• @[email protected]
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        317 days ago

        Although Kerbal space program 2 had major issues from the dev team, only for the publisher to pull the plug because of how bad the progress was, and leave the game in permanent early access.

        • @[email protected]
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          627 days ago

          Uh, its more like a new publisher bought the IP, functionally fired almost all of the original dev team, and then hired a bunch of other people who had no idea how their insanely modified version of Unity worked…

          And then the idiot in charge just started spamming out extremely grand and difficult to implement new core functionalities… with a team of mostly newbies who had no idea how anything worked.

          So, basically, they started out where KSP started out… and would very obviously thus need years and years and years to get it out of Early Access / Alpha state… but it needed to make money NOW, and it didn’t, so everyone got laid off (other than the idiot in charge), and the game was functionally abandoned, but not totally abandoned, because MY IP MINE NO YOU CANT HAVE IT!!!

          Or… maybe not? With regard to the IP rights?

          Nobody seems to know who actually owns the KSP IP at this point.

          https://techdriveplay.com/2025/01/03/kerbal-space-program-2-a-tale-of-corporate-neglect-and-failure/

          • @[email protected]
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            117 days ago

            It was even worse than that.

            They were basically given the KSP1 codebase and told to rewrite it to be better. However, KSP1 was still being developed, and they didn’t want to demotivate the KSP1 team. Therefore they were banned from even telling them it existed, let alone ask for help or advice with the existing codebase.

          • @[email protected]
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            7 days ago

            I never understood the fixation on IPs. For a kick ass universe with amazing lore etc, ok sure.

            I mean I love Jeb and the gang as much as the next guy, but they’re not core to my enjoyment of KSP1. The mechanics were.

            • AwesomeLowlander
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              77 days ago

              Name recognition sells stuff. Somebody who loved KSP 1 will probably give KSP 3 a go, at least to a greater probability than an unrelated game in the same genre.

              • @[email protected]
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                27 days ago

                Dean Hall and RocketWorkz of uh DayZ fame/infamy… are working on Kitten Space Agency… I dunno, maybe they could pull it off?

                Dean’s track record is really hit and miss imo, but hey, at least they actually give a damn and try, often with pretty bold / niche concepts.

                • AwesomeLowlander
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                  27 days ago

                  Hopefully! My comment wasn’t aimed at KSP / KSA though, just talking about why IP is valuable

            • @[email protected]
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              97 days ago

              lol, RIP Jebs 1 - 48395.

              But uh yeah, the… the lore is basically:

              We made some cute little dudes and dudettes that are… possibly animated, sapient fungi? Or something?

              Anyway they are sm0l and live in sm0l solar system.

              And they have a space program.

              And most of the characters are just obvious cutesy knock offs of famous humans in spaceflight.

              Woo!

              lol

          • @[email protected]
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            96 days ago

            One of the original goals for KSP2 was the use of a new engine to get rid of the technical debt from the first game that caused issues like the Kraken…but then the publisher forced them to use the KSP engine because “it would speed up development.”

            It was doomed from the beginning.

            • @[email protected]
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              6 days ago

              Yep.

              Having worked in software dev and db management professionally, and having been modding (as in making mods) all kinds of games for even longer… yep, I knew it was completely fucked almost immedeately, as soon as it was:

              Throw out most of the old dev team

              We are gonna rebuild the engine/game from the ground up

              Add in vastly complex features and capabilities at the same time

              On a horrendously unrealistic timeframe.

              Normally, any two of those is extreme danger zone.

      • @[email protected]
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        277 days ago

        Individual devs seem to generally manage better I think :3. It’s once the companies expand is that stuff starts going awry

        • @[email protected]
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          7 days ago

          Coffee Stain’s another good example on the bigger end.

          It does seem like there’s a danger zone behind a certain size threshold. It makes me worry for Warhorse (the KCD2 dev), which plans to expand beyond 250.

        • @[email protected]
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          26 days ago

          I dunno, dwarf fortress seems to be doing alright for itself so far. Tarn and Zach really needed some more help and some graphic design backup. I don’t agree with the total abandonment of the keybindings system in favor of mouse clicks, but I understand that it was necessary to make the game’s learning curve less precipitous.

      • @[email protected]
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        57 days ago

        Didn’t sell out to a company or publisher with shareholder profit motives. Truly independent (not “indie” as slang for low budget) development teams don’t follow this pattern unless they sell their IP and studio outright.

