Sunless Sea
So what's wrong with this game?
Looks like the hype has drop down a little, so it's time to go over the hype, and then the question, what's bad with the game?

I played a bit Fallen London and despite Gothic London (or English Victorian era with a spice of fantasy/horror) is a context I like a lot, I found the game boring, the writting dull, and couldn't see what's fun in it.

It stopped me investigate more about Sunless sea, but now the hype is a bit down, seems a good time to try clarify the issue (for me).

So what's teh weak point of the game?
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1630/40 megjegyzés mutatása
The thing about the imperfections with this game is that they feel like they could easily be fixed with additional updates. In some ways this still doesn't feel like a full release to me. This is really all the combat? Really? I find myself choosing different islands to do quests on with each captain so that things don't feel too repetitive, but I shouldn't have to do that. The game seems like it would allow for lots of new stories and randomization, so I hope that the developers keep updating and innovating it.

Overall I still am very happy with the game, the universe, and the writing, especially, but I can imagine myself getting tired with the zailor life eventually, as the game currently stands.

I am grateful that playing Sunless Sea got me into Fallen London, which I've been absolutely engrossed with. Hopefully the community overlap and the spotlight on both games will keep them both growing for a long time to come. I have plenty of hours of zailing left in me!
The world feels way too static, imo. Restarting as a new captain is repetitive and boring as you seldom encounter something new. It doesn't help that the strong points of the game (the setting, story and atmosphere) are underdeveloped at best. Decisions in stories are gated behind time-walls (way too much prequesits) making the experience too linear.

The UI is a mess and feels rushed. Tooltips read like something you would encounter in a logic lesson, not in an English class. Doesn't help that you can't adjust font size.

I don't even have a problem with combat, only that it's not needed at all as the sea is NOT dangerous sadly enough. It just feels not like a release state product with all the lacklusters in the main strenghts the game has. Would love to play more but simply can't pain myself with this linear experience with way too less dangers for the Underzee.
Legutóbb szerkesztette: DarkCat; 2015. febr. 22., 11:30
I'm 26 hrs in, wiki-less, and only onto my 4th captain. (First one died one first trip, 2nd died because forgot about butcher's quest, 3rd died from 100 nightmare <1/2 tile from Adam's Way tjhat I'd been playing for 8 or so hrs with. Just gotten to the point where I could purchase a new ship (have the merchant ship now, and did a lap of the world (20 port reports) and it's bloody expensive to re-supply but was OK as I had like 5x 1k items on return with 5 supplies left [resupply is because my lap going to Mt. something-a-rather for refuel + then via Adam's Way for final refuel was hilariously long). Everything is going well... Just for the life of me cannot find anyway to get a judgement egg except by trading secrets (which I don't really want to do), and I've lost 2 first officers through completing their quests... so not sure if I can upgrade my mirrors anymore? (which I need to continue on with my mechanics questline...). Made a trip to the surface, have 1 thing left to do to win chess (which I already did successfully as part of the Venderbright quest which is still on-going). Only things I haven't tried to kill are Mt. Nomad, some blue bats, & a blue manta-ray thing, unless there's some other creatures out there. Entire map is explored. Completed a bunch of the single map storylines e.g. Godfall, Ape island thing, Varchas, Visage, etc.
Legutóbb szerkesztette: kNIGHT; 2015. febr. 21., 12:25
^to knight; kill a purple spikey thing and go to hell.
The game is built entirely around exploration and slowly unraveling stories over the course of many hours.

The game punishes failure by completely erasing all of your exploration and story progress.

The game rewards victory by completely erasing all of your exploration and story progress.

Who the hell thought that would be a good idea?
Legutóbb szerkesztette: Elrond Hubbard; 2015. febr. 21., 18:24
Fundamentally, if you don't like the mood of this game, it sucks. It's mostly puttering along very slowly across the sea with nothing happing, a terrible combat system, and lots and lots of quest text.

