This sound like great idea for the alien ruins in deep ocean depth to find because it give you more reason to explorer in this for new technology advancements to research.
AliB said:
I don't want civilisations but maybe small shipwrecks and structures... we haven't been the first that tried to survive the planet
Out of curiosity why would alien shipwreaks and structures be ok but not the remains of an alien civilization?
Why not both? Perhaps there are even other human ships.
I would be ok with both, but weren't we supposed to be the first human ship to the planet? Though I guess that wasn't explicit more then it was implied.
Maybe another terraforming company lost their mission too, but they covered it up. The player would already be playing the role of an ancient alien detective, why not a regular detective?
Hmm, this could lead to some interesting scenarios...maybe even some horror. Imagine being 200m+ down and exploring a 'haunted' wrecked ship. Wouldn't even need jump scares, just random triggers while it told a narrative, and it would still work in this being a non-combat focused game. You can tell an entire narrative within the wreck.
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
I believe that there should be an intelligent alien presence in Subnautica.
I also believe that it should be necessary to solve a few problems in order for the Survivor to meet with them.
Back in the summer of '95, I recall playing a rather intriguing point and click adventure game from Lucas Arts called 'The Dig'.
Astronauts get marooned, solve a lot of complicated puzzles, uncover the fate of an apparently-extinct alien civilization and eventually manage to return home.
The reason that I'm mentioning these Golden Oldies is that they both contained a goodly number of logic, mathematical and spatial manipulation puzzles.
Some of which incidentally, were pretty damned difficult. Rama in particular had me totally stumped more a few times.
I was all like, 'Mate, give me the full story in either Binary or Base 10. Don't be coming at me with that Octal or Hexadecimal jazz!'
So, here's the rub... If the logic puzzles are too easily solved in Subnautica, people will invariably start griping and moaning. However, if they are too difficult, most folks will drown before solving them. Probably a good idea to have these 'logic gates' located in underwater air pockets in caves or alien buildings. A nearby Brain Coral would provide a steady supply of oxygen for as long as it takes to solve a puzzle. Hunger, thirst and possibly, sleep would also be factors in this situation.
What happens when The Survivor finally meets the planet's primary sentient lifeforms? - Not even going to try and second-guess that one.
Best to just let The Devs do their thing.
As for what happens when the Survivor finds the alien super-weapon...?
I'm reminded of a Robert Sheckley short story called 'The Last Weapon'. Finding an 'ultimate weapon' might be a cool game experience for some folks.
AliB said:
I don't want civilisations but maybe small shipwrecks and structures... we haven't been the first that tried to survive the planet
Out of curiosity why would alien shipwreaks and structures be ok but not the remains of an alien civilization?
Why not both? Perhaps there are even other human ships.
I would be ok with both, but weren't we supposed to be the first human ship to the planet? Though I guess that wasn't explicit more then it was implied.
Maybe another terraforming company lost their mission too, but they covered it up. The player would already be playing the role of an ancient alien detective, why not a regular detective?
Hmm, this could lead to some interesting scenarios...maybe even some horror. Imagine being 200m+ down and exploring a 'haunted' wrecked ship. Wouldn't even need jump scares, just random triggers while it told a narrative, and it would still work in this being a non-combat focused game. You can tell an entire narrative within the wreck.
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
Perhaps not so much supernatural horror, as the horror of revelation. Jump scares could be in the form of a slowly disintegrating ship that is still settling on the bottom. Players could find the data-logs of former survivors to discover what happened.
I don't think the devs are trying to remotely make a horror survival game. Fear of the unknown is present, but it's not in to form of Eldritch abominations, ghosts, or other Romantic bullarchy.
"City Biome"
I like the scenario of an Asteriod because it is plausible. Due to the impact change the landscape, we have the "CIty Biome" underground. (allow to not strech too much the area)
Only accessible through tunnel, excavating the city as you already do with the sand for example (archeology aspect)
The entrance of the tunnel can be found through linguistic research (needed for some trials) and accessing the main computer in Aurora to access the scan of the planet before crashing (not complete map of course but enough to direct the explorator.