    • @[email protected]
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      7 days ago

      It’s a canon event for any game company that achieves moderate success gets acquired by investors

      Very much not exclusive to the game industry

        • @[email protected]
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          Makes sense, wasn’t untrue and I wasn’t criticizing, just wanted to make sure everyone remembers that the problem goes up the chain due to capitalism.

          Various companies/games were mentioned in the comments, but I think a good example is Hello Games. Clearly fumbled their game launch and were over ambitious with No Man’s Sky.

          But it’s gotten an incredible amount of things that were promised, and many things that weren’t, all as free updates. Sure, they’re still making money, that’s the point, but instead of Micro-transactions, overpriced DLC, fucking over the devs, shutting things down, they just keep rolling. I’m sure they’ve gotten offers of acquisition that were probably very lucrative, but they didn’t take them, and have continued their slow roll of making gamers happy.

    • @[email protected]
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      47 days ago

      I think Croteam has been able to have moderate success over the years, but being based in Eastern Europe might make them insulated from issues. Devolver only recently bought them, but they seem to be one of the few good publishers. I at least didn’t see their name on the Video Games Europe member list that’s opposed to SKGs.

    • @[email protected]
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      27 days ago

      It would make sense for it to be canon in the subnautica universe. I think they were pretty much the epitome of authors with an anvil with the references to economics and governing.

  • @[email protected]
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    Just gonna copy paste my comment on a related post…

    Similar shit happened when they were PUBG Corporation. Fuck these lying assholes. Player Unknown was a smart, capable dude, and they exiled him to a remote office because he got pissed at the CEO for over-monetizing things in a way that cost them players.

    When they released the battle pass while the game was retail, all of the non-Korean employees nearly revolted. It wasn’t smart, and it was a money grab on the players. When the team lead of market research told the product manager that the feature was a bad idea and would lose them all their Western players, the product manager got him demoted and moved to another team.

    When the numbers didn’t look good, the data analysts were freaking out because they couldn’t deliver bad news up the chain of command, even if it was accurate.

    When they acquired Mad Glory, they promised that the dev team would still be contracted to other game companies to build APIs and tools for them, keeping the game industry tooling ecosystem healthy (think op.gg). When PUBG Corporation acquired them, the company canceled their contract with Bethesda for the API they were in the middle of building and forbade them from working with other companies.

    Fuck Bluehole. Fuck PUBG Corporation. Fuck Krafton. Fuck game studios in Korea. Don’t play Korean games. Kpop and cosmetics and whatever are chill. Don’t play Korean games. Korean game companies are fucking cancer.

    Don’t buy Subnautica 2. The Subnautica franchise died when Krafton became the publisher.

    • ZeroOne
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      26 days ago

      Dude what did Korean devs ever do to you ? You ARE generalizing a bit. What’s next ?

    • @[email protected]
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      316 days ago

      Probably would not add kpop to the list of chill. That industry is rife with abuse like slave contracts.

    • @[email protected]
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      6 days ago

      Kpop is extremely exploitative to the artists, much worse than game development.

      We’re talking physical and sexual abuse levels here.

      Not chill at all.

    • @[email protected]
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      246 days ago

      Friendly reminder that Korea invented and perfected micro-transactions. MapleStory has done more damage to both worldwide gaming and Korean game devs than anything else could ever hope to.

  • @[email protected]
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    1717 days ago

    The three people were replaced with a guy who used to work at EA. And one of their first announcements was an unprompted “we wont put loot boxes in the game”…

    • @[email protected]
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      67 days ago

      It’s Krafton. Just look at what became of PUBG. I mean it’s an OK game and a lot of QoL came to it after all these years, but there hasn’t been any major meta shift in 5 years or so. Only recently they’ve started looking into how broken certain semiauto snipers are.

      Instead you are drowned in lootboxes and emotes

  • Signtist
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    1417 days ago

    They did all this because they know that the vast majority of the playerbase will never hear about this, and many of those that do will either forget, or simply not care enough to boycott the game. We’re in an age of apathy across the board, with so much bad press that any given scandal just fades into the background noise.

        • Enkrod
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          86 days ago

          Accurate but also not. PewDiePie came out in favour and PirateSoftware lied about it. But I think Thor lying created a huge burst of coverage about how he’s wrong and really created lots of noise about it.

          • @[email protected]
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            6 days ago

            Oh I misunderstood the question. I thought they were asking who ironically boosted the petition.

