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Play Freedom all the way imo. Hunger/thirst should have never been part of this game
What does it add for a meter to go down, and to have to click on an item for the meter to go back up?
Because that's hunger and thirst in every game. Doesn't actually do anything, and doesn't add any fun to the game.
Subnautica is an INVENTORY MANAGEMENT NIGHTMARE. To repeat, you DO NOT WANT TO WASTE SLOTS ON FOOD AND WATER.
I feel like developers of "survival" games feel like they have to include these mechanics to be "valid" to part of the community.
The reason Subnautica has Freedom mode is probably because, as someone said earlier, Subnautica is a linear adventure/exploration game pretending to be a "survival" game.
If you approach every task and direction of exploration with careful consideration and pre-planning, there is no reason why you can't complete it on Hardcore mode.
Also, the trepidation obviously enhances the immersion.
All necessary tips and vital gameplay hints are freely provided by the game via your PDA.
Too few people pay attention to reading their PDA logs as evidenced by the abundance of 'where is/what do i do' threads across the boards.
An entire generation of gamers has never had to do anything but follow an arrow, glowing thing, etc...Can't blame em too much.
All you need to do is get seeds and place farms, and you will be set the whole game. Thats your game goal for the first two hours of the game.
If a persons inquisitiveness ends at looking at the top right of a screen to follow a compass mechanic then more pity for them.
This is an EXPLORATION game with survival mechanics, one really should ask themselves why they even bothered purchasing a game of that genre if they can't be arsed to actually explore.
Instead, think about where the developers may have failed. For modern players, perhaps it isn't indicated enough how important the PDA is
the PDA has severely usability/QoL issues like everything else, and entries stack up immensely in a quick amount of time. Many people simply don't want to sit there and shuffle through every entry. Finding new and relevant entries is too hard, and muddles the whole sitaution. Half the time you can't find the one you just unlocked.
Unless the said gamers are below the age of 12 I don't think you have a very strong argument here. Why make excuses for society when we should all strive to be better, think better by ourselves first.
Failing that asking for help is understandable.
The opening moments upon landing on the planet and after extinguishing the lifepod fire the player is immediately introduced to the importance of the PDA. Now, i don't recall the exact games wording but i'm sure it goes along the lines of the PDA's sole use is to keep you alive with the importance of the knowledge it will store for you.
It was quite a prominent scene in all fairness.
Particularly seeing as there is no map within the game.
The scene failed to make an adequate impression on quite a lot of people, it would seem. I don't consider it "prominent" at all. It's glazed over and you're out on your own in less than 2 minutes since starting the game.
Most games these days walk you through a lot more, subnautica could use some of that, especially for bases/vehicles/upgrades. Short little tutorials for things that aren't really covered
I truly was astounded by the game's depth and brevity solely for the reason there are no tutorials.
Maybe you're right, it's a generational thing.
I feel you. I really do. I grew up during the NES and Atari gaming age and have since seen gaming get significantly 'lazier' and require less out of the gamers. I used to have to use my "cognitive mapping" abilities to navigate through mazes. I used to have to read things and figure out what to do.
I can still play games like that but here's the reality. Gaming back in those days were a niche hobby that wasn't practiced by a large majority of people. While it's easy to say that gaming has gotten lazier, the reality I see is that as gaming became 'easier' and more 'accessible' to people without having to dedicate large amounts of time to reading and interpreting things, is when the market opened up to a significant amount of new players and it became a common hobby, stepping out of the niche crowd.
In reality a game dev who is trying to hold the old gaming values and expect people to strive to be better and think better are going to end up with a flop that's highly criticized or, not even talked about at all as it fades into obscurity back into a niche crowd.
The profits are in appealing to the masses as seen throughout the evolution of gaming. The simpler games got to play, the more people were interested in gaming. Humans have always been vastly lazy and not wanting to dedicate much thought to their free time interests. You could argue it was the result of TV or whatever but it is what it is.