EuedeAdodooedoe Posted November 22, 2017 Share Posted November 22, 2017 Most people who play DS/DST right now, will probably not have any idea why both of these games are a sad reflection of themselves for me, but there's no happy-go-lucky way to put this with concerns not being raised. I have always found it an issue that getting to a point where you can survive by sitting in a base while at the same time grinding for hours on end by harvesting, killing, storing, cooking in multiple crockpots, doing the same menial tasks over and over again etc. in order to achieve and maintain this status, was part of the games. They were there since the inception of Don't Starve, but for whatever reason became the supposed main goal of the game as a result of making a survival experience, despite the latter not necessitating to mean that the former will inevitably happen. Klei have tried in the past way more to add more things to the world to keep this from happening, but at the end of the day, you would get to a point where you are at this position. Now it seems as though they are trying to encourage it, rather than prevent it, and the game being more about the experience of the struggle, rather than standing near a campfire surrounded by hundreds of gold nuggets and gems, while beating every boss like it's your day job is way more prevalent. It's the most generic a game can get, this isn't good game design. I mean, what's with the humongous amounts of decorative stuff, optional bosses, gaps in wrapping content well into the overarching game and multiple exploits that never get addressed? The video I linked points out what I believe to have led to such demise into a social club experience rather than a survival-adventure-horror one; players who complain about something being too hard simply because they could not beat something after they had previously gotten used to being comfortable beating everything on the whim and praising and demanding positivity, seem to be doing so because apparently there's not enough of that here already. I may be a hypocrite here, in that I have probably done this myself at some point, and I now realise that it was my will at the time to simply gain a "professional" player status quicker rather than being guided and experiencing the game itself, which is what at first I had going for me, and what I am willing to believe got most people hooked into the game in the first place. Exploits don't make a game good, it destroys the experience, we all know it, but many of us are compelled by it, because for some reason, it is to some level ingrained into us that being an elite 1000 day mega-base player is somehow getting yourself immersed with a well-crafted gaming experience. Trust me, it is not. People argue "it's difficult to implement a system that works well for the game" and while that is indeed true... how is that a detriment for the developers to put more effort into work with the game's design? They develop the game, sell it to us, and we are supposed to expect the most basic and thought-less mechanics that could be in the game? Why? Klei are not inept. And $15+ dollars for rusty, buggy, unfinished fart doesn't seem like you're getting what you're paying for. My point is, the fan base seemed to demand a lot of content that went to the detriment of the games, while just mentioning here and there how something could have been better, and Klei gave in. Now they're relying on skins and more skins through a grind-fasted event which, while great to play for a while and is much more seamless and rounded up than the base DST experience and the whole lot of DS, I've noticed that, is ultimately there just for reaping in more cash from the game because they can and not much more. I don't know how well Klei are doing, nobody can, but trying to justify the slow but steady creep into what larger game companies have now indulged themselves into real fast through the idea that the company's not getting enough cash to support the game is sickeningly manipulative. Really, why should we continue to support the game, if at the end of the day you'll just end up with more farted out content and a bunch of skins than an actually improved experience to the game? Just so it can all be swallowed up, whoop whoop the hype train for whatever else is going to come out and be left unfinished and with half-baked and re-skinned content. I mean, The Forge is going away soon, and that's a moba experience, not a survival-adventure one as the game was and is still advertised as. And what we got from that was, well, basically another boss fight, just an exclusive one. Seriously, what is with the developers and the countless boss-fight introductions? It's just one boss fight after another, have you really ran out of good ideas for this whole thing, do you not want to put in the effort or could it be... both? You can call me negative as much as you want, but that's not going to put the games into a position where they are well-crafted experiences. I think it's at least good for one person to speak out about this rather than there being complete dead silence to keep the squeaking of he wheel of the blatantly obvious cranky ride that is Don't Starve franchise from squeaking too much. The way I see it, it's a perpetual cycle of supply-and-demand between Klei and the fandom, rather than well-designed experiences by the developers to be experienced and critically reviewed. Link to comment Share on other sites More sharing options...
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