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Sometimes I don't want to care for a lot of the hassles of the game and don't want to be bothered by nutrient paste issues, corpses or slavery woes, ideology allows that.
Sometimes I just to not care at all before I start and just roll with what is given without it feeling the same. Ideology allows that.
And while most of those things (in general, not specifically because nothing added by ideology actually really was available by mods before) can be done with mods or above mentioned self-constraining, Ideology offers it naturally and with as few or many details as I wish.
I find it has a much more immediate, direct gameplay impact than royalty.
Some complaints were justified. When the dlc first launched, reverting your version did not fix everyone's saves, and suddenly losing a colony can suck a lot.
Largely, many complaints boil down to people being angry about change. This isn't the game they've been playing for years, these aren't the strategies that they've learned by heart, and this isn't the setting they thought RimWorld resided in.
If/when RimWorld gets further dlc, we'll go through this same cycle again.
Same thing here.
As others said? I love it because it adds both mechanical changes, but also brings a lot of depth for colony roleplay. No more if I want a particular cohesiveness or attitude do I have to constantly hope for RNG. Or I can set up something that encourages a bias to developing my colony and focus to play a different way I normally wouldnt have, but am doing so without having to deliberately make poor choices.
Others may just not like it, despite having done some reading and research about what's in the box. Who knew "Okra-Cola" was really going to be that bad? It's Cola!
I don't own any of the DLC. That's because I read the descriptions, took a look at what streams/vids I could, and decided "nope." That doesn't mean the DLC sucks, it just means I wasn't attracted to what it offered. The DLC could have a nice personality, though.
Nobody is required to like what someone else likes. And, even if lots of people like something, it may not all be for the same reasons. There's tons of players that love some mods I can't find any sense in. Doesn't mean either of us is right or wrong - It just "is." (Though, I'm probably right... :))
On Ideology, specifically - It seems to be a pretty complex set of self-imposed limiters. That's great for vet players looking to add some restrictive non-vanilla play-conditions to their play. They're somewhat outside of normal gameplay mechanics, too, which adds a nice novelty bit. But, they also seem to have some synergistic effects and might require the player to manipulate several different things in order to achieve what's needed. That's good for vet players, but it may be a bit too restrictive for some - They may not be able to as easily do "their favorite thing" in Rimworld, whatever that happens to be.
ie: Pick the new DLC "Mage" class as your starting character's class in an RPG and then discover you can't use your favorite sword/bow/polearm or armor? "This gaem suxxors!" :)
Probably a bunch of you have seen me say this game needs a playable demo. Well, ya know what? Both of the DLC's need some playable demo as well.
Jk i couldn't agree more with you OP
With an minus 30 mood debuff and guilty status if you dont eat with a table too!
PRAISE THE ALL MIGHTY TABLE GODS!!!!!
I just wish there were even more Memes and precepts.
That's an interesting concept. I don't know of any game with "playable demo" DLC...
Most DLC is garbage. Or, rather, it's some graphics, re-skins, and a few extra mechanics "at best." Think "Faction" DLC, here. (Or, just about anything produced by Paradox/CA... :) ) So, for that type of DLC, the "playable demo" doesn't really do anything but expose the fact that the DLC isn't anything more than a re-skin and a few extra mechanics at best... That is counter-productive in enabling a developer to grope wallets.
Rimworld DLC isnt' a re-skin. That really the best thing I can say about it as I don't own any of it...
But, suppose I got the chance at trying out a "Demo" Rimworld DLC? Well, I might actually try it out and there's the chance I might actually like something about it. $$$
Good concept. Interesting. Applies an accepted standard to a new thing with possible win/win effects? Nicely suggested. :)
PS: On a "Rimworld Demo" - That would be great! However, we know the Tutorial still doesn't always "work"... My confidence in Ludeon cranking out a playable Demo is suitably reduced when thinking about that fact.