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As far as survival goes, I'd like to add that shelter (a roof) does nothing. I'd love for it to give you some sort of bonus when it rains.
Crabs.... aren't really that hard to catch IRL so why would you want this?
If you knock rocks together enough they will break into shards which you can use to get lashings. We just need crafting recipes for a fire bow and paddle and we can start with nothing.
About crabs...at the first of the game the challenge should be obtaining food and water; there should be no easy food sources. Crabs could be easy to catch, but instead make them more rare, re-spawn slowly, and/or provide less nourishment (there is not much meat on crabs after all).
Going along with the realism aspect, I think your first stage of survival would also have a lot to do with your starting island. For example, threats, assets/resources available, ect. Perhaps it has a dangerous insect or creature at night - in which case getting off the ground so you can sleep safely would become a priority on day one. Maybe you see a storm brewing in the distance - and a quick lean-to shelter will allow you to keep some firewood dry and a fire lit. Maybe you have a wound from the crash that you need to deal with immediately.
In my opinion, the real quality that makes this game interesting is the 'fear of the unknown.' Having different starting scenarios (likes storms, or dangers on island) will make it almost infinitely playable and also much more immersive. At the same time, it takes away the linear progression that we're all so used to, which personally I think would be interesting.
After your basic survival needs are taken care of and can afford the time to actually do some thinking/exploring/learning, you can think about how to get yourself out of that situation, whether by rescue or self-rescue. Maybe you decide to create signal fires, use flares, ect. and wait it out, in which case you have to find a way to be sustainable. Or, if you're trying to affect self-rescue, maybe your goal is to build a capable raft, take only what is useful and travel the seas looking for a continential shoreline, or a shipping lane.
Ultimately, I suppose I'd like to see the ability to make impactful decisions (based on realistic scenarios) that actually affect your survival. Many of those choices would line up with the stages you've discussed in your post. In a real survival scenario, you would never stop doing something to improve your situation or affect rescue.
Its a reasonable expectation to expect an emergency floation device to have a loaded survival pack with it, this game starts us with less than an basic IRL survival pack would have. A not insignficant portion of survival is that preparation is key and a well maintained survival pack can turn an emergency from dire into something similar to some people's dream vacation.
Throwing your water bottle and knife away ... WTF is wrong with you? Hell, even when the water bottle is empty, still don't throw it away, it can be used later with a bucket and a built up fire pit to make fresh water!
And man, you're out of your ♥♥♥♥♥♥♥♥♥♥ mind if you think finding food near the shore line should be difficult, IRL its one of the best places to find a steady source of food, plants and animals above and below the surface.
Source: I live on a Pacific island IRL. ;)
Lol. yes, well the game will only be fun if it has a certain level of challenge. While it may not reflect reality, it will make a better game experience.
I throw away the stuff they give you at first to simulate starting with nothing and make it more challenging. When I find a water bottle in the world I certainly keep it, but I want the challenge of having to find it in the first place.
I would really love to see some different starting scenarios to make each play through a little different.