  • @[email protected]
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    1037 days ago

    Pop it in your calendars? Maybe I’m using calendars wrong, but mine aren’t filled with things I should avoid doing. But, I’m willing to learn. What date should I put “Don’t Buy Subnautica 2” on?

  • Lovable Sidekick
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    7 days ago

    I will support this by continuing to be apathetic toward (and in fact ignorant of) the game known as Subnautica 2.

    • @[email protected]
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      57 days ago

      I’m not ignorant of it, just uninterested. I’ve watched gameplay footage of the first one, and it didn’t look like my kind of game.

      • JackbyDev
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        77 days ago

        First one was a cool premise but really annoying in some ways. The game sort of assumes you get certain fragments of blue prints by certain points but doesn’t actually make them easy to find nor really give you any hints to find them.

        For people who’ve played it was for the sea moth and and later the moon well.

        • @[email protected]
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          That’s the point of the game - it doesn’t tell you where to go and what to do because you’re meant to explore the environment yourself. And the debris you scan, the screenshots you take, and the thrills that you get - are the real reward here, and not some goal that game artificially imposes on you. So I think you were just playing it wrong.

          • JackbyDev
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            107 days ago

            So I think you were just playing it wrong.

            Look, I genuinely get your point, and I was tracking with you until you said this. Fuck off. Fuck for with this stupid bullshit. I was not playing wrong. I was playing it the same way everyone else does. I was exploring. I was collecting. I was finding new things. It was getting very clear that the distances the game expected me to travel were meant to be done much faster than what I was capable of. I was getting multiple upgrades for things that I couldn’t use because I didn’t have the thing that lets me install them. It’s been ages since I’ve played and I’m not psychic so I’ll never know what the actual devs’ intent was, but something was off. I’d definitely missed something. What’s more annoying is that I was finding multiple blueprints I already had or something? I don’t remember the context. Like you needed 3 fragments or something. And I’d find more like “ah surely this is the third for the thing I need” only to get the 5th of something I already had. It was give years ago when I played, at least, so I’m probably explaining wrong.

            But don’t fucking say I was playing wrong. That’s such a condescending, brain dead thing to say to someone who is critiquing a game.

            “Hey, based on what’s going on and getting tons of upgrades and not unlocking the thing to install the upgrades, I think I’ve missed something and I have no idea where to find it. It would be nice if there was a way to unlock this without scouring every inch of the ocean I’ve been through multiple times and without looking it up online.” No, you’re just playing wrong! It’s a game about exploration and discovery!

            🙄

            • @[email protected]
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              46 days ago

              You’re not alone. As much as I love that game, the absolute lack of direction is one of my biggest gripes with it, right along with the atrocious inventory system.

              You’d think someone who manages to build a fricking atomic submarine and a mech suit would be able to pinpoint relevant tech on the go somehow but no. Also you get a scanning room that can pinpoint little pebbles a kilometre away but is it helpful? Nope. Just another half-baked gameplay element that was never developed beyond the initial concept.

              So yeah, your concerns are absolutely valid. Anyone who played this game would agree. But maybe that’s why I personally love the game. Clunky and beautiful, frustrating but once you find that thing you’ve been looking for, a bit rewarding too.

              • JackbyDev
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                6 days ago

                Yeah, I think people look at that criticism and think I mean I want super explicit bright glowing objects with a Skyrim style HUD that points me directly to where I need to go to get blue prints. Nah. Some ideas:

                1. Some way to tell if there aren’t any more in an area so you don’t waste time looking when there isn’t anything.
                2. Some sort of device that tells you how close some are, but not where they are. Like the classic “beep … beep … beep beep beep BEEPBEEPBEEPBPBPBBPBP” thing that gets more frequent as you approach. But make the max range relatively small.
                3. I think they were called life pods? Like the other crashed emergency escape pods. For things you’re expected to get like the sea bike (I don’t remember the name), sea moth, and moon well maybe always put some blue print fragments on life pods you find later. This way you can’t miss them (unless you’re really really not paying attention). You can still make it so you get them earlier on, but this way in case you missed some somehow you can always “catch up” to where the devs expect you to be. Like if they expect you to get them ~10% in, then make it so the life pods you find ~25% in give you what you are missing for the sea moth.
                4. A bit of a map system. This one is controversial, so I’m putting it last. A huge appeal of the game is not having a map. But even just a blank screen showing you all your way points, but not showing you where you are or what biomes are around would be useful. Then do something like show where blueprints are in an area. Maybe something like once you get two of three it shows you the general area where the remaining ones are, but doesn’t put a marker on the HUD.