"Temple"
Pushing explorators to have the tools and doing the research to be able to move forward
"Weapon"
not really keen to have, I like the idea of this game of non lethal tools. However, still need a plausible cause of the crash
AliB said:
I don't want civilisations but maybe small shipwrecks and structures... we haven't been the first that tried to survive the planet
Out of curiosity why would alien shipwreaks and structures be ok but not the remains of an alien civilization?
Why not both? Perhaps there are even other human ships.
I would be ok with both, but weren't we supposed to be the first human ship to the planet? Though I guess that wasn't explicit more then it was implied.
Maybe another terraforming company lost their mission too, but they covered it up. The player would already be playing the role of an ancient alien detective, why not a regular detective?
Hmm, this could lead to some interesting scenarios...maybe even some horror. Imagine being 200m+ down and exploring a 'haunted' wrecked ship. Wouldn't even need jump scares, just random triggers while it told a narrative, and it would still work in this being a non-combat focused game. You can tell an entire narrative within the wreck.
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
Perhaps not so much supernatural horror, as the horror of revelation. Jump scares could be in the form of a slowly disintegrating ship that is still settling on the bottom. Players could find the data-logs of former survivors to discover what happened.
I don't think the devs are trying to remotely make a horror survival game. Fear of the unknown is present, but it's not in to form of Eldritch abominations, ghosts, or other Romantic bullarchy.
Horror doesn't have to be supernatural, I mainly pointed to the vampire game because it's one of the few non-combat horror levels that actually work. A similar case could be made for the Thief asylum level...which was also supernatural....
The point is that sometimes a genre shift isn't a bad thing, it worked in the Thief game and can mix things up a bit. Which could work if the player wasn't knowing to expect it to begin with. As for why, it doesn't have to be supernatural. It would feel surreal to see events play out on holographic projectors, or it could be a toxin in the water making up hallucinate the events we are seeing/reading in logs. Heck, Gone Home manages to produce a horror game feeling up until you realize it isn't a horror game simply because you didn't know what to expect as you explored an abandoned home.
"Weapon"
not really keen to have, I like the idea of this game of non lethal tools. However, still need a plausible cause of the crash
Apparently I really need to brush up my communication skills. You wouldn't be getting the weapon, the point is to disable the weapon so what happened to the Aurora wouldn't happen to any other ship. All the while every piece of equipment and your brain being put to the test to somehow make your way through this 'ultimate challenge dive' of the game.
Apparently I really need to brush up my communication skills. You wouldn't be getting the weapon, the point is to disable the weapon so what happened to the Aurora wouldn't happen to any other ship. All the while every piece of equipment and your brain being put to the test to somehow make your way through this 'ultimate challenge dive' of the game.
Thanks Terrablade
I do agree with you that s a good idea. The weapon is very deep so it can use the energy of the underground volcano - for example.
If the weapon is the reason of the crash then disable it should have a further purpose - may be a next chapter in the exploration (different map with other crashed ships more exploration to do)
AliB said:
I don't want civilisations but maybe small shipwrecks and structures... we haven't been the first that tried to survive the planet
Out of curiosity why would alien shipwreaks and structures be ok but not the remains of an alien civilization?
Why not both? Perhaps there are even other human ships.
I would be ok with both, but weren't we supposed to be the first human ship to the planet? Though I guess that wasn't explicit more then it was implied.
Maybe another terraforming company lost their mission too, but they covered it up. The player would already be playing the role of an ancient alien detective, why not a regular detective?
Hmm, this could lead to some interesting scenarios...maybe even some horror. Imagine being 200m+ down and exploring a 'haunted' wrecked ship. Wouldn't even need jump scares, just random triggers while it told a narrative, and it would still work in this being a non-combat focused game. You can tell an entire narrative within the wreck.
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
Perhaps not so much supernatural horror, as the horror of revelation. Jump scares could be in the form of a slowly disintegrating ship that is still settling on the bottom. Players could find the data-logs of former survivors to discover what happened.
I don't think the devs are trying to remotely make a horror survival game. Fear of the unknown is present, but it's not in to form of Eldritch abominations, ghosts, or other Romantic bullarchy.
Horror doesn't have to be supernatural, I mainly pointed to the vampire game because it's one of the few non-combat horror levels that actually work. A similar case could be made for the Thief asylum level...which was also supernatural....
