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For how to start adventure?, just make a game, change seasons into autumn only, daylight only, small map, no bosses, no hounds, find the items, go into adventure, no hassle. Then play adventure normally, do try and find Wes, check online how to find him, it's kind of annoying to find him but if you wanna "finish" the game by having all characters it's kind of an objective.
Thanks for the suggestion, but I am not sure I have the patience to build up things all over again.... I think the problem is that in reality, I "won" the game already.
It just keeps going....
Yea, ok, but it still needs an "end" -- other than me just dying. I mean, that's why they tacked on "adventure" mode, right?
Personally I find vanilla DS starts to get too boring/repetitive after about 100 - 150 days. I'm always amazed when people are still playing a world for hundreds or thousands of days (without world hopping) and I often wonder how they don't get bored... Klei have outright said that the original design philosophy for don't starve took a lot of inspiration from roguelike games and the core gameplay loop is designed around permadeath & starting over. If this kind of thing isn't your jam, that's fine but this is essentially what the game was designed to be. It wasn't designed to be the kind of game that has a clear end point.
Adventure mode was designed to be a challenge to the survival skills of experienced players, an opportunity to prove that you can not only survive starting over but that you can survive that in an even harsher series of worlds. It does include an epilogue but it's a super minor part of the game imo. If you don't fancy trying to beat adventure mode you can just look up the epilogue on the wiki or youtube.
Also it's not entirely clear from your post but are you aware that entering Maxwell's door to adventure mode doesn't mean that you lose your massive base and everything you've done in survival mode...? Yes, you do start in adventure mode with absolutely nothing - however whenever you die in adventure mode, you will respawn outside Maxwell's door in your ongoing survival mode world. Everything in your survival mode world will be exactly as you had left it and you can just return to playing survival mode where you left off or you can hop straight back in the door for another shot at adventure mode.
If you manage to successfully complete adventure mode, there may be one change when you get back to survival mode (which can be "undone" by successfully completing adventure mode again) but everything else in your survival mode world will be exactly the same as you left it. If you want to be spoiled on adventure mode, this wiki page (and the linked adventure mode guide on that page) is comprehensive - https://dontstarve.wiki.gg/wiki/Adventure_Mode
I'd definitely recommend jumping into adventure mode or playing a new save with one or more of the dlc. They're a big shake up from what you're used to and very worth playing imo - adventure mode is definitely the challenge it was intended to be, RoG is vanilla DS on steroids, and both Shipwrecked or Hamlet are almost like playing a completely new game. And either way, this game can stay paused while you do so and you'll be able to come back to playing it again later, if you want to.
Thanks for the detailed reply, it has given me a bit to think about. The thing is, I haven't even explored all of the caves (and haven't even started on the ruins) so there is still stuff to do. I know that if I die, there is no way I am going through all the BS of getting up and running for the first 100 days. So yea, I just kinda hang out in limbo with my safe day 500 character, with no desire or motivation to play anymore.
Do you think I should completely explore the caves and ruins before going into Adventure mode? Or will the experiences there help very little in adventure mode?
There is zero connection between adventure mode and survival mode. Nothing. I can't even bring a weapon with me. It might as well be an option in the menu as opposed to a door you find in the woods.
This disconnect is the main problem for me. I just can't motivate myself to open the door when it kinda feels like I already "won."
I would take issue with one thing you suggested, and that is that rogue-likes with perma-death can't have a clear end-point.
FTL and Everspace are both great roguelikes with permadeath (both very different in implementation), but they have a VERY clear structure and story start and end that keeps things moving along.
Another good example would be Rimworld. It has EVERYTHING you could want in a sandbox, feels endlessly re-playable and yet the fact that there is this distant goal of getting your shipwrecked survivors off the world really moves the game along...
It still manages to be a story. DS screws that up I think. And I am not sure why, because it doesn't seem hard to think that people would want to escape this nightmare world so ideally a door in the woods would lead back to the real world, not some new game mode.
I think you are mixing up two different subgenres: sandbox and rogue-like with perma-death.
Not having an ending (in games as well as film and literature) is often times explained away by "letting you decide what happened" or some artistic nonsense... But with a very few notable exceptions, I can't shake the feeling that the writers just got lazy, ran out of ideas/time and/or never finished the story for other reasons external to the game/film/book.
So yea, basically, in a nutshell: I think Don't Starve is an amazing game that is kept out of the top 100 of all time classics for the reason that it doesn't tell a compelling story to keep you engaged when things get a bit grindy or boring in the sandbox...
I watched the trailer online and it explained more to me about the whole DS universe than I had learned in the previous 100 hours of DS. That feels like a screw-up to me. That feels like a game with a rich story and lore that never gets around to telling it...
