Game needs more horror and survival aspects!
QuillShot
Sweden Join Date: 2015-12-29 Member: 210565Members
Hello A while back I started playing this game and I'm in love with it, and it's just in alpha!
Although, I couldn't help to notice the lack of survival, difficulty and horror.
Here are some points that I would like added that would make the game more dynamic.
1. Darker waters, basicly, the deeper you go, the darker it should get until you get to the point where you need temporary/stationary light sources. (yes I know this exists but its not enough IMO) It makes it very scary.
2. The game is way to easy. You spawn with super high-tec stuff and there aren't enough survival aspects. I think the player should start with less high-tec stuff, and you have to take short trips out and in from the starting base because of low oxygen levels.
3. The player should be more forced to live on the bottom of the sea, meaning going to the surface base all the time is not an option. Perhaps one should start/have to sink the base to the bottom to survive(since the recources are on the bottom). This enforces the "short trips out of base" point.
4. Iconic deep sea monsters: The game should be initiated by the player seeing a huge figure in the beginning(a scene, animated), which will later be discovered(not just one monster). It makes it both motivating AND scarier to progress, by getting deeper for example, it would really make the game more dynamic instead of having normal fish/monsters that you see all the time, game needs iconic figures.
5.
I know I'm quite confusing and my ideas are usually bad or not so accepted. If you have other/better ideas in the subject, please comment and discuss here
Although, I couldn't help to notice the lack of survival, difficulty and horror.
Here are some points that I would like added that would make the game more dynamic.
1. Darker waters, basicly, the deeper you go, the darker it should get until you get to the point where you need temporary/stationary light sources. (yes I know this exists but its not enough IMO) It makes it very scary.
2. The game is way to easy. You spawn with super high-tec stuff and there aren't enough survival aspects. I think the player should start with less high-tec stuff, and you have to take short trips out and in from the starting base because of low oxygen levels.
3. The player should be more forced to live on the bottom of the sea, meaning going to the surface base all the time is not an option. Perhaps one should start/have to sink the base to the bottom to survive(since the recources are on the bottom). This enforces the "short trips out of base" point.
4. Iconic deep sea monsters: The game should be initiated by the player seeing a huge figure in the beginning(a scene, animated), which will later be discovered(not just one monster). It makes it both motivating AND scarier to progress, by getting deeper for example, it would really make the game more dynamic instead of having normal fish/monsters that you see all the time, game needs iconic figures.
5.
I know I'm quite confusing and my ideas are usually bad or not so accepted. If you have other/better ideas in the subject, please comment and discuss here
Comments
That's exactly it. Subnautica is NOT a horror game. Horror games exaggerate frightening circumstances to create suspense and fear. Subnautica has suspenseful elements, but they are a byproduct of the survival genera, and not a focus. Subnautica has creatures, not monsters and abominations.
No worries, if not, it will meet you soon! Watch your back! Hehe
I enjoy how it's an exploration game first, then a survival game second, and finally, it has horror moments but they are incidental. It gives me that "99% relaxing and intriguing, 1% sheer terror" kind of feeling when I play, and I like that. I don't really know any other games that give me the same experience.
You can intentionally go seek out some horror in this game already... try exploring the Aurora wreckage, seeking out Reaper territory, or building a sea base in deep, dark, shark-infested waters. Which btw is totally worth it now, because there are some materials that you can only get in very dangerous areas now if you want to get deep into the really advanced tech.
No thank you.
Could be fun I think and just go with the idea of the AI for the structure gel never having been destroyed. Having the Mod act as an unofficial 'what if' scenario to not killing the A.I. as a premise?
By the way, the game already got survival and horror so.....
You might take into consideration: What's the 'horror' if its consequence doesn't bother at all? After a while it would appear like a ghost train for kids: Uh .. another shark around the corner and, ah .. one more sea monster bit me ... That was only annoying and likewise just another pattern to rationalize.
How about real hard but avoidable(!) confrontations? Overlooked one shark and bitten? Make it a dramatic incident, Devs, as it was in real! If someone 's careless enough to run blindly into such situation, it's his own fault and then ... let it be a real bad day, make him totally unsure but first time since publication really happy to reach home, his shelter and cure!
Well, I think such an experience would cause players (especially hardcore mode players) to be horrified enough to overlook just one single shark!
Hehe, what's wrong with my profile picture? Check your's first and then let's talk about it.