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a 3rd entry in this licence ? sure why not... i'll wait to see once the game is out and investigate again before a buy...
Probably Not
Why?
As you can see by looking at my comment, I never bought "Below Zero" because of a long series of design choices that deviated from the original formula.
- Failed to revive the mystery that made the first game great.
- Poor Story
- (Annoying) Chatty Characters
- Lack of Immersion
- Obvious Political Undertones and Overt Political Design Choices.
- (Bad) Design Choices Made for Plot Convince
- Voiced Protagonist
- Not creating more Large and Massive creatures
- The unknown is scarier than the known, and the horror was gone once this was abandoned.
Players like myself (most Subnautica players) just wanted to see a vastly improved and expanded upon version of the original Subnautica. A bigger play area, new creatures, new mysteries, new gadgets. and wild new biomes. Instead what we got instead was a bad story.
I don't have much hope for any future titles by the team, as they have shown that they made the first game well because they had to in order to succeed. Now with a larger budget, they make what they want and are happy to spite their own customers.
The Subnautica team should take notes from the game P.A.M.E.L.A if they want to add voiced characters to the plot. https://store.steampowered.com/app/427880?snr=5000_5100___primarylinks
Am I so out of touch? No it's the children who are wrong!
But seriously let's assume that there is a consensus bias. Why did it affect Below Zero but not the original. In other words why was BZ treated unfairly and the original wasn't. I would love to hear your explanation for this.
Personally I like to think my explanation for it is fairly simple. A lot of talent left the company or was fired. The remaining team/new hires misunderstood what made SN1 a hit, ignored most feedback reminding them to not stray too far from the original formula and as a result failed to catch lightning in a bottle for a second time. That's it, there's no mysterious "consesus bias", no grand conspiracy.
Now if I had to guess the core ingredients for a SN it would be these. Implement them and you'll probably please most of the fanbase:
- a main focus on the gameplay loop of upgrading your gear to dive deeper to find new upgrades to dive deeper to find new upgrades etc.
- upgrades are aquired in a non linear fashion, eg spawn in multiple semi randomized locations to enhance replayability
- meaningful and organic interactions with the environment. This means more varied creature behaviour and more varied ways of collecting ressources
- enough space to build large bases in a variety of locations and maneuvra large submarines like the cyclops
- unscripted player stories are pretty much always more important than scripted stories. Meeting your first reaper leviathan proably stuck more in you head than meeting the sea emperor. Create gameplay mechanics flexible enough to allow for such organic encounters rather than focussing on linear story telling devices
- communicate a felling of loneliness and challenge adequate for your underwater Ronbinson Crusoe tale. No bantering scientists, no geratric women, no bored space handyman complaining about alien bird poop. If the player encounters traces of other humans they should always serve as reminders of how unknown, unforgiving and dangerous this alien planet is
- make sure your game's protagonist is a quiet one. Leave the players alone with their own thoughts and impressions. Let the music and environmntal storytelling do the talking for you rather than a protagonist who never takes her circumstances seriously.
- add optional (!) coop. Personally I prefer playing games like Subnautica solo but I have seen plenty of players asking for a coop mode for years now so I think on average it would be a welcome addition if it's optional.
- And finally hire Alex Ries again. Dude is an absolute genious, loved the work he did on Below Zero.
Here's the reality of Early Access. Early access games are, for the most part games released incrementally through vertical slices. It's very rare to see games that truly are in "Alpha stages" when they enter Early Access and the few that are often confuse players. I can garuantee you if you released a real aplha game to the public, including grayboxed levels, placeholder meshes, unpolished UI, etc. you'd get torn apart in the review section. What players get served as "Early Access" on Steam is ususally very far along in the developement cycle and as a result will often not see any significant changes. Maybe a blance tweak here and there or a new soundfile or slight tweaks to a model like chaning the hairstyle, etc.
You can easily test this yourself. Try to think about the three most significant changes to SUbnautica Below Zero that were implemented because of player feedback. We're they really impactful on the game as a whole. Or did the devs pretty much decide what the game would really be like long before it ever went into Early Access. Meaning your involvement into the developement cycle is almost exclusively limited to providing them with additional funding, helping them to gauge customer interest in their product and finding the occasianal bug here and there. There's nothing wrong with this btw, but thinking you were involved in the developement because you bought a game in Early Access is like saying you helped write a book because you preordered it on Amazon.
I'm not trying to be an ahole here btw but collectively finding a few bugs here and there is not what I consider to be involved in the development of a game. If you have ever seen a professional QA tester at work you will have notcied how they spend their entire workday actively breaking the game, deliberately tackling areas where they think bugs may occur. They will actively try to produce crashes, maybe by dropping a few hundred objects in Subnautica's persitent world or by exiting and entering a loading area quickly, or abusing Ai, find holes in level geometry, glitching through walls by messing with colliders, etc. They will usually do this with checklists, reproduce known bugs in other areas where they may occur, then suggest solutions how these bugs could be avoided, etc. A QA tester doing their job is definitely a developer but just playing a game in Early Acess doesn't really seem comparable to that.