Kinda feels to me like there should a DS main game which is a mix of Survival and Adventure, and once you beat that you get the option of playing hardcore endless survival mode and people can compare their days on some multiplayer ranking or whatever.... It is exactly that mode on most games that I never bother playing because it seems to make more sense to try out a new game with that time instead.
Yea, that's it. Thinking out loud helped me figure it out. Basically a more fleshed out version of Adventure mode with story elements should be the actual game and the survival mode should be an extra. That's what doesn't feel right.
Anyways, the issue is that I have limited time to game. And when I still have 2,000 plus games sitting unopenedin my library (some of them considered to be some of the best games of all time, aka top 100 classics), it is very hard for me to convince myself to play another week of DS when I could play and finish Dues Ex or Titanfall 2 in that time...
...So yea. thanks for the info, but I am still unsure... I will probably forget about it for a year, forget how to play, then load up my Day 500 game and die immediately, rage quit and never play again because I won't want to do all the start-up stuff again... :-)
Or MAYBE I will play with the DLC. Unsure, the new monsters sound cool but I think these kinds of games often over-complicate an already good balance with DLCs... I am not sure if managing wetness and heat is going to be more fun or just more "work."
p.s. Yes, DST is different and feels endlessly re-playable in a way that Don't Starve does not I think because it is a multiplayer game and the other person adds in an element of uncertainty that always keeps things fresh.
Its not like its a choice of repetitive DS or nothing. Its the choice between that and some of the best games ever made.
At the rate I am going, I am probably only going to finish about another 200 games or so in my life. I am just trying to find the ones to play that I will get the most out of.
This is all becoming quite philosophical lol...
There are no caves or ruins in adventure mode, so getting used to them wouldn't help you in adventure mode. Also a more fleshed out version of adventure mode wouldn't work for the actual game - adventure mode is way, way harder than survival mode. So many people would just give up entirely on the game after a few attempts. That's why adventure mode is essentially optional so that experienced players can take on the challenge if they want to but no one has to do it. (Storywise it's very minimal, as is the rest of DS storywise). I've attempted adventure mode at least 15 times, most of those times didn't get past world 1.
Also I don't actually play roguelikes much - I was just telling you what Klei has said in interviews about designing this game and their intentions for it. I actually own FTL and a few other games that have been described as roguelike but didn't really get into any them when I tried them.
Personally I think you're missing out on around 3/4 of the game by only playing vanilla DS and not even trying the rest of it. It seems to me like you're hung up about your idea of what you think DS should be instead of taking the game for what it actually is. Also you've now realised that your gaming preferences lie elsewhere such as with games that have better story immersion (story definitely isn't DS's strong point!), so that's cool. I'm definitely in favour of switching games if you're no longer feeling into it - I did that earlier this year, I still want to go back to that other game someday but not as much as I want to spend my limited gaming time on DS Shipwrecked & Hamlet.
You asked this forum how other people are playing Don't Starve for so long without getting bored and I explained it from my perspective. People who are out there playing thousands of days with just vanilla DS & no dlcs, well I confess I don't fully understand that either. (DS wouldn't be my choice of chill game but I can kind of see how it could possibly turn into that for someone). From what I've seen in the Don't Starve subreddit, the vast majority long term megabasers are either playing with all of the dlcs or they're playing DST. People playing vanilla DS only are a pretty small minority of the players these days.
DST is also a sandbox with no real ending (other than whatever goals you set for yourself) and lacking in story immersion, so it probably wouldn't be your kind of thing either. Klei updates DST with new content and reworks playable characters in it from time to time which helps it to hold people's attention but it's still missing the stuff that's important to you, I think.
Yes, I think it was a good idea to talk through all this, helps me focus my limited gaming time more efficiently. Thanks for the productive chat.
I understand of course that I can't change DS (nor should I) but I think talking about the things I would change help me realize why I am enjoying it less as time goes on.
Sounds like I might as well just give Adventure mode a try before taking a break... and then maybe playing a new game with all the DLC a year later...
I am surprised no one has made a mod a bit like this.
In the adventure mode, that sends you to the next level, but in normal mode, it sends you to a new world, with a character of your choice, but with all the skills you've already learned, as well as any items you want to bring with you.
I've restarted worlds this way many times once they got stale.
Yea I was thinking about doing this but honestly I'm just don't feel like re-creating my whole systems of bases.
Okay, here's the real issue. I won the game. I survived for a long time and did/found pretty all the important stuff. But the game doesn't actually end. Its over, but it isn't. it's like in Civilization when you win the game says: "DO you want to keep playing?" EVEN after the game is done.
honestly I think it's just kinda bad game design. Which sucks, because most of the game is great.