I enjoy a challenging game and I've been playing roguelikes for 20+ years so I'm no stranger to unfairness in games. Still, instead of falling into a pit while holding a cockatrice corpse and feeling eager to start a new character with what I've learned from dying, I often find myself either switching Rimworld off in annoyance, savescumming, or even hacking the save file. And that just shouldn't be happening. So I spent some time making note of what's annoying me over the last few games and I hope it might be some use to the developer. To other players, please note that this is my personal opinion, to which I have a perfect right, and sneering fanboy injunctions to "git gud" will be gleefully ignored.
First, Rimworld often feels malicious. Game mechanics can be challenging without feeling like they're screwing you over. I think it may be the way the game is designed to throw multiple challenges at you at once; because of the stochastic nature of the game, they often interact with each other in ways which feel punitive and sadistic, such as hitting you with plague which knocks down half of your colony instantly, then throws an infestation in the middle of your doctor's bedroom and kills him instantly, causing his grizzly bear to go insane and murder the only people not lying in the hospital. That or some variation of that happens often enough that I find myself putting the game away for days to get over the bad taste in my mouth. A random number generator shouldn't have the power to just throw up a "game over" screen. The knowledge that any game can end instantly due to nothing under my personal control is actually a really good way to induce what psychologists call "learned helplessness," with the net result of creating a negative emotional aversion to playing the game. When things go haywire in Dwarf Fortress it feels exhilarating to watch all your careful planning fly apart like springs out of a broken cuckoo clock; when things go haywire in Rimworld, it just feels like schadenfreude on the part of the developer and I'm not quite sure why.
Second, there's the grind of getting yourself back to where you were. As I mentioned, as a long-time veteran of roguelikes I'm not unfamiliar with instant unavoidable game overs. But in NetHack, if my cockatrice-wielding tourist dies, I can cleanse my palate so to speak by switching classes with an entirely different skillset in an all-new dungeon. In Rimworld, instead of feeling excitement to start my next colony, I find myself just bored by the prospect of playing the same early-game elements all over again just to get to the part of the game which requires creative input. I find myself save-scumming rather than throwing a couple of hours of tedious grind down a hole just to essentially recreate the game I was playing before.
Third, I think there's too much luck in the game. A certain amount of luck keeps things exciting, but too much luck -- good or bad -- feels like heads-I-win-tails-I-lose. For example, getting a cat or a yorkie instead of a working dog for an initial pet makes a huge difference, since an early hauling animal is equivalent to an entire extra colonist. Likewise, I've simply quit games where my first Wanderer Joins is abrasive or a pyromaniac. And having your only doctor drop dead of a heart attack at the age of 51 with no way to prevent, predict, or fix it also amounts to a helpless game-over. And don't get me started on diseases. Bazinga, 3 of your 6 colonists (including the only two colonists with medical skill) have sleeping sickness -- enjoy!
I think more thought has to be put into giving players more sense that they have a hand in their own outcome. Note that this doesn't necessarily mean giving them more control! Psych studies in hospitals have shown, for example, that when patients are given a button which they're told will release a tiny amount morphine, they end up using an average of 70% less painkiller simply because they now feel their pain level is under their control. I don't want Rimworld to be less challenging, I only want it to feel less frustrating. Malaria drugs and the like are a good first step, but we need more preventative steps we can take, even if they aren't magic bullets. For instance, I've suggested in the past that it should be possible to have doctors do check-ups which would reduce the chance of having a random heart-attack. And if you're going to make bonded animals go on a killing rampage when their owner dies, I should have some control over whether or not a given colonist bonds at all; when 82 year old Engie is force-bonded with the colony's warg, I know I'm going to have a bad time and save-scumming is the order of the day.
First, Rimworld often feels malicious. Game mechanics can be challenging without feeling like they're screwing you over. I think it may be the way the game is designed to throw multiple challenges at you at once; because of the stochastic nature of the game, they often interact with each other in ways which feel punitive and sadistic, such as hitting you with plague which knocks down half of your colony instantly, then throws an infestation in the middle of your doctor's bedroom and kills him instantly, causing his grizzly bear to go insane and murder the only people not lying in the hospital. That or some variation of that happens often enough that I find myself putting the game away for days to get over the bad taste in my mouth. A random number generator shouldn't have the power to just throw up a "game over" screen. The knowledge that any game can end instantly due to nothing under my personal control is actually a really good way to induce what psychologists call "learned helplessness," with the net result of creating a negative emotional aversion to playing the game. When things go haywire in Dwarf Fortress it feels exhilarating to watch all your careful planning fly apart like springs out of a broken cuckoo clock; when things go haywire in Rimworld, it just feels like schadenfreude on the part of the developer and I'm not quite sure why.
Second, there's the grind of getting yourself back to where you were. As I mentioned, as a long-time veteran of roguelikes I'm not unfamiliar with instant unavoidable game overs. But in NetHack, if my cockatrice-wielding tourist dies, I can cleanse my palate so to speak by switching classes with an entirely different skillset in an all-new dungeon. In Rimworld, instead of feeling excitement to start my next colony, I find myself just bored by the prospect of playing the same early-game elements all over again just to get to the part of the game which requires creative input. I find myself save-scumming rather than throwing a couple of hours of tedious grind down a hole just to essentially recreate the game I was playing before.
Third, I think there's too much luck in the game. A certain amount of luck keeps things exciting, but too much luck -- good or bad -- feels like heads-I-win-tails-I-lose. For example, getting a cat or a yorkie instead of a working dog for an initial pet makes a huge difference, since an early hauling animal is equivalent to an entire extra colonist. Likewise, I've simply quit games where my first Wanderer Joins is abrasive or a pyromaniac. And having your only doctor drop dead of a heart attack at the age of 51 with no way to prevent, predict, or fix it also amounts to a helpless game-over. And don't get me started on diseases. Bazinga, 3 of your 6 colonists (including the only two colonists with medical skill) have sleeping sickness -- enjoy!
I think more thought has to be put into giving players more sense that they have a hand in their own outcome. Note that this doesn't necessarily mean giving them more control! Psych studies in hospitals have shown, for example, that when patients are given a button which they're told will release a tiny amount morphine, they end up using an average of 70% less painkiller simply because they now feel their pain level is under their control. I don't want Rimworld to be less challenging, I only want it to feel less frustrating. Malaria drugs and the like are a good first step, but we need more preventative steps we can take, even if they aren't magic bullets. For instance, I've suggested in the past that it should be possible to have doctors do check-ups which would reduce the chance of having a random heart-attack. And if you're going to make bonded animals go on a killing rampage when their owner dies, I should have some control over whether or not a given colonist bonds at all; when 82 year old Engie is force-bonded with the colony's warg, I know I'm going to have a bad time and save-scumming is the order of the day.