                Because with games like this where progression isn’t gated behind actually having some of these items, you can get in weird states where you get further in and didn’t get them. But maybe >95% of players did. The other <5% just missed something somehow. And then there’s no real clue on where to.go to back track to get it. And you can get in these annoying situations where it seems like you should have it but you aren’t sure, and you don’t want spoilers so you don’t look it up. Then when you look it up maybe you see a spoiler and it turns out you shouldn’t have it yet, that’s common. Other times you missed something super obvious in some very random area you only needed to go to once and never checked again because it seemed empty.

                But it’s just so infuriating when people say things like “you’re not playing right” like, I’m getting frustrated because I’m playing right! If I wasn’t checking everywhere I could miss things. So I have to check everywhere to make sure I don’t. But then you can still miss things because there’s no real way to guarantee if you actually checked everything.

                • @[email protected]
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                  16 days ago

                  Tbh I’m against the full on map idea since it would ruin and demystify/trivialise the aspect of exploration, but maybe they could have made it so that the scanner room HUD chip UI was actually useful and displayed any kind of distance indicator. Often times I’d be scanning for limestone chunks for example. Now my HUD is full of circles that all have the exact same radius and no indication of distance, just a vague direction, and it’s so frustrating to work with that.

                  They could have added some sort of compass as well. They chose not to.

                  I wish they implemented something like No Man’s Sky’s non-intrusive HUD, which conveys both heading and distance at the same time in a super nice way.

        • @[email protected]
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          27 days ago

          I just really don’t like crafting mechanics in games, and the game seemed very collecting and crafting heavy.

          • JackbyDev
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            67 days ago

            It was weirdly a little light on crafting in some ways. But extremely heavy in others. I tried playing it like Minecraft and stockpiling stuff but that’s not really the way. I found it slightly more enjoyable to gather things only when I needed them.

            Also the game has no map and I’m REALLY bad with directions. Like REALLY bad.

          • zqps
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            47 days ago

            Yep, it loops between exploration and basebuilding / crafting.

            The exploration part is what usually gets people hooked because the alien underwater setting is amazing. The other stuff is more to give you a reason to stick around for longer, and pace your exploration since need to unlock things at certain points.

            • @[email protected]
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              26 days ago

              Then maybe I’ll try it sometime. I don’t like base building (feels like crafting), but exploration can be fun. But it’s pretty far down my list.

              • Captain Aggravated
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                25 days ago

                Very, very light spoilers:

                This is a survival game, gathering resources from the environment to craft tools, vehicles, food and water are core mechanics, as is finding and scanning fragments of technology to unlock blueprints. You actually don’t need to craft very much, I have done a run of this game where I built no seabases, only one of the three submarines, crafted no food or water surviving only on what you can scavenge, and only made seven tools.

                A common complaint I see people make with this game is that the inventory doesn’t stack, so where do I put my 900 titanium? Frankly they’re playing it like Minecraft, and it’s not Minecraft. You don’t need to hoard treasure chests worth of everything, most common materials are relatively easy to find and with the possible exception of Lithium, if you have more than five of basically any raw material on hand that you don’t have an immediate idea of how to use, you’re probably doing it wrong.

                Base building is entirely optional; the idea is you’re a castaway, survivor of a shipwreck who is waiting to be rescued, you’re not moving in. To quote the game itself, “Treat this space as your home, but never forget that it is not.”

        • Captain Aggravated
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          15 days ago

          Fragments of the Seamoth can be found around wrecks in the red grass plateaus, there’s a guaranteed one near Lifepod 17 aka “Ozzy from the cafeteria WHAT THE HELL GUYS?” The game hints that you can find Seamoth parts around there by the line “Our pod was almost crushed by the Seamoth bay on the way down.” You can also find several guaranteed Seamoth parts in the Aurora, I think enough to outright complete the blueprint.

          Moonpool parts can be found just about anywhere you’ll find Cyclops hull fragments; I tend to find them either in the Mushroom Forest or around wrecks in the Sparse/Grand Reef.

          The Scanner Room you can add to a seabase can detect scannable fragments, and you can display them on the HUD with a craftable upgrade.

            • Captain Aggravated
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              14 days ago

              Also found in great abundance around the red grass plateaus especially near wrecks.

