The End of The End

Started by Lizardo, October 22, 2016, 03:27:17 PM

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Lizardo

https://ludeon.com/forums/index.php?topic=4754.0

Similarly to Factorio, the Rim-World(RW) search for a (similar) 'end game' is misguided.  Like Sim City, RW is less a game (which has an intrinsic goal or end point) than a toy which has no such end point.  Any imposed 'end game' will seem lame and rightly so.

The colony exists for its own sake like a continuously changing work of art. Each player has his own idea of what his colony should be or the kinds of stories that emerge from it. 

Rather than the developer waste time developing an "end" he should simply give the player the tools to achieve his own ends, as example a constant stream of new things and means to improve colony or connect with the greater universe.

The attempt to develop an 'end game' has within it a risk of the developer losing focus on what makes the toy successful, a common error of small development houses.
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers

AxiomUnbroken

I would agree, the end game situation takes away from the experience, in such that you have a goal that is not exactly homogeneous with each players idea of the end game. I think to have 0 goals is silly, but build rocket ship to end game... does not quite work as well after you do it once. 

However, I think including multiple end games would work well. This is also an alpha, so expanding rocket ships to provide late game tech is possible. Along with other end game situations such as destroy other factions, create colony of X wealth... all decided by the player upon starting. Making the goals of each game situational and personal.

Also, some ability to affect the types of events you will run into during game initialization. Some players might like constant raids, natural disasters, infestations, animal raids, or mech raids more often. Creating a more personalized gaming experience would go a long way toward this games already immense replayability.

JesterHell

Quote from: Lizardo on October 22, 2016, 03:27:17 PM
Like Sim City, RW is less a game (which has an intrinsic goal or end point) than a toy which has no such end point.

Definition of a game.

"2. An activity that one engages in for amusement.
'a computer game'"


So a intrinsic goal or end point is in no way necessary for something to be a game, this is a game, sim city is a game and dwarf fortress is a game.

jmababa

Um in A16 i think there is no end game just by the looks of this http://steamcommunity.com/games/294100/announcements/detail/516054012099474890 and this http://steamcommunity.com/games/294100/announcements/detail/516053774466454897. Meaning you can now make diffrent colonies on the same planet by the looks of things

Kegereneku

An ending is not necessary to have fun, but providing player appropriate objective/closure is good game design and not a waste of time. Especially in a game that intend to be replayed with very different scenarios/events/characters.

With all the unfinished early access sandbox around, one should not confuse "open world" with sloppy game. Ending is an art form.

Correctly made "ending" can be more fun and more replayable than letting Entropy & boredom decide when you give up.
For example : Rather than play 20 RW years and painfully suffer the limit of Rimworld within an invincible fortress, you'd play 4x game of 5~6 years in different biomes with different goal in mind, always looking for what you could try doing starting the next colony.

I'm not saying that because I made this topic some time ago
[Story] Write an ending ! (endless included)
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !