TFBeyond

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About TFBeyond

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  1. random blabber

    Try not to drown in honey... You'd do well to avoid such a sticky end. (I'm sorry, but this thread is probably over now.)
  2. I feel this to be a core game design issue, and one that only the devs themselves can really address. While many are concerned (perhaps rightfully) over the experience being overwhelming for new players, I personally cherish the way the game more or less hurls you in at the deep end and leaves you to figure things out with a few clues and pointers. A fine example of this at the moment is the coming of nightfall. Your character remarks on the importance of building a fire, and so the wise will do so. Sooner or later, you'll get caught short, or curiosity will lead you into the darkness. The swiftly-following (perhaps fatal) savaging sets the message firmly in your mind: dark bad. Fire good. And so we learn. This is the primary danger of the game as it stands - that which you do not know, or do not understand. And I feel that this is in fact something to be cherished and one of the core tenets of the roguelike experience that the game's design bears the hallmarks of. We encounter, we suffer, we REMEMBER. We consider, we adapt, we conquer. While there are indeed things to be said in favour of tutorials and hand-holding and overt explanation, there are also arguments for the deliberate exclusion of these things, so that the player may take their lumps, and in doing do learn their lessons and develop their own playstyle. It is extremely difficult (and likely impossible) to fully satisfy both the "new player care" and "learning through experimentation" groups. It will be a test of Klei's talent, and a statement of their gaming philosophy to see which camp they lean more towards.