Let's talk about replayability
enragedcamel
Join Date: 2016-09-03 Member: 222016Members
My biggest concern about the game right now is its low replay value. I originally played back in January for about 15 hours, then took a break and came back a few weeks ago and have put in another 10 hours or so. Despite all the content that has been added during my breal, I found myself getting bored much more quickly. I think this is because there is no sense of exploration and discovery after the first play-through once you learn where everything is, where to find which resources, which areas to avoid, etc.
The map not being randomized is a huge part of this obviously. I understand why the devs went in this direction (allows custom-creating each biome to much higher level of detail), but I think the long term effects will be very detrimental unless new zones can be added quickly after launch (e.g. one new zone per month).
Aside from that, here are my suggestions to enhance replay value and add more "depth" to the game (har har):
I understand these will be out of scope for version 1.0 but something to consider after release.
The map not being randomized is a huge part of this obviously. I understand why the devs went in this direction (allows custom-creating each biome to much higher level of detail), but I think the long term effects will be very detrimental unless new zones can be added quickly after launch (e.g. one new zone per month).
Aside from that, here are my suggestions to enhance replay value and add more "depth" to the game (har har):
- An upgraded version of the hand-held scanner that unlocks additional uses for scanned items. For example, each species of fish should start to grant minor, temporary bonuses after being scanned with this advanced scanner. Swim speed boost for eating Peepers, oxygen boost for eating Bladderfish, and so on. Something that will give the player a reason to hunt for specific species of fish depending on what they are doing at the time. Similarly, it would be cool if previously non-edible plants became edible after they are scanned.
- A radio-receiver accessory that detects nearby points-of-interest (POIs) as the player travels around the map. These POIs should be completely randomized, and should disappear after a short while. Examples include drifting floatsam that contain rare blueprints, rare species of migrating fish, rare minerals that are temporarily unearthed on the ocean floor by deep-sea currents... the possibilities are endless. This ensures that each play-through contains random and exciting finds. It would also force the player to make a decision between continuing their current path or stopping what they are currently doing to seek out the POI.
- A drone-bay for the Cyclops. The idea is to stop the Cyclops in an area that is rich in resources and release the drones, which go out to collect resources and bring them back to the Cyclops (if they survive wildlife attacks). This could be at the top of the tech-tree, but the benefit would be reducing the constant need to gather basic resources, which by late game becomes tedious and repetitive.
- A reason to build bases in all biomes. There should be things you can do from bases that are a) critical to progression and b) you can only do from bases. Maybe some sort of room that is built on the ocean floor that drills for a specific resource in that biome.
I understand these will be out of scope for version 1.0 but something to consider after release.
Comments
#1 is already set for implementation in the form of the transfuser. It works differently, but seems to match what you're wishing for. #2 also has got some work on it in the loot that can be gathered from hanging with the sea treaders and I expect the basic idea to get further implementation because the devs have indicated a wish to make fauna more involved than "eat or be eaten". Rare fish I can def get behind; I already love tracking down the sea crown so an equivalent fish would be welcome as well (I nominate that rainbow cutie in the concept art with the sandshark).
#4 is one I don't really get. I enjoy basebuilding immensely and hope to see more stuff implemented in that area of gameplay, but having to "build bases in all biomes" sounds tedious even to me.
You said it like Elite: Dangerous player :P You old players need only some graphics sketch and a couple of actions. Who needs scenario, interactions and live world ))
The only point I see in biome bases - to study local fauna, so you need little 1-2 multirooms, scanner room and observatory too watch and enjoy.
There is no point for so many resourses in the game. Since you have been maped territory with known res locations (like Crash Zone for metal and Blood Kelps for quartz crystalls) there is only matter of time you dig it for your base of dream.
That said, placing the fragments in the wrecks removed a lot of replayability because they're not as random anymore, and don't require as much exploration to find. Instead of "scour the countryside" it's more like "go defeat this dungeon". Unfortunate. Not that cutting fragments out of wrecks doesn't have merit, it's just that the old gameplay had a lot of merit, too, and now that's gone.
I remember playing singleplayer Minecraft for well over a hundred hours. Minecraft worlds are randomized so exploration never became old. I remember taking a very long time to establish bases because looking for that perfect spot for a base was so fun and exciting.
But even with non-random game worlds, hundred plus hours of gameplay is possible in a singleplayer game. Look at Witcher 3. Its world is huge and detailed, with a shitload of quests, bounties, treasure hunts, you name it.
The amazing thing is I'm not even exaggerating even slightly. It could be even more.
Here is my take on it: Keep the current, main map as it is. Static, the same every time. This way you've still got your linear plot arch intact and can form working strategies that can be shared or reused for it. However, when reaching the edge of the map it currently just drops away to nothing forever. This is where procedural generation can take over. Simply add a little PDA voice notice that you are leaving the main game zone so that new players won't get lost forever. But people who want endless exploration can do exactly that (at least until they run out of hard drive space) simply by leaving the main area behind.
In short, main game = static map, procedural generation = outside boundaries of map.
I have well over a hundred hours logged in Subnautica already and I don't intend to stop playing it any time soon. I played through Witcher 3 four or five times already, I can absolutely see myself playing again some time. I played Shogun: Total War until my eyes bled. Doesn't change the fact that there are people out there who will not find any of these games entertaining enough to stick with them for just as long.
We are all different and we all have varying expectations and needs when it comes to games. That's why I wrote that we should not judge a game's replayability by our own personal preferences only. We shouldn't slap on labels, because what is boring for one person, can be entertaining for another.
You're right though, Rome, Medieval 2 and Shogun 2 are 3 massive exceptions in the gaming industry. There's never been anything like it and I don't think there could ever be again. But that's just one man's take on it.