Techtonica pt.2

Wanting to add more here, some thoughts on how production games manage progression.

Many of these games operate on a construct of volume, scale, and then complexity. You harvest a set of basic material, automate construction of basic elements, use those elements to create more complex things, which allows you to scale the initial harvesting.

As you get further in the creation chains, you would normally unlock alternative chains of production that either provide shortcuts by skipping steps or, using different materials, gives different paths to create items. These alternative paths require new approaches to crafting chains. The challenge then becomes about balancing complex crafting chains to create enough volume to create final items. Items that require hundreds if not thousands of the basic harvested items no less.

The math required to balance all this is substantial, some complex algebra in fact. Changing a ratio at tier 2 can have huge ripple effects 5 steps later. Techtonica has had a few stages (other EA games too) where the math effectively created an exploit for infinite material. It is not easy, and small dev teams need a lot of testers to validate.

Where Techtonica differs from other games is two fold. First, basic resources are practically infinite, more akin to Sastisfactory, but can yield different material at different stages. Second, a significant portion of the game resides with plant material, which is 100% dependent on a finite amount of seeds. You never lose seeds, but this caps your production rates. This doesn’t seem like an issue at first, but at some point you’ll realize that Mining Charges are the key to everything, and production of that specific item requires tons of seeds.

A basic plant farm.

Which brings me to exploration. Techtonica had multiple cave systems that are only accessed through digging. Sometimes 10 minutes of digging. I think this time padding is good, it allows a factory to produce while you explore. Finding all these locations though… that’s the tough bit. Not the best map, then again I still think it’s better than Satisfactory. Some parts of the research tree require exploration to hidden areas, which the functional impacts only really matter end game. Not too sure how I feel about that just now. I know I really don’t like Satisfactory’s RNG take on this.

This 3D map shows open areas. Green dots are chests buried in the walls.

I’ve got one more post relating to the mechanics of crafting and rate limits. Techtonica is still finding its footing here.

AAAA Prices for B-level Games

Cue derision for Ubisoft CEO Yves Guillemot justifying Skull & Bones price point as being worthy of a AAAA game. For a game that is mechanically less than the game that spawned the idea 10+ years ago (Assassin’s Creed 4). I mean, fine, there are bound to be games out there that are such high quality and value that the top-tier price tag makes it arguably (and I will argue this) worth it, but that demographic is clearly suffering from some mental delusion applying such justification to Skull & Bones.

Preamble complete.

It is no mystery that the cost of everything is up, game development included. That trend was clear well before the pandemic, and isn’t helped when waiting 2-3 weeks after a release gets you a game for 20-50% off (35% off in the case of Skull & Bones!) The proliferation of Unity and other game engines, as well as hundreds of tutorials has democratized game development – anyone and their grandmother can give it a shot. Steam launched 14,451 games last year. What the actual hell?! Actually finding a good game in that pile is all but impossible, meaning lots of budgets on marketing (Dave the Diver!) or simply hoping that word of mouth is enough (Valheim!) Games should not cost $200m to make, they should not take 10 years to reach market.

Different that any other form of media, games in nearly all cases have improved content due to patches. What you’re paying for is effectively the privilege to test the content, and to a degree avoid FOMO. Even when looking at Game of the Year candidates – waiting a few days pays off. Alan Wake 2 is an absolute banger and still it had some rough spots that needed a few patches to iron out. But for every Alan Wake, you’re going to have to parse through piles of Suicide Squad.

In today’s hyper-connected world, it takes very little for the target audience to get a good sniff of a game prior to launch. A high price tag and zero reviews before launch, or extremely limited media attention are massive red flags. No news, in this case, is often bad news.

Next up is Capcom taking a mighty risk pricing Dragon Dogma 2 at top tier. Previews have been quite glowing, the character creator was launched early, and there is some relative positive track record here. That said, you’d be crazy to pre-order this game or any other. You’re not missing out on anything by not buying it early, and it most certainly will require some patches to be truly playable. Plus, you’ll save some dough along the way.

Markets only change when the consumers demand it. Time to start making small choices that will have major impacts.

Techtonica v0.3

I picked Techtonica up in the Steam Winter Sale, though it launched in EA back in July. I’ve got something for production optimization games, obviously. It recently hit v0.3, which is all about efficiency, my kind of patch!