If you get into the mood, it's oddly fun. It's a slow-paced game, but great ambiance, and the quest text is very well written. If that stuff doesn't appeal to you, there's really nothing else about the game that will.
Legutóbb szerkesztette: Skorj; 2015. febr. 21., 18:56
I think the greatest pitfall is cheating by looking up tutorials on the internet.
If you play the game without ever looking up guides, it becomes challenging.
The challenge and danger is what makes it fun and what makes it hard. Take that away and yes, it becomes a grind.

Personally, I've never looked up any guides. It took me quite a few captains to explore all corners of the Unterzee and even now I've only completed a handful of (easy) questlines on the different islands. In other words, I feel like there's still tons to explore and I've sunk 35 hours into this puppy so far. Not to mention to possibility of playing through with captains that focus on different stats.

Looking up guides also ruines the mystery, which is another one of it's great selling points. If you're not into mystery-solving, this game isn't for you. The story of Fallen London should tickle your brain one way or another and how all the stories intertwine keeps you guessing for facts.
Legutóbb szerkesztette: AveFerrum; 2015. febr. 21., 23:46
acornco eredeti hozzászólása:
^to knight; kill a purple spikey thing and go to hell.

I've killed 2.
Maybe the problem is not in the game, but in the players? What's rewarding in this game is not some fancy bling-bling, but it's the continuing stories. What makes the stories (and the world) great is not that everything is shown in great, dramatic events, but that you get more and more snippets of information about places, which form rather wonderful and dark pictures in your head- so everything new that will happen will make things different, but in a slow way, that needs a lot of patience. So also combat is not what this game is about, so the combat-system is actually quite good enough for what this game is. Mechanically spoken, the game is about finding out the game mechanics and trying to think with in-world logic. Actually, there ARE lots of hints in many quests, but many of them only make sense if you think about them how someone living in THAT world would think about them- they are riddles in itself, which are quite fun to figure out.

So, if you play the game using wikis and skipping the texts between the quests, you are simply doing it wrong. If you play this game because you think of it as a game, you are doing it wrong. Don't think of this as a game- it's not a battle-simulation, it's not about trading; it's more like a book- but the story you read is your own, and the game- every part of it- is as much about unraveling it's mysteries and writing it with your own actions. And it works fine that way, because there IS a whole lot of very good writing put in there- you just need the patience and will to find everything of it.

Thus I think the developers did a wonderful job, as they created a world which is full of wonderful little secrets(and some very big ones), and gave you the freedom to find out about it yourself. But, I have to admit, the premise of the game and also it's mood are not like anything else out there, so it's rather special and certainly not for every "gamer" out there. For me it works fine, and it certainly is something I've been waiting for for a long time without knowing. But maybe better not take me seriously, because I'm a person who played through games like "Pathologic" and honestly enjoyed them.
vallendel eredeti hozzászólása:
Don't think of this as a game- it's not a battle-simulation, it's not about trading; it's more like a book- but the story you read is your own, and the game- every part of it- is as much about unraveling it's mysteries and writing it with your own actions. And it works fine that way, because there IS a whole lot of very good writing put in there- you just need the patience and will to find everything of it.

The problem is that the game does not hold up as a text-based adventure. It's too repetitive at the beginning and you get to the point where you skim the flavor text because you've seen it 50 times already. Perhaps you'll find some "problem" with me as "not the right kind of player," but I mostly play story games. Fallen London does a fantastic job of being a story game that avoids the repetition problems of Sunless Sea. In my opinion FL is actually a better all-around game. I have a lot of fun playing Sunless Sea, but I spent a lot of time thinking about what it could have been, not just about what it is.
Elaine eredeti hozzászólása:
vallendel eredeti hozzászólása:
Don't think of this as a game- it's not a battle-simulation, it's not about trading; it's more like a book- but the story you read is your own, and the game- every part of it- is as much about unraveling it's mysteries and writing it with your own actions. And it works fine that way, because there IS a whole lot of very good writing put in there- you just need the patience and will to find everything of it.

