How to improve on Subnautica's lifespan
Stakhanov
Join Date: 2003-03-12 Member: 14448Members
(This is a brainstorming thread , rather than a single set of suggestions)
Currently , Subnautica features finite gameplay and limited replayability ; this stands in contrast with the richness of the world and the amount of work that went into it. A powergamer type could breeze through the game in a few hours , completing all possible objectives , at least crafting wise. I think this is a core issue to address.
A big part of the problem is that scavenging is a one-off interaction for each biome. Players should have a reason to come back to a biome they already visited , preferably to do more than loot the same resource again.
The zoology angle would help with that a bit , having to observe or even capture live specimen of each species , then supplying them with food while scientific data is being gathered.
Renewable or plentiful resources (fish , coral , plants) would provide motivation to build more underwater bases , which also drives scavenging for construction resources - usually hoarded pointlessly. Biome-specific resources would need an unique advantage or necessity to promote such nomadism.
Ideas , thoughts ?
Currently , Subnautica features finite gameplay and limited replayability ; this stands in contrast with the richness of the world and the amount of work that went into it. A powergamer type could breeze through the game in a few hours , completing all possible objectives , at least crafting wise. I think this is a core issue to address.
A big part of the problem is that scavenging is a one-off interaction for each biome. Players should have a reason to come back to a biome they already visited , preferably to do more than loot the same resource again.
The zoology angle would help with that a bit , having to observe or even capture live specimen of each species , then supplying them with food while scientific data is being gathered.
Renewable or plentiful resources (fish , coral , plants) would provide motivation to build more underwater bases , which also drives scavenging for construction resources - usually hoarded pointlessly. Biome-specific resources would need an unique advantage or necessity to promote such nomadism.
Ideas , thoughts ?
Comments
Dang you did it