For starters, Techtonica is what Satisfactory (mod-free) would be on a smaller map and much, much less finicky controls. Factorio-3D to a large degree. This reduced scale improves accessibility, because you don’t need to build a 72-step factory in the early game that takes up all your screen space. Techtonica instead focuses on exploration and gradual automation. Progress is gated behind milestones, each bound to a specific station. You start with Lima, which acts as a tutorial. Victor is next, and the game effectively opens nearly every aspect here, and gives you the space to build a multi-floor factory. Xray is next, and that is about large scale automation with monorails. The milestones aren’t incredibly burdensome, you’ll need 200 of a given item and most production rates are enough that you can get buy with a half dozen harvesters. Compare this to Satisfactory where you needed dozens upon dozens of harvesters/foundries to get even the most basic elements running.

An extremely large quality of life feature is that the game is more or less voxel based, meaning there’s no real possibility of being mis-aligned or not clearly understanding how space is managed. You can’t clip objects, which re-enforces the mathematical optimization. Vertical belts (rather than super spaghetti) allow for cleaner and more optimized multi-story factories. The ability to quickly copy objects is the first step for blueprints (which really only matter in large scale things), and the replacer tool almost acts as an upgrade mechanic.

The main production floors. I really like the aesthetic.

Now, Dyson Sphere Program (if you turn off Dark Fog) is still the gold standard here, and Techtonica has some rather large QoL bits to figure out. Some items require tremendous amounts of material and the results can stack to crazy amounts (you’ll know when you make monorail bits), which makes it hard to manage crafting chains. Research is done through cores, which must be physically placed in the world, taking up huge chunks of room. Assemblers have rate inputs that simply cannot be met by inserter tools, certainly the long variants, which adds unnecessary puzzle mechanics and overly complicate production chains (you’ll need many storage containers to manage overflow).

Research cores in the back, plant products in the middle, power in the front. It looks damn cool when it’s moving.

One piece that annoys me to a great degree in these games is the concept of intermediary steps, especially those that are single material ones. The only purpose they hold is to create artificial time gates – or allow scaling when belts/inserters cannot provide. For example, Iron Mechanisms. They need 100x Iron Components. Those require 2 Iron Ingots, which come from 2 Iron Ores. Do the math, and each Mechanism takes 400 Iron Ores. Related, when you encounter one of these steps, your prior balanced production rates of say, 10x/minute now require 100x/minute, which means more scaling is required.

Now that is an issue with the genre as a whole, and if the tooling is there to manage the scale issues, then no real biggie. Again, Dyson Sphere Program completely knocks it out of the park when it comes to scaling tools, which Satisfactory is the lead-chip-eating-cousin. It remains to be seen how Techtonica addresses scaling as more content is added… because it’s not like you have infinite space to build with.

As for a roadmap, with “Desert MIRAGE” as a content point, I am assuming that open space may be on the horizon. Given prior history, it’s likely 6 months away. At this point, I’d recommend a watchlist rather than giving it a shot. It’s good, but unless you really love the genre and willing to have the odd bug muck-up an optimized belt maze, well… your library is likely chock full of options.

Pacific Drive

I do like games with finality to them, what with a credit screen or some sort of last big hurrah. A line in the sand that someone else put that says “it’s ok, move on”. I’ve noticed of late that I’ve been drawn more to games with a seemingly infinite tail, but an unstructured one. I played Return to Moria much longer than I needed to, Enshrouded certainly fits that bill. Valheim I’ll get back to when the next continent launches. Survival games in general have this longer tail, as there’s a need for an optimized cycle that seems to scratch my itch. Probably why rogue-lites work well with me, it’s about incremental progress and juggling multiple variables.

Pacific Drive is a survival rogue-lite that is really quite a bit different than anything out there. Perhaps that’s unfair, Pacific Drive is a mix of multiple known ingredients in a different meal, and a damn fine meal too!

It’s a story driven survival game, with pieces of horror. High level, you get sucked into a contaminated area that is always trying to find new ways to kill you. You get to drive a station wagon around this zone, collecting materials, and then returning to base to upgrade both the base and the station wagon. There’s a pile of story in here, both as to why the zone exists and who brought it to be.

