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
You don't get "deeper" games with sequels, you get the same game with a fresh coat of paint and some lateral changes. Developing X amount of mechanics takes Y amount of time, it doesn't matter if it's sequel or not, you generally end up with the same amount of content in the end given the same amount of development effort put into it. They could spend the next 7 years making RimWorld 2 and end up with something with a similar amount of depth and a better foundation, or they could rework the foundation for RimWorld 1 over a couple years while also adding more depth and content to it like with the current DLC and the next one.
For players the choice is pretty clear, continue to support and expand this game. For the developer it could become foggy, it depends on how DLC sales do, the point of a sequel is often so they can sell another game to the same customer base and make more money.
So I'll side with the "no" faction.
Crash-landed on a desolate, isolated world.
No civilization. No communications.
These three colonists have been abandoned by everyone.
Even the developers.
"RimDevWorld".
(or is that too meta..........?)
This
And this
MP is something i'd consider a design thing and not a technical one therefore:
NOPE
'Developers: Abandon Minecraft, make Minecraft2!'
'Developers: Abandon Chess, make Chess2!' :-p
What about a RimWorld PREQUEL..........?
Where the player uses a RimWorld-like interface and character interaction to design the floorplans of colony ships? And fly them around to planets. And have the crews and passengers build colonies using your old-school RimWorld methodology. The colonies produce resources, the player flies them around to other colonies in his ships. And, of course, the ship crews and colony personnel interact and stuff. Making for probable heartbreak when the player really REALLY needs the pilot to be flying the cargo ship, but his girlfriend is a farmer and is really needed by the new colony they just founded..........
The advantage to an entirely new game is generally if the foundation of the game itself is flawed and needs major rework, or if the engine limits potential improvements. Neither of which are the case with Rimworld imo.