▲ 98 ▼ What descriptors instantly kill your desire to play a game? (hexbear.net) submitted 2 years ago by dannoffs@hexbear.net to c/games@hexbear.net 133 comments fedilink hide all child comments For me, if I ever hear "card-based" or "soulslike" I have absolutely no desire to play a game, no matter how many people reccomend it. I'm also not a huge fan of modern "roguelikes" but I've sunk days into nethack and games like that.
[–] Strayce@lemmy.sdf.org 58 points 2 years ago (7 children) Survival crafting. That's not gameplay, that's busywork. permalink fedilink source hideshow 7 child comments replies: [–] ElGosso@hexbear.net 20 points 2 years ago (4 children) What?! You don't like making spears? You don't like building log palisades? You don't like doing it for the 900th game in a row?! permalink fedilink source parent hideshow 4 child comments replies: [–] FunkyStuff@hexbear.net 20 points 2 years ago (3 children) Counterpoint: games where you speed through the early part of the progression and get around to automating or otherwise trivializing many of the initially tedious elements are pretty cool. I'm talking about games like Scrap Mechanic or Astroneer. The core gameplay loop is going out exploring, collecting materials, bring them back to base and repeat. But by allowing you to get the basic resources automated you can focus on building setups to defend your base and produce more resources passively. It's a very satisfying form of progression. permalink fedilink source parent hideshow 3 child comments replies: [–] charly4994@hexbear.net 23 points 2 years ago (1 child) I think Subnautica really did that loop really well. Starting out you needed to grab fish to stay alive, a bit of an investment but not super tedious, exploring gave you some farming options, more exploration let you recharge batteries, and you kinda kept going and going. It's the game that made me enjoy the genre under very specific circumstances. It gave you the feeling of needing to survive while also not tugging at your coat asking you to eat another dozen potatoes or something. permalink fedilink source parent hideshow 1 child comment replies: [–] buckykat@hexbear.net 16 points 2 years ago Subnautica's standout feature compared to most survival crafting is that its world is actually designed rather than randomly generated. permalink fedilink source parent [–] buckykat@hexbear.net 6 points 2 years ago Automating everything to the greatest possible degree is the entire fun for me with crafting games, but a lot of the more survival focused survival crafting games really seem to resent automation and think it's "broken/OP" permalink fedilink source parent [–] SuperZutsuki@hexbear.net 18 points 2 years ago Would legit rather play a simulator game based on my job than touch that shit permalink fedilink source parent [–] Tabitha@hexbear.net 6 points 2 years ago You payed $20 to play a game about assembling 1000s of food items you can't even eat? permalink fedilink source parent
[–] ElGosso@hexbear.net 20 points 2 years ago (4 children) What?! You don't like making spears? You don't like building log palisades? You don't like doing it for the 900th game in a row?! permalink fedilink source parent hideshow 4 child comments replies: [–] FunkyStuff@hexbear.net 20 points 2 years ago (3 children) Counterpoint: games where you speed through the early part of the progression and get around to automating or otherwise trivializing many of the initially tedious elements are pretty cool. I'm talking about games like Scrap Mechanic or Astroneer. The core gameplay loop is going out exploring, collecting materials, bring them back to base and repeat. But by allowing you to get the basic resources automated you can focus on building setups to defend your base and produce more resources passively. It's a very satisfying form of progression. permalink fedilink source parent hideshow 3 child comments replies: [–] charly4994@hexbear.net 23 points 2 years ago (1 child) I think Subnautica really did that loop really well. Starting out you needed to grab fish to stay alive, a bit of an investment but not super tedious, exploring gave you some farming options, more exploration let you recharge batteries, and you kinda kept going and going. It's the game that made me enjoy the genre under very specific circumstances. It gave you the feeling of needing to survive while also not tugging at your coat asking you to eat another dozen potatoes or something. permalink fedilink source parent hideshow 1 child comment replies: [–] buckykat@hexbear.net 16 points 2 years ago Subnautica's standout feature compared to most survival crafting is that its world is actually designed rather than randomly generated. permalink fedilink source parent [–] buckykat@hexbear.net 6 points 2 years ago Automating everything to the greatest possible degree is the entire fun for me with crafting games, but a lot of the more survival focused survival crafting games really seem to resent automation and think it's "broken/OP" permalink fedilink source parent
[–] FunkyStuff@hexbear.net 20 points 2 years ago (3 children) Counterpoint: games where you speed through the early part of the progression and get around to automating or otherwise trivializing many of the initially tedious elements are pretty cool. I'm talking about games like Scrap Mechanic or Astroneer. The core gameplay loop is going out exploring, collecting materials, bring them back to base and repeat. But by allowing you to get the basic resources automated you can focus on building setups to defend your base and produce more resources passively. It's a very satisfying form of progression. permalink fedilink source parent hideshow 3 child comments replies: [–] charly4994@hexbear.net 23 points 2 years ago (1 child) I think Subnautica really did that loop really well. Starting out you needed to grab fish to stay alive, a bit of an investment but not super tedious, exploring gave you some farming options, more exploration let you recharge batteries, and you kinda kept going and going. It's the game that made me enjoy the genre under very specific circumstances. It gave you the feeling of needing to survive while also not tugging at your coat asking you to eat another dozen potatoes or something. permalink fedilink source parent hideshow 1 child comment replies: [–] buckykat@hexbear.net 16 points 2 years ago Subnautica's standout feature compared to most survival crafting is that its world is actually designed rather than randomly generated. permalink fedilink source parent [–] buckykat@hexbear.net 6 points 2 years ago Automating everything to the greatest possible degree is the entire fun for me with crafting games, but a lot of the more survival focused survival crafting games really seem to resent automation and think it's "broken/OP" permalink fedilink source parent
[–] charly4994@hexbear.net 23 points 2 years ago (1 child) I think Subnautica really did that loop really well. Starting out you needed to grab fish to stay alive, a bit of an investment but not super tedious, exploring gave you some farming options, more exploration let you recharge batteries, and you kinda kept going and going. It's the game that made me enjoy the genre under very specific circumstances. It gave you the feeling of needing to survive while also not tugging at your coat asking you to eat another dozen potatoes or something. permalink fedilink source parent hideshow 1 child comment replies: [–] buckykat@hexbear.net 16 points 2 years ago Subnautica's standout feature compared to most survival crafting is that its world is actually designed rather than randomly generated. permalink fedilink source parent
[–] buckykat@hexbear.net 16 points 2 years ago Subnautica's standout feature compared to most survival crafting is that its world is actually designed rather than randomly generated. permalink fedilink source parent
[–] buckykat@hexbear.net 6 points 2 years ago Automating everything to the greatest possible degree is the entire fun for me with crafting games, but a lot of the more survival focused survival crafting games really seem to resent automation and think it's "broken/OP" permalink fedilink source parent
[–] SuperZutsuki@hexbear.net 18 points 2 years ago Would legit rather play a simulator game based on my job than touch that shit permalink fedilink source parent
[–] Tabitha@hexbear.net 6 points 2 years ago You payed $20 to play a game about assembling 1000s of food items you can't even eat? permalink fedilink source parent