The point is that sometimes a genre shift isn't a bad thing, it worked in the Thief game and can mix things up a bit. Which could work if the player wasn't knowing to expect it to begin with. As for why, it doesn't have to be supernatural. It would feel surreal to see events play out on holographic projectors, or it could be a toxin in the water making up hallucinate the events we are seeing/reading in logs. Heck, Gone Home manages to produce a horror game feeling up until you realize it isn't a horror game simply because you didn't know what to expect as you explored an abandoned home.
"Weapon"
not really keen to have, I like the idea of this game of non lethal tools. However, still need a plausible cause of the crash
Apparently I really need to brush up my communication skills. You wouldn't be getting the weapon, the point is to disable the weapon so what happened to the Aurora wouldn't happen to any other ship. All the while every piece of equipment and your brain being put to the test to somehow make your way through this 'ultimate challenge dive' of the game.
I'd demand a refund if that happend.
Such a mistake would alienate much of the player base, so I highly doubt the devs would do that. Thief and Gone Home are terrible examples. Thief already had a dull and uninviting atmospheres and Gone Home is nowhere near horror, or even suspense. Subnautica would have to take a 180 degree turn from its current production to accommodate something so drastically deviant from the current theme. Such a suggestion is just as whimsical as my former boat aspirations.
Not to mention, survival horrors are becoming a bit too cliché. If players want that experience they should go play The Forest, or better yet Narcosis.
Such a mistake would alienate much of the player base, so I highly doubt the devs would do that. Thief and Gone Home are terrible examples. Thief already had a dull and uninviting atmospheres and Gone Home is nowhere near horror, or even suspense. Subnautica would have to take a 180 degree turn from its current production to accommodate something so drastically deviant from the current theme. Such a suggestion is just as whimsical as my former boat aspirations.
Not to mention, survival horrors are becoming a bit too cliché. If players want that experience they should go play The Forest, or better yet Narcosis.
Considering that swimming along and suddenly a reaper can come out of nowhere and eat you...I think that would be considered horror. Horror is defined as 'an intense feeling of fear, shock, or disgust.' So any survival game will have elements of horror just by virtue of anything can eat you.
While Thief wasn't for everyone, Gone Home did invoke horror if you walked into it blind. Stormy night, screaming message on the phone, messed up rooms, and an empty house...in any other game you would be expecting SOMETHING to happen until you gradually realized that nothing was going to happen. That is called 'playing with expectations', which can be used to do horror.
Point was it doesn't have to be horror as in ghosts, zombies, and jump-scares. Being in a creepy ship with pipes bursting at the wrong moment, hallucinating due to being exposed to a toxin, or just piecing together the horrific last moments of a crew trapped on the bottom of the ocean...used sparingly these things can be horror. Used SPARINGLY these things could add to the game by mixing up the usual gameplay a bit. Heck if you didn't feel horrified by reading the last message of a dying crew member...well empathy just isn't your strong suit then.
Stories can be told without needing a heavy investment in resources, or even a single line spoken or typed. Fallout is full of these as you explore homes and come across skeletons and the things near them. Such as the one time I walked into a bedroom with two skeletons on the bed and a pistol on the ground. Not a single bit of written dialogue or text was needed to infer what probably happened in that room.
This is the same kind of thinking that lead to me suggesting the ancient weapon complex. As you swam through ancient 'radar' displays and diagnostics could tell you what the now dead race was facing. Maybe even if they managed to escape or what they did to try to survive despite the device not succeeding in diverting the threat. Perhaps even 'satellite' images of the asteroid slamming into the planet, or even just an image of the planet before the rock hit.
Oh, and just to be clear this would be a temporary shift for only the one area of few areas relevant. Unexpected Genre Change
Such a mistake would alienate much of the player base, so I highly doubt the devs would do that. Thief and Gone Home are terrible examples. Thief already had a dull and uninviting atmospheres and Gone Home is nowhere near horror, or even suspense. Subnautica would have to take a 180 degree turn from its current production to accommodate something so drastically deviant from the current theme. Such a suggestion is just as whimsical as my former boat aspirations.
Not to mention, survival horrors are becoming a bit too cliché. If players want that experience they should go play The Forest, or better yet Narcosis.