              You’ll get radio messages from Lifepod 17, 6 and 7.

              Lifepod 17 will give you a HUD marker that takes you straight to it, depending on where your lifepod spawned you’ll likely pass a small wreck and a scatter, and there is a large wreck within sight of it. I would actually be surprised if you couldn’t complete the Seamoth, scanner room and bioreactor right there.

              Lifepod 6 and 7 are both “coordinates corrupted” quests; it won’t give you a HUD marker but a picture and a hint as to their location (lifepod 4 is similar). 6 is similarly within sight of a large wreck and a scatter, going to Lifepod 7 will take you past a large scatter and a small wreck.

              All three of these are fully explorable with a seaglide, high capacity air tank, and repair tool. I recommend a rebreather and an air bladder. You can find scanner room, bioreactor and seaglide parts in addition to scrap titanium outside the wrecks, and laser cutter, propulsion cannon, mobile vehicle bay, modification station, battery chargers, plus several useful databoxes including the vehicle upgrade console, and a strong chance of +30 bottles of water in supply crates.

              It can be a bit of a bother for new players telling scannable fragments from the background scenery of the wrecks; act a bit like a bloodhound, drag your nose around looking for the scanner icon to pop up in the corner of the screen.

              I’ll give an oblique hint for further in the game: there may come a point where you say to yourself, “Well now what?” And the game doesn’t seem to give you somewhere to go like it has been. go deeper.

              • JackbyDev
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                14 days ago

                I don’t need hints because I’m not playing the game and I’m not planning on continuing. I’d gotten further than you think. But for context I’d already begun to explore the deeper areas when I ran into this conundrum. I built a stupidly long oxygen tube to get down there. I think the game expects you to have the sea moth first. That was one of the first moments I thought something was wrong. Then I think once I got it I couldn’t take it down there without an upgrade because I also didn’t have the moon pool unlocked. You’re talking about life pods, I never had a problem finding life pods. Those were easy and fun. It was going deeper without the sea moth and upgrades that was troublesome.

                • Captain Aggravated
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                  14 days ago

                  Yeah, it sounds like you didn’t explore the wrecks or their surroundings, because all the blueprints you say you need can be found above 250m fairly easily. There are Seamoth parts and a free depth upgrade for the Seamoth available right at sea level in the Aurora. I’ve finished the game several times without building a seabase at all.

  • @[email protected]
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    256 days ago

    Now this has been rather disproved, do we think we could retract the post? It’s probably done harm already but we can at least acknowledge it’s no longer accurate.

  • @[email protected]
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    307 days ago

    I feel like I’m the only person on the planet who thought Subnautica was boring and tedious. It was definitely not for me

    • @[email protected]
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      237 days ago

      Nah, that’s valid. I loved it to bits, myself, but what made me love it was how adroitly I felt it curated feelings of dread and sincere awe as I explored deeper and deeper; and that’s highly subjective. I hope you’re finding as much joy in your own fave games as I did in Subnautica!

    • @[email protected]
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      87 days ago

      Couldn’t get into the main game. In VR, however, just exploring was an unforgettable experience.

    • ProdigalFrog
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      107 days ago

      I also wasn’t a fan, mainly due to how often you need to resupply to stay alive. You get a very small window of opportunity to do actual exploration before you need to go find more food and water, on top of gathering a bunch of other materials.

      I liked parts of it, but ultimately just got frustrated with the tedious parts and bailed.

      • @[email protected]
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        97 days ago

        That phase does end. The various vehicles allowed for exploration without returning to the surface, as do deep sea bases.

        At the same time, I fully understand why you feel that way. The crunch is required for the fear to be meaningful, it’s not everybody’s cup of tea.

      • Goodeye8
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        7 days ago

        I don’t know how far you made it but if you make the biggest vehicle you can add planters inside the vehicle which significantly cuts down the need to restock. That said, in the end game the survival elements become so trivialize they end meaningless busywork even if you have planters.

        • ProdigalFrog
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          17 days ago

          I did build the big ship, but I don’t think I used the planters effectively. I just remember needing to frequently recharge it and repair it.

    • @[email protected]
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      17 days ago

      I just can’t get into it. I can see there’s a progress path of stuff to do, but it feels like there’s grind to get anywhere.

      • @[email protected]
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        27 days ago

        That grind is also why you actually feel like you are losing something if you die, and consequently makes you anxious about going deeper.