The rogue-lite portion is more about you dying on these voyages, and losing whatever you accumulated on that run. The larger challenge here is that each run is friggin’ long. The first few runs are fine, you have a single zone with some things to avoid and a bunch of stuff to collect. The risk factor is rather low, and the pace of collection follows. You then get multiple hops along the path, needing to select “safer” routes. There are actual stable zones, meaning there’s nothing trying to kill you – so optimal to collect stuff. Normal zones escalate in difficulty, and you have generally around 15 minutes before it goes all out to kill you. And then there are deadly zones, which are to be avoided at nearly all costs.

Red = you gonna die man.

The challenges of any roguelite relate to the risk/reward formula. Progress is gated behind materials (some of which are only found in later zones) and energy (which has 3 tiers, and again per zone). I hit a point where progress was gated behind a set of mid-point resources and I got absolutely wrecked through zone obstacles. I lost an hour of progress, shut the game, and left it alone for a few days.

When I returned, I went into the options and disabled item loss on death, which dramatically changed the approach to a run. Material collection was the sole priority, and as long as I collected enough materials to “rebuild” the car, everything else was a bonus. Rebuild in this case was the bare minimum, as survival wasn’t even a thought anymore. Risk dropped to next to nothing and it felt more like a farming game. This was not better.

The only answer I can provide to this model is a mod that allows you to instantly teleport to a previous discovered zone. You’re only in the “easy” zones to get to the hard ones, and this would save the 5 minute drive per, and avoid what feels like extremely bad RNG damage. It’s a weird spot. It can also be that I simply value time in a different metric than the target audience.

I like Pacific Drive, or at least I think I do. The concepts are cool, the storyline is quite interesting (all NPCs are through the radio), and you have meaningful progress to track. The art is really well done, the ambiance is constant, and you always feel the need to push just a little further. My personal challenge here is that there are tons of other games in my backlog that fit my time constraints.

Paul Atreides is a Villain

With Dune Part 2 releasing, this nearly 60 year old novel has some new light shone upon it. There are two aspects of the novel (and ensuing series) that are important to understand. First, it was published in 1965 (serialized in 1963) and the character context is from that period. Namely, that women empowerment had not been accepted, that widespread experimental drug use was common, and that religion was still core to most world powers. Second, the novels are a clear critique of following a messiah who’s entire construct is manufactured by a shadow party.

Paul Atreides is a very interesting character. He is officially groomed to be the Duke of his noble house, one that has relatively “good” values, or perhaps more relatable ones. He is unofficially designed to be a pawn in a galactic power struggle. It is clear that the Arrakis culture has been structure with religion and promises of a future messiah, a hope that today’s pain will be rewarded with future miracles. (Sound familiar?)

The difference here is that while Paul is thrust into the role, one he doesn’t want to start, he simply keeps walking forward as a matter of survival / revenge. Once he drinks the spiced water and gains prescience (the ability to see the future), he quickly pivots to fully embrace the messianic role. It takes time in the novels to explore what that future portrays (the Golden Path), but across them each of the protagonists knows that their are taking actions where the ends justify the means. This is the philosophical dilemma that Dune truly presents to the reader.

In today’s world context (or woke-ness), people may think that Paul is a white savior, or that people lack empathy, or a dozen other aspects that ignore the actual purpose of the story. Paul knows that his actions are evil, that each step forward has a tremendous cost to people he loves, but he takes it anyway, convinced that the results are worth it. It may not be “mustache twirling” evil here, but there was a multi-billion dollar film franchise where the villain thought killing half the universe’s population was a good idea – clearly, math was not Thanos’ strong suit. Paul is evil because he knows his actions are wrong and takes them anyway, effectively becoming a pawn along the Golden Path. This is a different approach, and bleaker, than say Foundation, where Harry Seldon uses math to dramatically reduce overall human suffering.

This is not a complaint about Dune, quite the opposite. The book is FULL of evil people in charge, and Paul is the LEAST evil of the bunch. The entire concept behind the series it that a population’s stated desire for peace is in direct opposition for its need of conflict. Humanity cannot grow while in Eden – and you cannot truly appreciate something until you no longer have it. In that context, Paul (and much more his son Leto) embrace the villain’s garb in order to force humanity to evolve past its limits. And more specifically, that humanity learn to be self-sufficient and not put all their trust into any oracle.

Which, if I look at the news today, seems like we still have lessons to learn.

Dead or Alive Service Games

There is a very wide continuum between trend setting and trend chasing. In both cases, people will look at you weird.