The problem is that the game does not hold up as a text-based adventure. It's too repetitive at the beginning and you get to the point where you skim the flavor text because you've seen it 50 times already. Perhaps you'll find some "problem" with me as "not the right kind of player," but I mostly play story games. Fallen London does a fantastic job of being a story game that avoids the repetition problems of Sunless Sea. In my opinion FL is actually a better all-around game. I have a lot of fun playing Sunless Sea, but I spent a lot of time thinking about what it could have been, not just about what it is.

on one side i love the image of the crew gathering at the rails to look at the lights of fallen london when returning home- my mind transforms lots of the repetitive text snippets into images - but on the other side i think the game would really benefit from a much bigger scope and more central hubs to unlock.

the whole design of the underzee - being just a plain square map that never really gives you the feeling of being inside a huge cave is for me the reason why i have trouble to really get into the game.
i was hoping that i would be able to explore hidden cave systems - that i would have to drive my boat through narrow passages that then would reveal new wonderous parts of the underzee. that i would be able to be months away from fallen london using other ports to continue my exploration.

the decision to base it all in fallen london is a double bladed thing for the gameplay.

the game featuring perma death,the slow speed and repetitive text snippets all centered around one central hub... all adds up as barriers to really get to what makes this game great - the exploration and storytelling.

that being said i still enjoy every play session with this game. despite its flaws it is a truly original and wonderful experience and keeps me always on the edge of my seat.

but this sessions are fairly short so far and i´m a little afraid i will never explore it all.
BTW vallendel, I see you have 25 hours in game and I am creeping up on 70...I probably would have had your same view at 25 hours. It's the long game that is turning out to be more of a grind than it needs to be.
It has the grounds to become something greater. Yet right now its a choose your own adventure book. You know, those old books that offer 10 pages of continuous story and 50 pages of bad decisions with possibly 2 decent endings.
The only way to get a different start to the beginning of the game is choosing different backgrounds and many are just suboptimal early stats to get more story later. And their early resolutions are always the same anyway.
After death, the only change is possibly starting with enough equipment to skip early story and jump out to deeper water. If you won and choose a different aspiration. Other than that one arc, its still the same things. They just dont have enough writers. 250,000 words of content... like item descriptions... not story.
Just knowing were you should end up is not enough, you have RNG for it to actually pop up. Leaving people scratching their heads and boating in unessary circles. Thats the meat of it, randomly maybe getting a event. Yet there is not enough story to fill their gaps of "something awaits you" numbering system. Its a barren island if your value might be 50 and all events require ≥ 75 and ≤ 25. So its a bloddy coin toss to experiance anything of interest.
card stat management poorly explained and represented as they are all heaped together. Like the game ending on 3 wound cards burried with the other cards. Too much leaning on their browser game.
The same combat for an eternity tell you can afford another boat with front or rear weapons. If you only have the deck. Its the same cannon x5 with better stats.

Modding is still unsupported as any small patch overrides modified files. So thats not a current option.

People mention the amazing writing compensates for the lackluster "game" part of it.
Thats a "kinda" for me, if and when you encounter something when your port farming, and writing down everything you can aquire to maybe find any lucrative profit if your not trying to ruin everything from wiki. And those are stupidly rare.
Like it was designed sparsely as they knew people would wiki everything, not made for those that wouldnt wiki. But then they made trading static so in the end. Once the rare routes are found. they will always there unless designed to dry up.
I'll preface this by saying that I love the game. I'd never even heard of Fallen London when I happened upon this game's Kickstarter completely by chance. So that is where I am coming from.

Even though I love it, here's what I can objectively say:

If you don't like reading, or you don't like the written style of the game, this is not a game you will enjoy. Full stop. The game play is set up entirely to facilitate the discovery of the stories, and without them there's absolutely nothing to do.

