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번역 관련 문제 보고
There's no ending to the game, your objective is to keep the family alive for as long as possible. You can even find new shelters to move to but it gets even harder when you move.Let us know if you have any other questions :)
Thanks for the reply.
Having an ending might force players to finish with their family, shelter and story that they've been playing and developing for hours.
We also wanted an open story without a set ending, so that the world of Sheltered can be whatever the players want.
Let us know what kind of ending scenarios you would like to see in the future.
I think everything always meets its end, it's just the matter of how long it takes. As for my concern, I would like an ending that you will be able to come to a big communication or cities, where you will have a social life before the apocalypse starts. And I also want to see the different ending relative how you play, such as good, bad, trauma or karma, etc or may be commit suicide.
That's just some thoughts of mine.
Endings let the players have goal and focus their efforts but it also limtis the gaming experience. Moreover, it lets the players feel a sense of achievement.
Not having on the other hand offers infinite gaming experience but like irl, life gets boring pretty fast without a destination. I mean, eat-work-eat-work-sleep-eat-work-eat-work-sleep, etc...
Lets compromise.
Instead of endings, make up several checkpoints where the game evaluate the player's efforts and commemorate them with something (comforting artwork, meaningful event, easter eggs, unlockable outfits, etc) or a quest system with similar prize. This way, the players can feel the sense of achievement without cutting the game too short. Alternatively, an ending that also allows freeplay after (like, we can escape but no, we feel at home here now) can be a temporary fix I guess.
Steam achievements are fine and all but some people would much prefer seeing the achievement system in game
Have one mode that has the above mentioned checkpoints (Great idea, Sai Kyouji!), but also have a few different endings based on the checkpoint results.
Then have a "Breakdown" mode of sorts, which it sounds like this game already is out the gate. Just one family you keep playing until they die, with being able to move homebases (which requires certain items/actions be done) and up the difficulty.
I was very interested in this game, and I do like the idea of it going on, but I'm more inclined to want to go through the infinite after I have seen the game from the finite. I'll definitely keep an eye on this, as it seems pretty sweet.
I like something like this.
As long as any ending has some sort of variable item...e.g. I don't always know when an ending is going to happen, that is the best. For me, it stinks to play these types of games when you know and ending is x days away, and you just min/max to get to that point and disregard things you kow won't be useful for the last 'x' amount of time.
So some variable of when the ending happens is nice. This War of Mine had a bit variability in terms of the amount of days the conflict lasted.
But if it's decided to have an ending I prefer something with gauge. Like a progression meter. For example, the world is in disorder and the game ends when the world is back in order. But, to achieve that, player has to take a part in it. Completing quests will make this gauge increase, and if its filled up, the game ends, because the world is back in order. The world order gauge increases overtime but some event might decrease it.
But, an option for endless mode and story mode will be a win-win solution in my opinion. It will embrace any kinds of player out there.