Trend setters are on the edge of greatness, a particular idea that has great potential, but struggling with the clear execution. They are first out of the gate, and may get credit, but it’s those just behind them that have the opportunity to learn, correct, and improve. Meridian59, Ultima Online, Everquest, and World of Warcraft fit into that model, each larger than the last.

Trend chasers are those that are late to the party and don’t quite understand why everyone is dressed in red. They then show up in red at the next party when everyone is now in blue. This is the group that only see the what and doesn’t understand the why. They may personally experience joy in the consumption of the thing, but don’t quite digest exactly why that is. I could list a dozen themepark MMOs here, but without question Wildstar is one of the best examples.

As with most trends, time is short and fickle. MOBAs are done. Auto-battlers had like 5 minutes of fame. Puzzlers are extremely rare. A small group of developers who are agile can get something decent out the door, with low overhead and some potential decent returns. A large corporation may take 4 years to get something out, by which time it’s simply too late.

I’ll pick on Anthem here for a minute, because damn, astoundingly poor leadership killed that game. The why of the co-op shooter genre should not be hard to digest. Surmounting increasingly difficult challenges as a group of people, and receiving incremental rewards hits just the right spot in the back of the brain. I get better because we get better because I get better. The why isn’t what killed Anthem. The how killed Anthem. Bugs aside (and were there ever bugs), the mechanics of group play were generally broken as the “door to entry” wasn’t tested. Individual progressing was in line with Diablo 3 at launch, meaning dozens of hours of absolute garbage for a miniscule % increment. At launch, more time was spent promoting cosmetics that addressing shortcomings. Had they paused for a year, and addressed the absolute obvious issues, I’d wager we’d still be playing Anthem today!

Today’s corporate drug of choice is live services. The need to have multiplayer content that is subsidized through micro-transactions that are time-gated. Battle passes are one thing (which makes money off FOMO), but the sheer concepts behind them that if you build it, they will pay money, is just mind blowing. I mean, I get it. Live Service games were a huge lifeline during the pandemic to keep social bonds. We are not in a pandemic, we are in a near global recession, where money spent in one place cannot be spent elsewhere. The conversation of “value vs. money vs. time” is now top of mind, and as more options are on the market, the choice of said value is multiple.

So, if I have the choice of spending $70 on say, “Skull and Bones” or “Suicide Squad”, I am in fact comparing those games to every other coop looter/shooter live service game. This is no different than Warhammer Online launching after World of Warcraft, with worse quests, more bugs, worse graphics, and poorer social tools. Or, as above, Wildstar launching with no social tools and only hardcore content. Do you understand the market segment? You’re late to the party, so you need to show up with near-perfection.

Will these games kill live service offerings? Not a chance, they are the model for today’s microtransactions and the lifeline when games cost more than $100m to develop. And honestly, live service can work! Do they remind developers that they actually need a GOOD GAME for folks to want to spend their money and stick around? That is also unlikely, at least at a large scale when you have accountants at the game development table. If it’s a good idea, and it’s well executed, people will want to play it and want to pay you for it. You can make more money with decent marketing and thoughts about monetization, but that’s after you have a good game, not before. You shouldn’t have a game mechanic that is designed to extract maximum $$$ from players (*cough* lootboxes *cough*).

Now, do I think this is the start of the end of major studios dominating the gaming space? I would wager a yes on that. Game development is democratized and has a very low barrier to entry now (Valheim had like 3 developers). The lack of quality for AAA games, combined with real world financial pressures is making people pay more attention to where to spend $70 a go. Embracer Group may be the best example of why consolidation for assets is not such a great idea if you are the asset.

In that vein, I remain optimistic about the gaming industry. Great developers are out there with amazing ideas. Navigating the chaos of the boardrooms has become unattractive, so let’s see what the new model looks like.

Enshrouded – Quick Tips

Of note, the first large patch was released recently, which was more in the “this is obviously broken” than anything truly balance related.There are still some fairly large outliers.

Where Enshrouded starts as most survival games (punch a tree, kick a rock, build a hut), it quickly takes a turn out of the natural punishment of the genre, and instead focus on exploration. Probably best viewed as an action-RPG with survival elements. What I mean by that is that the risk / reward mechanisms skew much more to the latter. There’s no perma-death, no item loss, things never get destroyed, your death leaves you with all your armor/weapons, and teleportation has very minor limitations. Compared to Valheim where death causes skill loss, all items are dropped, and you can’t teleport metals… well this is easy as cake.