Considering that swimming along and suddenly a reaper can come out of nowhere and eat you...I think that would be considered horror. Horror is defined as 'an intense feeling of fear, shock, or disgust.' So any survival game will have elements of horror just by virtue of anything can eat you.
While Thief wasn't for everyone, Gone Home did invoke horror if you walked into it blind. Stormy night, screaming message on the phone, messed up rooms, and an empty house...in any other game you would be expecting SOMETHING to happen until you gradually realized that nothing was going to happen. That is called 'playing with expectations', which can be used to do horror.
Point was it doesn't have to be horror as in ghosts, zombies, and jump-scares. Being in a creepy ship with pipes bursting at the wrong moment, hallucinating due to being exposed to a toxin, or just piecing together the horrific last moments of a crew trapped on the bottom of the ocean...used sparingly these things can be horror. Used SPARINGLY these things could add to the game by mixing up the usual gameplay a bit. Heck if you didn't feel horrified by reading the last message of a dying crew member...well empathy just isn't your strong suit then.
Stories can be told without needing a heavy investment in resources, or even a single line spoken or typed. Fallout is full of these as you explore homes and come across skeletons and the things near them. Such as the one time I walked into a bedroom with two skeletons on the bed and a pistol on the ground. Not a single bit of written dialogue or text was needed to infer what probably happened in that room.
This is the same kind of thinking that lead to me suggesting the ancient weapon complex. As you swam through ancient 'radar' displays and diagnostics could tell you what the now dead race was facing. Maybe even if they managed to escape or what they did to try to survive despite the device not succeeding in diverting the threat. Perhaps even 'satellite' images of the asteroid slamming into the planet, or even just an image of the planet before the rock hit.
Oh, and just to be clear this would be a temporary shift for only the one area of few areas relevant. Unexpected Genre Change
There is a big difference between being scared and horror. Take Interstellar Marines for instance. Parts of that game can be extremely scary, but it's nowhere near horror!
The Genera Change is a filler method to avoid jumping the shark. I don't think we've experienced, or seen enough of the game to know where it's really going. Perhaps there will be more terror, perhaps not. But to shoehorn in a payload of horror is a bit hasty. We should see where this is going first before considering course corrections.
Multiplayer just got moved out of the dog house, so it's best not for the devs to get overloaded. Any deep/end game material is a long ways off because many of the facilitators for it (Exosuit, moonpool, generators, Transfuser) are still being fleshed out. Even then fragments aren't quite nailed down and the map isn't even finished. This would work better as a post-beta implementation.
And yes, I do have empathy... probably more than what is good for a human being, but I only feel for real people. There needs to be a more congruent and developed backstory, so players can be emotionally invested... instead of some superficial interjection. I originally suggested the wrecked ship as a plausibility... but then people nailed more what ifs and scenarios to it. This burdens to possibility of it even happening because people are making it far too specific for implementation.
Things like this differ from other suggestions in that it is speculation based on speculation. It's like how Carl Jung is to Sigmund Freud - speculative speculation.
There is a big difference between being scared and horror. Take Interstellar Marines for instance. Parts of that game can be extremely scary, but it's nowhere near horror!
Not really, the expectation of something to happen and thus the fear is an element of horror. The first post I suggested it I pointed to that hotel, nothing actually happens to you but if you played the level the first time you would certainly feel dread. The same kind of dread you feel in Gone Home while trying to piece together what is going on in the midst of a storm.
I'm not saying such a thing needs to be in at 'launch' of the game. Or any of the alien civilization aspects I discussed in the opening post. Both could be DLC, and as long as the game stands well on it's own I would be happy to buy them to further/enhance the experience. But tonal shifts aren't always a bad thing, and that was all I was trying to say.
I also wasn't insinuating you lack empathy, I was just speaking in general.
To be honest i would like to see the warper as a special intelligent spices. They allredy got the ability to create portals so why not i think it would work!
Comments
Hmm, this could lead to some interesting scenarios...maybe even some horror. Imagine being 200m+ down and exploring a 'haunted' wrecked ship. Wouldn't even need jump scares, just random triggers while it told a narrative, and it would still work in this being a non-combat focused game. You can tell an entire narrative within the wreck.
