- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Yeah, I was a bit disappointed by it. I don't even know why, I just... didn't click with it as much as I would have liked, especially if you compare with... say, Planetbase, which I had played at lot around that same time.
My main issue with it is that it goes hard into two things: Simulated people who can fuck around instead of actually doing things directly, and major storyline stuff that gets in the way of a potential simulation game.Surviving Mars is a tedious slog. It's a resource collect-a-thon and the whole gameplay loop of building and maintaining life-saving infrastructure gives it a very dry Euro-game feel. If I wanted that I'd learn and get into Factorio. Its aesthetics are too cartoonish, almost a mobile game vibe, which undermines any tension the infra-maintenance loop might have had. Say what you want about Outpost, its NASA-advised hard sci-fi fetishism gave it a distinct and clear vibe, and the sprites in Outpost 2 were quite nice and it has a retro charm for playing third violin to StarCraft. Surviving Mars just feels so underwhelming for its premise.
Frankly calling it the sims is something of an unfair comparison. Sims are supposed to have personalities and characters you can get attached to. Colony games that lean towards city builders annoy me when they do this, because all the pops in question just boil down to being little more than ants in an ant farm.My main issue with it is that it goes hard into two things: Simulated people who can fuck around instead of actually doing things directly, and major storyline stuff that gets in the way of a potential simulation game.
Unfortunately, I do not want to experience the space version of "the Dwarf Fortress that died because everyone was too busy to grow food", or "psychic artifact ruined the weather" when I am trying to make a space colony in a sim.
When I'd rather go to Terra Invicta for space colonization gameplay than your dedicated space sim you have a problem, entire genre because fucking none of them aren't DF in space.
Stop making it so the game tracks every colonist individually! I want population to just be a stat on the chart with the rest of them so I don't need to micromanage if Dave the miner has personally had enough engagement to not decide to take a day off.
I don't play The Sims for a reason.
I think that Dwarf Fortress is the only one that ever succeeded at making it work at city scales. Rimworld only managed it by massively decreasing the amount of colonists you have.Frankly calling it the sims is something of an unfair comparison. Sims are supposed to have personalities and characters you can get attached to. Colony games that lean towards city builders annoy me when they do this, because all the pops in question just boil down to being little more than ants in an ant farm.
My main issue with it is that it goes hard into two things: Simulated people who can fuck around instead of actually doing things directly, and major storyline stuff that gets in the way of a potential simulation game.
Unfortunately, I do not want to experience the space version of "the Dwarf Fortress that died because everyone was too busy to grow food", or "psychic artifact ruined the weather" when I am trying to make a space colony in a sim.
When I'd rather go to Terra Invicta for space colonization gameplay than your dedicated space sim you have a problem, entire genre because fucking none of them aren't DF in space.
Stop making it so the game tracks every colonist individually! I want population to just be a stat on the chart with the rest of them so I don't need to micromanage if Dave the miner has personally had enough engagement to not decide to take a day off.
I don't play The Sims for a reason.
TbF Dwarf fortress itself is much more engaging when you slam down a low soft popcap and just focus on the lives of a dozen odd drunk doofuses and their increasingly inbred children.I think that Dwarf Fortress is the only one that ever succeeded at making it work at city scales. Rimworld only managed it by massively decreasing the amount of colonists you have.
And then you have Slay the Princess.
You're told literally at the very beginning that you have to kill the eponymous Princess to save the world.
Have you tried Stellaris?My main issue with it is that it goes hard into two things: Simulated people who can fuck around instead of actually doing things directly, and major storyline stuff that gets in the way of a potential simulation game.
Unfortunately, I do not want to experience the space version of "the Dwarf Fortress that died because everyone was too busy to grow food", or "psychic artifact ruined the weather" when I am trying to make a space colony in a sim.
When I'd rather go to Terra Invicta for space colonization gameplay than your dedicated space sim you have a problem, entire genre because fucking none of them aren't DF in space.
Stop making it so the game tracks every colonist individually! I want population to just be a stat on the chart with the rest of them so I don't need to micromanage if Dave the miner has personally had enough engagement to not decide to take a day off.
I don't play The Sims for a reason.
... do you mean "have you become frustrated with how Stellaris does that for space empire games too?"
Planetary population is a statistic.... do you mean "have you become frustrated with how Stellaris does that for space empire games too?"
Because my opinion there is that Stellaris also suffers from this problem, and the literal Space Empires series of games is something I consider better because population is in fact just another planet statistic instead of an over complicated mess.
Edit:
Unless they changed that again, it has probably been a year since I last played and who knows how much that game has been entirely reworked since then.
Oh no. It stopped being a tile system, but last I knew they still tracked every single unit of population independently.Planetary population is a statistic.
I don't recall when exactly it stopped being a tile system, but it did.
... do you mean "have you become frustrated with how Stellaris does that for space empire games too?"
Because my opinion there is that Stellaris also suffers from this problem, and the literal Space Empires series of games is something I consider better because population is in fact just another planet statistic instead of an over complicated mess.
Edit:
Unless they changed that again, it has probably been a year since I last played and who knows how much that game has been entirely reworked since then.
Yeah, you manage buildings far more then you manage pops.Stellaris doesn't really have any rel population management. Pops grow on their own and fill up job slots automatically. If you want a specific job to be prioritized you just have to favorite the job on the planet screen, then it'll fill up.
I don't think having to care about the happiness of your people in a game where you're playing as a government is a bad thing. There should be consequences for unrest and discontent.Because my opinion there is that Stellaris also suffers from this problem, and the literal Space Empires series of games is something I consider better because population is in fact just another planet statistic instead of an over complicated mess.
Honestly, I only tried one Galactic Civilizations (number 3), and it did not seem favorably placed compared to the game I started out on.The last Galatic Civilizations I played (4?) had a similar array of options (sans portraits), but it had no faction randomization. Both of those things are hard line for me for space 4X.
So, the difference I'm talking about with Surviving Mars and its like is they require you to care about the happiness of specific people or your build can die. The way it works is over-complicated and messy in a way that doesn't really add much to the game over it being just hard limitations and values because of the added "tracked at the single person level".Yeah, you manage buildings far more then you manage pops.
I don't think having to care about the happiness of your people in a game where you're playing as a government is a bad thing. There should be consequences for unrest and discontent.
If anything Stellaris' biggest issue on that front is that internal happiness doesn't matter in any way that's interesting and factions are a joke that serve as a Unity sink rather then anything comparable to IRL interest groups/lobbies.
True, there are many differences between Stellaris and Aurora. For one thing, Stellaris actually has basic FX and even slightly serviceable UIAurora 4X is DF in space, Stellaris doesn't even come close. There's at least Distant Worlds (Universe/2) that's closer to that than Stellaris is.
Generally the way to cause everything to go wrong is to enter a critical resource shortage, then just ignore it, while in a war that you are not winning.The problem with internal stability in Stellaris is that you basically need everything to go wrong for happiness to kick shit off, and major changes like big ethics shifts happen with events rather than RNG.
Generally the way to cause everything to go wrong is to enter a critical resource shortage, then just ignore it, while in a war that you are not winning.
Aurora 4x is DF in space in the sense of being a weird personal project that for both good and ill is blind to many of the lessons and concerns of studied game development.Aurora 4X is DF in space, Stellaris doesn't even come close. There's at least Distant Worlds (Universe/2) that's closer to that than Stellaris is.
Sorry, I can't hear you from under all my happiness and ethics shift buffsTry conquering a FE homeworld without proper preparation. That's a lot of angry pops very very quickly
Sorry, I can't hear you from under all my happiness and ethics shift buffs