Some general tips however can save some time and help guide the more confusing parts of the game:

  • There is an absolutely massive balance issue between ranged attacks and melee. Wands are what combat should be, the rest feels under-balanced.
  • Magic attacks are strong but initially require “charges”, which you need to craft. Eternal Ice (no charges, more mana use, less damage) is unlocked through a quest, other Eternal spells come through exploration of new material. Eternal Acid Bite = insanely strong, but you won’t see it til very late.
  • NPCs can craft armor and very weak weapons. Open chests to find new weapons. Chests respawn when you reload the world.
  • Flame altars are cheap to build (5 stone), provide free teleportation, and a respawn point. Use them, especially near higher points where you can glide.
  • Armor stats are broken, except +dmg, +hp, +mana. Rings generally don’t work.
  • Levels (25 max) matter due to skill points, and progress is extremely slow until the teens. 
  • For skills, Double Jump is mandatory. Water Aura (and INT) are currently the meta, and negate most healing requirements. Resetting skills costs 10 runes, which is pretty much free.
  • Bow users need to craft arrows. The material costs are high and long to acquire. Feathers in particular cannot be found without killing birds… very frustrating, and less damage than a wand.
  • A roof, walls, fire and place to sit provided a Rested buff, which increases stamina. You lose it when you die. Try to always have it active.
  • Comfort level extends the duration of Rested. No real need to invest here that much as the material requirements are kind of high.
  • Berries are a great healing option til the mid point of the game. Bandages are ok.
  • Collect the 5 NPCs as a priority. They provide quests (they are the breadcrumbs for progress) and unlocks that make a massive difference in options.
  • Clearing “Wells” outside of the starter quest is mostly optional. It does provide a skill point, but can be quite challenging until you’re about level 15. Shroud Roots (hit with an axe) provide the same skill point and no real challenge.
  • You will need a lot of water. A lot. Collect it when you can, and build a well when you have the option.
  • You will never have too much Flax. Quite ridiculous in point of fact.
  • The rake is OP. Use it to create level surfaces anywhere (better than a pickaxe). Use it to “extend” farm soil for free – then use a pickaxe to collect the free soil!
  • Food buffs are “meh” for most of the game. The top tier ones give +5 to a stat but require complex materials and go away when you die.
  • Upgrade the Flame Power (the middle option) as that allows you to enter more dangerous shroud (red), and create more portals (up to 8), plus gives attribute points. The final piece for each upgrade is tied to an NPC quest to kill a boss. If you’ve got the final piece, then upgrading is now the #1 priority.
  • Keep your first base, it has trees, berries, nearby water, shroud material, flintstone, and clay. There’s no good reason to move it aside from aesthetics. Which of course, matter later! (I moved to Fort Kelvin, looks cool)
  • There are 5 large beacon towers (you can see them clearly). Unlock them quickly, as they open the larger map and allow teleports. Gliding from a tower = very fast travel.
  • The basic gilder + hook should be built ASAP. The next glider upgrade is very useful. The 3rd is not, because the 4th glider is in a chest in the south end of the map and comes around at pretty much the same time. (Updraft skill is moderately useful, but can only be used once per glide. If you could use it multiple times, it would skyrocket in value.)
  • Carry at least 5 lockpicks at all times.
  • You’re going to need a lot of storage. Magic Chests allow NPCs to craft from chests (not stations), but the costs are quite high to make them until later in the game. 
  • There are a LOT of materials in this game. Every time you see something new, chop or chip it to see what it may give, especially in Shroud areas. 
  • Most crafting options only unlock if you harvest the material, not if you find it in a pot/chest/ground. 
  • There are 6 bosses:
    • Thunderbrute: avoid standing directly in front of them. Can find them in pairs.
    • Matron: Dodge to avoid the poison throw, which may 1-shot you. Usually fought in tight quarters and the primary example why melee is broken in this game.
    • Brawler: If you are too far out of range, they will jump, stomp the ground, and 1 shot you.
    • Wispwyvern: Strafe until it takes a deep breath, shoot an arrow to stun it, then attack. Insects will attack you at the same time. Thankfully only 1 of these.
    • Monstrosity: Always found in the Shroud, shoots projectiles in front for low-ish damage. Didn’t even realize this was a boss.
    • Sicklescythe: Floating death. Dodge forward to avoid the sickle projectiles, and run like hell when they do their AE charge attack. Even at max level, with the best gear, you will die to these.

