - that is fundamental. Without goals, you might as well just turn it off and stare at a wall instead for the next hour. My issue is with creating goals that don't inevitably lead to an ending. Minecraft does this well by allowing the player near-infinite freedom to set their own goals. Once you've built your cliché golden -and-balls, you feel the need to build a pedestal for it to sit on. Now build a garden to go round your pedestal. Now build a castle from which to survey your garden. The point is you play Minecraft because you look forward to seeing your finished creations.
In some games, however, achieving this same sense of ongoing goal-forming is a bit harder. Take Nazi Zombies (The original version from World At War, mind you!). The goal is to survive as many waves as possible. Simple. Does the game get samey? Somewhat. Some of the maps shake things up by having dogs sometimes but by-and-large it's the sort of game where I get bored quickly. Perhaps I can blame that on the fact that I have the attention span of a satsuma.
When I enjoy a game, I don't want to stop playing it. I don't want to be told 'You reached the ending, now turn off the PC and go outside'. I like having the carrot-on-a-stick to keep me playing, but I don't ever want to actually eat the carrot cos then there's no reason to play any more.
For all you fellow satsumas out there, here's the too-long-didn't-read version:
HOW TO CREATE ENGAGING GOALS IN A GAME WITHOUT LEADING THE PLAYER TOWARDS AN ENDING?
~Druid TC