Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All the various systems could be expanded upon (different fish, quests, maps, etc.) while leaving the core intact and I'd just keep coming back for an annual expansion. Maybe some interesting twists and innovations down the line
It's not something I would be willig to invest into every title but I like the core gameplay loop, atmosphere and overall design enough so that I could see myself repeatedly spending some money on 10 more hours of new content just to immerse myself in the exploration and experience some more.
very fair, i understand your want for more content here. in an ideal world id also want this game to be endless and to immerse myself in how wonderful it is. maybe theyll come back with some more dlc, revisiting things is always fun and a great option for expansion. but im satisfied with the end if not and i hope the game is not judged too harshly for how compact it is. meanwhile, theres always the inspiration it gives others to make more content!
Replay value is important if you plan to replay the game once a year.. but im not bashing dredge, i dont have info about this game yet.
minecraft was STARTED by one guy, had a relatively simple design and is basically structured for updates because of how open ended it is. now it has a huge team of people that plan each update thoroughly. dredge is a story, not a sandbox game, it has an end and does not have to be drawn out. its the choice of the developers to add more dlc or not, but the game shouldnt be judged for its apparent 'lack of content' (the game has intuitive game mechanics, so much to collect, a compact design and a terrifyingly effective atmosphere. whats not to love) i understand why people like replay value, genuinely. but maybe if people treated artistic games like dredge like literary enthusiasts treated novellas then people would see how valuable this game is on its own. how unfair it is to expect writers to mutilate their already thought out stories to give people more content. replaying your favourite game once a year need not require more dlc.
besides, this thread isnt aimed at you, its aimed at people who have already played it and decided its trash because its just not long enough for them. im sure youre not judging the game harshly, and really its always down to personal opinion.
If your single player game is too short than it better damn well have good replay value...
If it's a long game with enough to do to make people feel like they've gotten value out of one play through then replay value mean little...
So that's where this comes into question. Do more people feel like you or like the other guy that doesn't feel the game offered up enough value and lacks replay value? It could be subjective...or the game could be too short? I don't know that is what I'm here to find out!
I don't ask for more content if the experience is good as it is. I wouldn't ask players for 25 euros for that, though. For that price, it is natural to expect more content, and not some paid DLC.
i dont know where everyone is getting 10 hours of gameplay only. i played the game completely blind and appreciated every moment of it, til i finished it at 30 hours. not every game is a speedrun and a game with this quality of art may as well be a gallery piece. do you understand what i mean when i compare this game to a book or art piece? i would pay 15 pounds for a good print of a sketch, i would pay 15 pounds for a good book, and for a game that lasted 15 times longer than the average film for me? i think its pretty damn worth 20 pounds. 20 pounds is fair. once again, this is not made by a big studio. it was developed by 'a small indie game dev studio' and is comparable to games like Journey. what dyou think is fair, 3.99? the game only launched recently.
from an artists perspective this becomes upsetting. the more and more mass produced games become, the more people undervalue the art and effort that goes into indie games. replay value becomes an unfair and invalid critique when youre holding an indie studio to the same standards of big corporations.
The price is definitely on the elevated side for an indie title but the overall experience is long enough, plus extremely well put together. You can see and feel the care in every corner of the game.
Can you? The story is barebones, the map looks unfinished, you quickly realise that most things meant to scare you mean nothing, only the first town has any character, the fishing mini games get boring after an hour.
The game is massively front loaded to get people over that 2 hour refund window.
If anything, you are disproving your own point by stating that you can grow bored of the minigames after one hour. Because the game simply shows you what you can expect right off the bat. Meaning you can make your decision very quickly.
It doesn't disprove anything just because you can get bored of one mechanic after 1 hour. It might be cynical but when you have a game where the first town you get to is the only one that is fully fleshed out, what else can you say other than "it's front loaded".
Also, why are you arbitrarily picking "towns" as the bar to live up to? The other islands offer things, including character interactions, that the first town doesn't.
It is only after you finish the first town that you realise the rest of the game hasn't had anywhere near the same level of attention. To the point that hardly anything at night is actually a threat, which is pretty poor as the developers made it seem like this was one of the biggest aspects of the game.
Because the game is focused around visiting towns and speaking to people? Getting requests etc?
Not at all, take Skyrim for example. The combat was awful but people stuck with it to see what the story and world had in store for it.
You can dislike a single mechanic but stick with a game, that might be hard to believe.