I would personally consider the game “complete” when you acquire the final glider, as pretty much everything past that point is cosmetic.

I get that many people will be comparing Enshrouded to Valheim. Sure, they have survival mechanics and base building, but that’s about as fair as comparing Valheim to Minecraft. Enshrouded has way more in common with Return to Moria. I’m just happy the genre is exploring non-PvP options and we are able to see some really amazing results from some small/mid-sized developers. It’s much more than punching trees.

Enshrouded – Quick Thoughts

I have yet to be completely burnt out in punching trees.

More seriously, I think Valheim was a near perfect swing at the concepts of pure exploration meeting PvE challenges. The procedural world meant that it could only be self-directed – it is incredibly hard to implement a quest/complex narrative if the world is random. This is one of the reasons I enjoy Minecraft – you are given some simple tools and an infinite world to explore. You make of it what you want. Valheim’s large issues stemmed from the rather massive difficulty spikes and limited base building tools. Once it hits release, I’m sure to give it another go.

Enshrouded is in the same vein of game – build a base, collect things, build things, collect more things and die a lot along the way. The key difference is that the world is fixed and built with purpose. The tower in your world is in the same place as mine. This reduced randomness is a double-edged sword.

High level quick thoughts:

  • Base building is simple and effective. Very impressive. Tip: build as high as you can.
  • The game looks great, renders well, and performs impressively. The map is large. The map tool itself auto-marks multiple spots of interest, but the ability for you to make markers is very limited. Let me add a label.
  • Monster variety is nice.
  • There are multiple types of dungeons, they are really well done.
  • Grappling is so-so, more to cheese out enemies. You’ll trigger it by accident more often than not.
  • Gliding is really cool and with a very vertical map, essential for travel.
    • There are 5 very large towers that cover the map. Gliding from the top of one clears a ton of the map.
  • When you die (a lot), you leave a marker with items from your bag. Items in your hotbar stay with you. Inconvenience rather than penalty. I’ve died more here than in Valheim. Way more.
  • There’s a level structure to the world, from 1 to 30. I’m at the midpoint of that now, and quite simply, levels matter a LOT. 
  • Your levels give skill points (or through special dungeons). By level 15 you’ll have ample points for the core things you want (double jump is life, water aura gives life).
  • Get the 5 NPCs ASAP, they open new crafting options and quests to move forward. Bags, gliders, grappling hooks are all based on NPC quests.
  • Quests provide direction, and the NPC quests are mandatory for progress. There are numerous bugs if you skip ahead. Quests are based on the world, not the player. Major implications for multiplayer.
  • Crafting is dependent on multiple components and steps. Finding some of the components could use more clarity – Amber and Shroud Sacks are the first “roadblock”.
  • Combat is unbalanced, especially for melee. 
    • Armor doesn’t work. Enemy AI is insanely aggressive, attacks with multiples (insects particularly attack 6+ at a time), and can stun you. Bosses deal absolutely massive damage, especially in melee range, and counter if you are at range… so you need to be mid-range. 
    • Shields/parry are mandatory. 
    • Weapon damage is very low, even if you put a lot of effort into skills. Wands are currently the only viable option as a result.
    • Magic has casting time and ammo, which could work if it did way more damage. There are infinite ammo options that do less damage and cost more mana, that are absolutely better options.
    • Weapon durability is very low. By the mid-point you’ll need to repair more often than empty your bags.
    • Weapons are 98% acquired through random numbers in chests found in the world. They respawn on logon. You will want to “farm” at level weapons every 5 levels.
  • Base building is limited to flame size (which is specific to a single base) and flame power (which is shared). Size impacts how much space you can build with, which is rather meaningless until the mid-point. Power has massive implications and is a critical priority
    • It impacts how long you can stay in the shroud
    • It impacts the difficulty of the shroud you can enter (red shroud kills you until this is upgraded, preventing map progress)
    • It lets you create more bases, which allow world teleportation. Bases act as respawn points too. It goes 2, 4, 6, 7, 8, 8. 
    • It gives character attributes, which are very secondary.

