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I mean, in depth rich story with constant interactable NPCs and cutscenes, village building, long deep quests which the player may choose to disregard if he chooses a sandbox experience.
In depth skill tree starting from the basics to electrical gadgets, NPCs that repair/craft and help you defend your base when it´s raided. Conquer territories, get outposts.
10 more years?
https://store.steampowered.com/app/379430/Kingdom_Come_Deliverance/
Well in game they actually mention Nightingale, but it seems more like a fantasy than an actual goal. I figured it was just that and not something you could actually do in game (well turns out you can't yet, but maybe eventually). In my opinion, the game needs to have a current goal, not just some goal that will eventually be added. Players need some reason to play the game. We paid for it, we are not being paid to be beta testers. Where is our motivation to play? There is none for me, so I doubt I'll play more than the 4 hours I've already played.
I've played plenty of early access games. I know what early access is better than 99% of the people out there. I played ARK in early access, just played Palworld for over 200 hours. That game kept me engaged most of that time.
This game just kept me confused for 4 hours. I never felt any sense of purpose the whole time. There is no task / reward system that I can tell. This is basic game design 101 stuff that is missing from this game. I'm not going to do stuff just because some text in the upper right says to do it. Once I do finish that task, there needs to be some reward, which there is none that I can see. Also there doesn't seem to be any indicator when you finish other than that the task/mission is no longer shown. This is terrible game design.
The game is more than not finished, it is just not fun or worth playing at this point.
Some of this is really pretty easy to fix, so it leave me wondering why they didn't fix it before release. The game seems to be centered around this essence as far as I can tell, although I don't understand why. So why not reward the player with essences for every mission completed? That is a start to fixing the lack of purpose in the game that many and not just me feel.
{LINK REMOVED}https://playnightingale.sleekplan.app/
so to you despite there being a definite goal, a definite path of upgrades to harder areas until you reach the endgame city, there is no goal because you arent handheld every part of the way and getting a legendary sword?
Not sure how I'd know there is a definite goal. I guess somewhere in the guild?
A game should be playable without reading all the lore. I honestly don't like the lore part of games. It provides me with no motivation and for me, gets in the way of playing the game. The game play is the most important part and the game needs to stand on its own with just gameplay. The lore is like frosting on the cake, but there needs to be cake.
The cake is a reward system where nearly every action in the game has a sense of purpose, that it will result in some reward in the game. I make an arrow, I can kill something. I kill something, I get some good loot. I complete a mission, I get something that helps me in the game. Something immediate and maybe something long term.
The game does not have enough short term rewards.
Instead it has stuff like I gather some stuff, now I can't move. That is the opposite of a reward. I walk in the rain, I lose some stat. Instead of a reward. The game seems to think punishment will motivate players. This is a poor way to design a game and is not the best way to motivate people. It also doesn't work for me at all.