Idea for mid-game singleplay walkthrough : Radio Transmission
MisterYoon
Join Date: 2012-08-18 Member: 155747Members
I'm always so surprised and impressed to see how big the world is.
Recently, as it's still Early Access, instead of building things(which i've already done dozens of times), i actually only try to find new places added(for example the lava tree zone, which should have been added today.) or the places i saw on screenshot or youtube videos but haven't reached yet.
It's really funny, tempting and also rewarding to find special places(for example i can't express how happy i was to have finally found the floating island).
But it does really make me so dizzy and confusing doing such things, as Subnautica world is just so much large(which i love of course). Furthurmore, every single time and moment i must gamble to choice in which direction i should go, and of course, mostly, i fail to find what i wanted to find, cos again, the world is damn huge.
So, although i'm pretty sure you are working on those singleplayer-walkthrough ideas a lot, i would like to give my idea for mid-game(40~60% of gameplay).
It is, as mentioned on title, Radio Transmission.
I think on mid-game, after the player alone randomly got all necessary survival equipments, cyclops, etc. and ready for doing more than surviving, what needed is then directional hints and goals to find new things and new deeper places. -> NO MORE RANDOMLY.
Then why not letting the player at 25~30% of walkthrough to build a tall radio transmission tower to contact with the mothership, which will give players goals and coordinations? This will be more interesting and logical, and will also give a big potential for possible storytelling.
Detailed followthrough:
Firstly, the mothership should have had no idea what happened with the colony ship because of the lost contact. Then YOU inform them what happened and beg them for the rescue.
The mothership will however probably reject the instant rescue mission, as there is big risk, that any rescue ships also can get crahsed by that strange-energy-impact from the planet.
Then a woman with a pretty voice would then give YOU orders "occasionally" -Maybe one possible contact each three days on radio tower due to lack of power or lack of signal or interruption from the planet's strange energy would fit well, not only gameplay-wise but also for that lonely feeling of the game.-, to let you research planet alone and at the end find out what was that strange energy-impact and if it's possible to be disabled or interrupted etc. or just what the hell the planet is.
Mothership should be also able to scan the planet in general and will give you approximate coordination for interesting places, and you decide to go there or not(open world gaming).
Goals could be mostly random, in order to avoid the linear walkthrough.
Exchanging informations, DNAs of interesting aliens for rewards like supply drop(side missions) would be also great.
I'm tired to write more. I hope this already told what my idea is. And i also hope this would sound interesting to you guys
Recently, as it's still Early Access, instead of building things(which i've already done dozens of times), i actually only try to find new places added(for example the lava tree zone, which should have been added today.) or the places i saw on screenshot or youtube videos but haven't reached yet.
It's really funny, tempting and also rewarding to find special places(for example i can't express how happy i was to have finally found the floating island).
But it does really make me so dizzy and confusing doing such things, as Subnautica world is just so much large(which i love of course). Furthurmore, every single time and moment i must gamble to choice in which direction i should go, and of course, mostly, i fail to find what i wanted to find, cos again, the world is damn huge.
So, although i'm pretty sure you are working on those singleplayer-walkthrough ideas a lot, i would like to give my idea for mid-game(40~60% of gameplay).
It is, as mentioned on title, Radio Transmission.
I think on mid-game, after the player alone randomly got all necessary survival equipments, cyclops, etc. and ready for doing more than surviving, what needed is then directional hints and goals to find new things and new deeper places. -> NO MORE RANDOMLY.
Then why not letting the player at 25~30% of walkthrough to build a tall radio transmission tower to contact with the mothership, which will give players goals and coordinations? This will be more interesting and logical, and will also give a big potential for possible storytelling.
Detailed followthrough:
Firstly, the mothership should have had no idea what happened with the colony ship because of the lost contact. Then YOU inform them what happened and beg them for the rescue.
The mothership will however probably reject the instant rescue mission, as there is big risk, that any rescue ships also can get crahsed by that strange-energy-impact from the planet.
Then a woman with a pretty voice would then give YOU orders "occasionally" -Maybe one possible contact each three days on radio tower due to lack of power or lack of signal or interruption from the planet's strange energy would fit well, not only gameplay-wise but also for that lonely feeling of the game.-, to let you research planet alone and at the end find out what was that strange energy-impact and if it's possible to be disabled or interrupted etc. or just what the hell the planet is.
Mothership should be also able to scan the planet in general and will give you approximate coordination for interesting places, and you decide to go there or not(open world gaming).
Goals could be mostly random, in order to avoid the linear walkthrough.
Exchanging informations, DNAs of interesting aliens for rewards like supply drop(side missions) would be also great.
I'm tired to write more. I hope this already told what my idea is. And i also hope this would sound interesting to you guys
Comments
That and it's an open world survival game, there should be no objectives but the ones you set for yourself and the overall reaching objective.
Just brainstorming
Why so aggressive and why so one sided? Try to think more before you write something.
The thing is, as you mentioned, YOUR ship meant to prepare through terraforming etc. before colony ships arrive. That means, there are ships and people above somewhere who already know you went there for preparation. That means, there is certainly mothership or another ship or whatever(depending on how you want to call them, as it seems you are completely against that name "mothership"), with which you can get contact, because you anyway suppose to have contact with them, because they suppose to wait for your contact as they suppose land on the planet after YOU.
And as DEV team mentioned a lot, the story will be anyway be ended with an arrival of friendly ships, either for colonization or for rescue or both.
Then why not letting player to have tasks to do? Seriously, do you really want to just swim around that big ocean world without any purpose? Subnautica world is just too big only to swim around. GTA, Stalker, Fallout etc are all open world games and they have stories and tasks. I can see no single logic or reason why you said last sentence.
At the end, if we have no objectives through story, i'm sure you'll pass at least 75% of the subnautica world or will lost your way all the time.
Tell me, have you ever seen the floating Island and Lava Tree Zone, which are recently added on the game(experimental version)? I tried to find Lava Tree zone today, searched as many corners as possible for more than an hour, and still couldn't find it. This will exactly happen if there is no objective or coordination given by the game.
And i mentioned, tasks don't need to be linear, but should/could be just like side missions of Far Cry and GTA series. The main reason why both games have so many side missions is that you can check all corners of map through it.
I really do feel that I want some direction when I play. Trying to neutralize the energy source that disabled your ship is a good long term goal, but short term objectives are important too. I would like hints about where to explore and where I've already been.
Yeah exactly. Hints and Coordinations
I'm certain that a game like Minecraft itself got boring after a while due to the lack of direction it put in its players. It started out with the simple survival, then laying down a base, creating more efficient methods of resource collection, building a nice house, and then thats it. You play it, then it gets boring because there is no end or closure, no real story.
But, then they kind of added a ending, which gave it some story, barely any actually, as theres no real drive to kill the ender dragon and steal its egg. You just can. But this game has so much potential for a back story with tasks, heck even doing them at your own pace would be fine, no time limits(unlike Dead Rising). Heck, even what lore there is now drives me to write a piece of fiction on the game, just because I find it so awesome.