Best example I can think of is the hotel mission from Vampire:Bloodlines, it was creepy and atmospheric without a single enemy or fight (or most importantly jump scares)
Vampire: The Masquerade- Bloodlines - Ocean House Hotel
I LOVED that mission... then again.... I'm Malkavian at heart. Isn't that right, Daughter of Janus?
I also believe that it should be necessary to solve a few problems in order for the Survivor to meet with them.
Back in the summer of '95, I recall playing a rather intriguing point and click adventure game from Lucas Arts called 'The Dig'.
Here's the link: https://en.wikipedia.org/wiki/The_Dig
Astronauts get marooned, solve a lot of complicated puzzles, uncover the fate of an apparently-extinct alien civilization and eventually manage to return home.
In a similar vein, a game called 'Rama' was released in '96 by Sierra Entertainment. Link: https://en.wikipedia.org/wiki/Rama_(video_game)
The reason that I'm mentioning these Golden Oldies is that they both contained a goodly number of logic, mathematical and spatial manipulation puzzles.
Some of which incidentally, were pretty damned difficult. Rama in particular had me totally stumped more a few times.
I was all like, 'Mate, give me the full story in either Binary or Base 10. Don't be coming at me with that Octal or Hexadecimal jazz!'
So, here's the rub... If the logic puzzles are too easily solved in Subnautica, people will invariably start griping and moaning. However, if they are too difficult, most folks will drown before solving them. Probably a good idea to have these 'logic gates' located in underwater air pockets in caves or alien buildings. A nearby Brain Coral would provide a steady supply of oxygen for as long as it takes to solve a puzzle. Hunger, thirst and possibly, sleep would also be factors in this situation.
What happens when The Survivor finally meets the planet's primary sentient lifeforms? - Not even going to try and second-guess that one.
Best to just let The Devs do their thing.
As for what happens when the Survivor finds the alien super-weapon...?
I'm reminded of a Robert Sheckley short story called 'The Last Weapon'. Finding an 'ultimate weapon' might be a cool game experience for some folks.
Activating it... Not such a good idea.
Perhaps not so much supernatural horror, as the horror of revelation. Jump scares could be in the form of a slowly disintegrating ship that is still settling on the bottom. Players could find the data-logs of former survivors to discover what happened.
I don't think the devs are trying to remotely make a horror survival game. Fear of the unknown is present, but it's not in to form of Eldritch abominations, ghosts, or other Romantic bullarchy.
"City Biome"
I like the scenario of an Asteriod because it is plausible. Due to the impact change the landscape, we have the "CIty Biome" underground. (allow to not strech too much the area)
Only accessible through tunnel, excavating the city as you already do with the sand for example (archeology aspect)
The entrance of the tunnel can be found through linguistic research (needed for some trials) and accessing the main computer in Aurora to access the scan of the planet before crashing (not complete map of course but enough to direct the explorator.
"Temple"
Pushing explorators to have the tools and doing the research to be able to move forward
"Weapon"
not really keen to have, I like the idea of this game of non lethal tools. However, still need a plausible cause of the crash
Horror doesn't have to be supernatural, I mainly pointed to the vampire game because it's one of the few non-combat horror levels that actually work. A similar case could be made for the Thief asylum level...which was also supernatural....
The point is that sometimes a genre shift isn't a bad thing, it worked in the Thief game and can mix things up a bit. Which could work if the player wasn't knowing to expect it to begin with. As for why, it doesn't have to be supernatural. It would feel surreal to see events play out on holographic projectors, or it could be a toxin in the water making up hallucinate the events we are seeing/reading in logs. Heck, Gone Home manages to produce a horror game feeling up until you realize it isn't a horror game simply because you didn't know what to expect as you explored an abandoned home.
Apparently I really need to brush up my communication skills. You wouldn't be getting the weapon, the point is to disable the weapon so what happened to the Aurora wouldn't happen to any other ship. All the while every piece of equipment and your brain being put to the test to somehow make your way through this 'ultimate challenge dive' of the game.
Thanks Terrablade
I do agree with you that s a good idea. The weapon is very deep so it can use the energy of the underground volcano - for example.
If the weapon is the reason of the crash then disable it should have a further purpose - may be a next chapter in the exploration (different map with other crashed ships more exploration to do)
I'd demand a refund if that happend.