Even if you do enjoy it, however, the content eventually runs thin. This sounds almost absurd considering the amount of the written material, but the main problem is that the locations are so static. Every location or encounter can be a great experience, but once you've done it there's no reason to go back, and while the game does give you complete freedom to pursue whatever you want, however you want, it won't take long before you've finished one static storyline and have nothing to do but move on to the next. It's possible to see the majority of the game with a single captain - in fact, once you get off the ground, you'd have to intentionally not pursue some areas NOT to see everything - leaving very little reason to replay it besides small permutations locked behind dozens of hours of repetition. More content will be coming, but they tend to release it in small chunks that can make replaying everything just to get to one new storyline not worth the effort.

Overall, if you're looking for a game with deep game play that will last you dozens on playthroughs, this isn't the game you're looking for. I'd argue it's a fantastic game for what it wants to do, but what it wants to do is targeted at a niche audience. I also think that attempting to brand it as a roguelike/roguelite, as most of the reviewers have, is a mistake. Island layout may be randomized, and the order that you do things in is entirely up to you, but the overall experience is very much set in stone and the only randomization is how many attempts it takes you to complete skill tests.
I looked on reddit and the creators did an AMA. someone asked them "What do you think you could have done better" and they gave an incredibly arrogant answer something along the lines of "nothing really". This game has the potential to be 10/10. I hope they make enough money from this wonderful game to make a sequel or dlc that is truely legendary, we will see i guess.

my wishlist:

- it shouldn't show you event flags as items attached to the dialogue (wtf?).
- the journal needs to have clear quest logs, separate from the players history
- there needs to be clearer separation of item categories. when you're grinding in the beginning, there is no clear differentiation between what is crap to sell, and what is a legendary puzzle piece or whatever. i eventually was forced to turn to a wiki to figure out if i should sell or keep new items, and that ruins a lot of the exploration aspect of the experience.
- the blue hint text is a symptom of bad design. if you have to break the fourth wall and tell the player "uhhh, are you sure you want to do this?" it should be rewritten/designed.
- once you finish a puzzle/story it becomes tedious to repeat after death. there should be more barriers to completing quests so that each time you die, you're excited to access more of the game. for instance they could do harder stat requirements, quests could be triggered by backgrounds, quests could be triggered by items or events from previous games. There is enough content in the game right now its not essential that they add more, it just needs to be parceled out different so death is more of a reward than the feeling of "OMG i have to travel back and forth 50 times again to repeat the exact same thing
- i read some negative reviews about the pacing, and i think thats only really true after the first 10-20 hours. by the time i've completed 70% of the game i shouldn't still be hobbled by movement speed and inventory space. perhaps they could tie late game difficulty to stat checks or choices in the stories, as opposed to traveling back and forth across the map 10x at slow speed. perhaps they could also tinker with the curve of the cost/benefit of the items.
- everything is located at the same position on the x axis. in the short term they could look at making the grid size finer and randomizing placement slightly better, in the long term for a sequel i hope they'd look into the possibility of a randomly generated map each game.
-enemies are almost always in the same place.
-people seem to be complaining about "trading being difficult". the game isn't meant to be a grinding items trading game, they should figure out a way to make that clearer, or offer story paths for people who want to fulfill that craving without impacting the rest of the content
- a minor thing: many of the events and items are so tied to the lore, its hard to tell when something has happened that has a real impact or something thats just flavor. for instance i took a very long time to think about selling my soul, only to check the wiki after i made my decision and found out it doesn't matter at all. I still don't know what any of the god's attention things do. similar to clearer distinction between items, there needs to be clearer distinction between events and character qualities.


that stuff said, i think i've bought like 5 video games ever in my life and i generally just pirate everything. after torrenting this game i decided to buy it AFTER playing it for 10-20 hours. that never happens to me. I absolutely love it, and I hope they continue to improve.
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1630/40 megjegyzés mutatása
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Közzétéve: 2015. febr. 21., 7:31
Hozzászólások: 40