    • Cid Vicious
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      That whole survival crafting genre seems very hit or miss to me, and I’ve noticed that people liking one game in the genre is a very poor predictor of whether they’ll like another one. Subnautica, Don’t Starve, Minecraft, and Ark are all theoretically the same genre but very different games.

      However I’ve also seen a lot of people say that Subnautica was the one that clicked for them. I think the story and progression was big for a lot of people.

      • @[email protected]
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        17 days ago

        people liking one game in the genre is a very poor predictor of whether they’ll like another one

        I love survival/building games, and so do most of my friends. Even the terrible ones are usually fun. So I’d posit that it’s the opposite with a caveat: liking one for more than its story means you’ll enjoy the others.

        I think it’s more indicative of games/hobbies as a whole than the survival genre specifically. People who love the adrenaline of a motorcycle may not enjoy the thrill of going down a mile high mountain on two thin sticks, IF it was the rumble of the engine beneath them that they actually enjoyed. If it was the rush of the speed though (or in the case of survival/building games, the exploration and struggle to stay alive and not lose your stuff), then they’ll likely enjoy the other adrenaline sports.

    • @[email protected]
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      47 days ago

      I found it to be tense and interesting while playing. But looking back, I can’t really put my finger on what made it that way. I swam around and gathered resources to build boats, make food and fresh water - I can’t really ser what the big drive was. But I certainly loved it enough to finish it, which is rare for me regarding most games.

    • @[email protected]
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      7 days ago

      No, sane here. I also didn’t find its gameplay loop fun, although the graphics were incredible.

      Edit: I meant ‘same’, but I’m leaving it.

      • @[email protected]
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        27 days ago

        Seeing the underwater world was so much fun. I got it to play in VR and only did that a couple of times, but I completed the original and Below Zero because the exploration and underwater scenes were just so good.

    • @[email protected]
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      17 days ago

      It was very much not an action oriented game. It was more about building resources and exploration. I can definitely see it not appealing to large swatches of the gaming population. Especially those used to the modern spate of action rpgs.

    • @[email protected]
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      207 days ago

      It sucks that this is going around too. Because no matter what the “right” choice is the devs are still gonna have to see what should have just been their fun project get thrown around in gaming politic hell

    • @[email protected]
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      57 days ago

      I’m sure there’s some truth in there, but it is hard to believe it entirely. This is what you get for unnecessarily selling your company.

    • @[email protected]
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      7 days ago

      Everyone seems to be more interested in the latest techbro feud so I wanted to highlight what he said about Unknown Worlds staff not being given specifics on what their compensation will be. The statement was quite nebulous on that.

      Gods, I hate this culture. Make concrete, public promises to your staff to follow through on your acquisition deal? Nah, can’t have that. Open yourself up to liability by throwing the former execs under the bus, in detail? No problem!

  • @[email protected]
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    87 days ago

    Not sure I can support that take. Kinda focussed on the headline there and ignores the fact that other people work there also, that are probably relying on the success of this game for their paychecks and ability to keep making games. The dev industry in general is not in great shape atm.

    Let the courts sort out shady business practices imo.

    Support a decent game (if it is decent).

    Certainly don’t preorder. Looking at you internet denisons.

    • @[email protected]
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      77 days ago

      other people got paid already. they most likely wont loose money or portfolio if you boycott. its rare that lower level devs and artists are getting any percent of the sales numbers. This talking point from you is coming straigt from bigger publishers all the way to stockholders that have nothing to do with the product.

      • @[email protected]
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        27 days ago

        If a studio goes under cause of lack of sales of a game it’s not the execs who suffer. Can’t see the point your making rn?

        • @[email protected]
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          17 days ago

          but the people are already kicked… Look if bob works at “bob studios” and i love his work and want to support him, i can buy his game. but if bob got fired long ago, he wont get the money i give to “bob studios”. You are supporting a buisness construct and not the artist in this case here. almost all workers in the game dev field loose their job post project anyway, so you are not even helping them. So i stand by point that this is capitalist propaganda. Its sad but videogame artists get abused by the scene a whole lot. i think it makes sense to show support witht the individuals who make the games you love, rather than the legal steuctures trying to milk them.

          • @[email protected]
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            27 days ago

            Are you saying that only the 3 people that got let go (and potentially shafted), are the only people that worked on the game? I don’t believe that’s the case but I could be wrong of course.