Such a mistake would alienate much of the player base, so I highly doubt the devs would do that. Thief and Gone Home are terrible examples. Thief already had a dull and uninviting atmospheres and Gone Home is nowhere near horror, or even suspense. Subnautica would have to take a 180 degree turn from its current production to accommodate something so drastically deviant from the current theme. Such a suggestion is just as whimsical as my former boat aspirations.
Not to mention, survival horrors are becoming a bit too cliché. If players want that experience they should go play The Forest, or better yet Narcosis.
Considering that swimming along and suddenly a reaper can come out of nowhere and eat you...I think that would be considered horror. Horror is defined as 'an intense feeling of fear, shock, or disgust.' So any survival game will have elements of horror just by virtue of anything can eat you.
While Thief wasn't for everyone, Gone Home did invoke horror if you walked into it blind. Stormy night, screaming message on the phone, messed up rooms, and an empty house...in any other game you would be expecting SOMETHING to happen until you gradually realized that nothing was going to happen. That is called 'playing with expectations', which can be used to do horror.
Point was it doesn't have to be horror as in ghosts, zombies, and jump-scares. Being in a creepy ship with pipes bursting at the wrong moment, hallucinating due to being exposed to a toxin, or just piecing together the horrific last moments of a crew trapped on the bottom of the ocean...used sparingly these things can be horror. Used SPARINGLY these things could add to the game by mixing up the usual gameplay a bit. Heck if you didn't feel horrified by reading the last message of a dying crew member...well empathy just isn't your strong suit then.
Stories can be told without needing a heavy investment in resources, or even a single line spoken or typed. Fallout is full of these as you explore homes and come across skeletons and the things near them. Such as the one time I walked into a bedroom with two skeletons on the bed and a pistol on the ground. Not a single bit of written dialogue or text was needed to infer what probably happened in that room.
This is the same kind of thinking that lead to me suggesting the ancient weapon complex. As you swam through ancient 'radar' displays and diagnostics could tell you what the now dead race was facing. Maybe even if they managed to escape or what they did to try to survive despite the device not succeeding in diverting the threat. Perhaps even 'satellite' images of the asteroid slamming into the planet, or even just an image of the planet before the rock hit.
Oh, and just to be clear this would be a temporary shift for only the one area of few areas relevant.
Unexpected Genre Change
There is a big difference between being scared and horror. Take Interstellar Marines for instance. Parts of that game can be extremely scary, but it's nowhere near horror!
The Genera Change is a filler method to avoid jumping the shark. I don't think we've experienced, or seen enough of the game to know where it's really going. Perhaps there will be more terror, perhaps not. But to shoehorn in a payload of horror is a bit hasty. We should see where this is going first before considering course corrections.
Multiplayer just got moved out of the dog house, so it's best not for the devs to get overloaded. Any deep/end game material is a long ways off because many of the facilitators for it (Exosuit, moonpool, generators, Transfuser) are still being fleshed out. Even then fragments aren't quite nailed down and the map isn't even finished. This would work better as a post-beta implementation.
And yes, I do have empathy... probably more than what is good for a human being, but I only feel for real people. There needs to be a more congruent and developed backstory, so players can be emotionally invested... instead of some superficial interjection. I originally suggested the wrecked ship as a plausibility... but then people nailed more what ifs and scenarios to it. This burdens to possibility of it even happening because people are making it far too specific for implementation.
Things like this differ from other suggestions in that it is speculation based on speculation. It's like how Carl Jung is to Sigmund Freud - speculative speculation.
Not really, the expectation of something to happen and thus the fear is an element of horror. The first post I suggested it I pointed to that hotel, nothing actually happens to you but if you played the level the first time you would certainly feel dread. The same kind of dread you feel in Gone Home while trying to piece together what is going on in the midst of a storm.
I'm not saying such a thing needs to be in at 'launch' of the game. Or any of the alien civilization aspects I discussed in the opening post. Both could be DLC, and as long as the game stands well on it's own I would be happy to buy them to further/enhance the experience. But tonal shifts aren't always a bad thing, and that was all I was trying to say.
I also wasn't insinuating you lack empathy, I was just speaking in general.