In most respects, Enshrouded has taken an iterative approach to the survival PvE genre. There are many great ideas here, and the world feels alive. Balancing combat is a numbers thing, which is “easily” fixed as compared to building entirely new systems. There is a lot of potential here, and with some tweaks can really provide more of the “do what you want” feeling that these games thrive upon. Worth a peek for sure.

Ubisoft & Niche

Ubisoft has some rather serious internal issues to resolve. Similar to many large AAA studios, they have been chasing trends rather than focusing on quality. No one, and I mean no one, outside of a board position would think that NFTs are a worthwhile investment at scale. If the focus is chasing trends, then what are you really doing?

The recent Prince of Persia game is an unfortunate example of this. Metroidvanias are “in”, so much so that the concepts themselves are simple enough to understand, should have a relatively “low” development cost, and are generally easy to digest by the solo gaming masses. But if you don’t understand why the genre is popular and you’re simply mimicking others, then you need to hit that thing out of the damn park! Charging AAA prices for something that is less than other smaller shops have done is insanity. Now, for a smaller shop selling 300k and making $15m would be amazing. For Ubisoft…I saw the credits roll at the end, there were a lot of people involved and this wasn’t a weekend’s effort. Would it have sold more copies at a different price point? That’s a marketing question, but a $70 entry fee when there’s a literal glut of great games out there seems an odd choice – and I won’t open up the subscription convo here.

Anyone recall the Avatar game that launched before the holidays? It was supposed to launch next to the movie, but was delayed. Next film isn’t out til 2025, so that’s a heck of a no-man’s land. No real marketing push, the game is decent (from what I hear, but I’m not paying $70 for it) and most certainly won’t make it’s money back.

For a long time, it was a developers market. It was certainly shareware city in the 90s (and virus city I guess), but the 00’s to 10’s centralized development into mega studios. For every Horizon Zero Dawn, Steam will see 20,000 games come out – admittedly of middling quality. Big studios have some existential questions facing them. It simply is not sustainable to ask 200 people to spend 5 years building something and think that’s a realistic investment. Nor would it seem like industry wants to continue that path. Quite an interesting pivot ahead.

Survival Games & Microsoft/Blizzard

To the surprise of absolutely no one, Microsoft cut 1900 employees following their deal close out for Activision/Blizzard. Bobby Kotick got a nice sunset paycheck reward as a result, and Ybarra was shown the door. It’s simply continual sad news to be in game development these past few years, mostly because the price to entry and return on investment math is long gone (like the themepark MMO rush of the mid 00s). Blizzard in particular has simply been unable to right the ship of poor investment decisions that don’t have the word “battle pass” attached.

I want to pick on a particular thread in this larger convo though, and that’s specifically on survival game that’s been in dev for 6+ years – Odyssey. The math on this is simply mind boggling… and a testament to both the deep pockets and sheer madness of game development today. Tangent first:

Survival games are by their very nature, niche. And I say that in the context of a AAA game shop, where 1 million players is niche compared to things like Call of Duty. PvP games in this setting are popular yet struggle with tremendous griefing (try Rust for a week, let me know how that goes). PvE game are a rare event that can truly capture attention for more than a few weeks without procedurally generated content (Palworld and Enshrouded attention spans will be interesting.)

Minecraft is the absolute perfect example. Designed by a very small team with a fixed vision, it truly launched the survival wave with simple voxel mechanics and procedurally generated environments. Content was added over time, for FREE, and the game made mint. So much so, that Microsoft bought them, and has made every attempt under the sun to further monetize the game (Realms has had moderate success as a server hosting option, Dungeons and Legends failed big time). Taking the “big corporate” view on Minecraft simply has not worked.

In that vein, Blizzard’s seeming game direction was to not use an industry tool, but an in-house mobile variant to support 100 players simultaneously. Make it big and maintain the boil the ocean approach of “when it’s ready”. Throw a ton of developers on it, and invest a lot of capital. Which is truly a quite fascinating approach for a company who has struggled for decades to launch any new IP outside of Overwatch.

Reports internally were that the dev team was relatively enthused by the potential, but hamstrung by the executive choice of dev engine. Morale-wise, that’s got to be a hell of a slog. I’ve harped enough about the glory days of game dev, and rose colored glasses abound. There’s a larger reckoning underway in the games industry, where the ideas are less important that the boards. The democratization of development is making AAA game studios seem more and more irrelevant. And the kids’ dream of being a game developer has become even less clear than before.