Duskers

Duskers

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Ecthelon 2016 年 5 月 17 日 上午 10:59
Is there an ending?
As the title says, is there any real ending to this game? Or even an answer to the story?
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目前顯示第 16-30 則留言,共 30
Raven Pie 2016 年 12 月 8 日 下午 12:05 
引用自 wHAT
Raven Pie, I allowed myself to quote you on Infested Planet game forum on STEAM.
go ahead
polaris_silvertree 2016 年 12 月 11 日 上午 1:11 
So I have to ask -- was Duskers ever even remotely inspired by Infocom's Starcrossed? ;)
LeFrench 2018 年 12 月 23 日 上午 8:54 
I got to say, sounds like this game has mazing atmosphere, and ganmeplay, however if there is no ending to work toward....i don't like that. These says i want a reward for my efforts, closure, etc. Its why i detest free to play grind games, where the whole purpose is to grind or pay money to insignificant or meaningless upgrades.
Aleupo 2019 年 1 月 2 日 下午 7:31 
No endgame is not good imo, i just started and really like the game but i think there should be something to go for like a "happy" ending where the player meets other survivors and gets out of isolation. Give him a girl at least. Struggle just for the sake of struggle is not what players are happy with.
MisfitsEJ  [開發人員] 2019 年 5 月 15 日 下午 3:53 
As mentioned, there is some degree of closure with certain plot threads, but there isn't really an "ending" per say. While we can understand that there might be some frustration with this approach, our goal is to create an atmosphere and an interesting world for which you are mainly an observer that pieces together the puzzle. Sometimes that means things are left ambiguous, but that's why we like to invite discussion on the narrative topics, so that players can reach their own conclusions about the ultimate fate of this universe.
adamwong246 2019 年 5 月 15 日 下午 6:49 
You might ask the same of Tetris. Of course Tetris has an "end"- it gets faster until you die. The End. And then you play again. And again...

Giving Duskers an ending would ruin it's main feature: replayability.
InvalidHexCode 2019 年 5 月 17 日 上午 11:49 
With all respect to everyone's views on this (especially the developers), I still want to plead for an ending to the game. I really loved playing Duskers and I re-played it over and over and over again but eventually without an ending to strive for I just lost interest.

I stopped playing ages ago for this reason but would definitely play it again if there were an ending. I'd even be happy to pay for it if the ending were offered as DLC.

Maybe the developer would consider offering this as DLC so those of us who REALLY do want an ending can have that goal. It would be a good way for the developer to raise some more 'credits' and it would be interesting to see how many people buy the DLC as it would settle the argument concerning the appetite of players for a game ending.

Just a thought!
:-)
JuryRigged 2019 年 5 月 23 日 下午 9:54 
I don't think I've weighed in on this in a while, so... Just in case, spoilers ahead.

I've generally been of the mind that there is no ending because it's a self-fulfilling prophecy. Scientists do some crazy experiment and discover that the future has witnessed the end of humanity. So they send something forward in time to find out what happened. Not someone, something. I think the player is an AI. There are five main threads to follow, and each corresponds with an infestation type (though which exactly is which could be up to some debate.) The wiki refers to them as (with the infestation I think they represent): Singularity (Sentries), Pandemic (Swarm), Grey Goo (Slime), Super Predator (Leapers). Except there is one that has no infestation: Cosmic Event. And what does the player do when they reach the end of the line, either running out of fuel or having no more exploration that can be accomplished? They tear spacetime a new one, returning to their point of origin where they were deposited in this bleak future. The other calamities are, ultimately, inevitable. Perhaps they could have been prevented, but in the end the fact of the player's very presence is what dooms humanity.
InvalidHexCode 2019 年 5 月 25 日 上午 9:52 
Yeah.,that's cool. I'd just like a plot-line introduced that would (say) steer players on a an overarching goal to find a data cube (or some such) that would present me with a lore such as the one you suggest. Even if (as you suggest) the big reveal is evidence of a bleak and pointless pre-determination of the consequence of sentient life.
Knuti 2019 年 6 月 7 日 下午 12:53 
So the game only ends if you stop playing? But how do you know you've seen everything the game has to offer?

引用自 adamwong246
You might ask the same of Tetris. Of course Tetris has an "end"- it gets faster until you die. The End. And then you play again. And again...

Giving Duskers an ending would ruin it's main feature: replayability.

Comparing an arcade puzzle game like Tetris with Duskers is just plain wrong.

Plenty of games have both an ending and replayability. Take one of the oldest games: Nethack. That game is a much better comparison than Tetris.
最後修改者:Knuti; 2019 年 6 月 7 日 下午 12:54
ondrej.slavik.2010 2019 年 6 月 14 日 上午 3:54 
I bet there is, but the stupid creators made an algorith, which destroys some of my new upgrades even after its first use. It makes impossible to play longer. Literally after FIRST use new upgrade degrades.....go ♥♥♥♥ yourselves
最後修改者:D0g; 2019 年 8 月 2 日 上午 8:23
JuryRigged 2019 年 6 月 16 日 下午 10:03 
Upgrades shouldn't deteriorate during a mission, and by my understanding shouldn't fail outright until they're past somewhere around 85% (yellow). I don't disagree that maybe that's a bit high, but unless it was already damaged when I found it, have never had anything like that happen.

Then again, I also believe High Scrap is the best way to play campaign, so I'm a filthy casual. ;)
Caldor 2019 年 7 月 5 日 上午 8:55 
I played the game a few times, but it quickly became clear that the game is very random. Bad luck can cost you the game a lot of the time. I started the game without the interface and a game where I did not even get the motion detector or the interface. On top of this several fuel places has no fuel.

Procedural content is not easy to do, but it should not be completely random. The trick should be to make sure that there is logic to it, and that it feels like some effort was put into making the game playable and have progress.

I really love the concept of this game, but I must say it feels like it was just left in some unfinished state.

If the real goal is to string together the story of how humanity died by collecting logs over the course of 20-50 games, then at least make it so that each log you find is actually remembered by the game. But it would be much better if the game actually took into account which items you would begin with and that it would make sure you actually would have enough fuel and such to continue the game. That there was some way to plan your trip and actually make it a puzzle game overall, rather than 90% luck, 10% puzzle.

As it is now, its mainly about brute forcing the game with the goal of.. finding logs? Which also seem to be completely random.
Kalon 2019 年 7 月 21 日 上午 10:21 
So glad I checked this out before buying. Not going to buy a game with no ending. The days of atari and game that have no ending (they just go faster and faster until you die) are old and better left in the past. Even the first roguelike game (e.g. Rogue) had an ending. It was almost impossible to beat, but it had an ending. I love Rogue. I beat Nethack once.
I already have an endless game with no winner...its called watch all the porn on the internet. Don't need to pay for it either :)
Prometheus_Unbound 2019 年 7 月 28 日 上午 4:26 
I see Duskers as very much an RPG. I am roleplaying this lone drone operator in a post apocalyptic universe. I search and search for resources and clues. But much like some of my favourite tabletop RPG campaigns (and movies), there is no concrete ending. No "The End". Just a moment where the story stops, whether that be your death or something else.

Its a conclusion, but not an ending, as contradictory as that sounds. It leaves me with my most favourite question in all of media "what if..."

I dont want an ending. It spoils that ambiguity. Sometimes the best stories are the ones that keep you thinking long after they have finished because they never really ended. Which, in a game, really fosters that replay value and imagination.
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