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RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

rimworldgame.com

41–50 of 139 posts

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#41
post #2

Heavily recommended to any management-sim fans. It takes the best mechanics from games like The Sims, Factorio and Dwarf Fortress without watering them down or limiting the modding community. The price is on the steep side, but the developer is great and works with the community plus releases native builds for Mac, Linux and Windows.

My partner and I have our own copies of base game and both expansions. Worth every penny.

We've both sunk uncountable hours (actually we started way back in alpha 15 with a pirated copy so steam hours doesn't mean much) and done many campaigns with many mod loadouts. Yet to actually "beat" the game (it's not really the kind you "beat" though, it's very sandboxy). So entertainment/$ is astronomical.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#42
post #32

Earlier quoted context omitted.

I've seen I think a single one of the RimWorld endings and honestly "beating the game" is so not interesting to me at this point after hundreds of hours played. Starting up new colonies and getting established to the point of "yeah I can handle all the raids thrown at me at this point" is when I move on to start a new colony with a new religion/race/theme. Actually going from "solidly established colony" to "you win!…

What's a nomad? You caravan around and settle new tiles? I vaguely know that's possible, but I don't venture out a lot honestly.

I wonder if they meant a tribal start. They're a bit tougher to play.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#44

Dwarf Fortress and Rimworld are currently on the front page. I don't know why, but I like it.

Well, here's a post for ONI to complete the trifecta of colony sim games... https://news.ycombinator.com/item?id=33712533

I beat you to it by about 3 minutes. Surprised HN didn't dedupe them

https://news.ycombinator.com/item?id=33712505

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#45
post #39

I used to watch a YouTuber doing a video series on RimWorld, he was able to "tell" a really good story that was happening in his world [1]. I want to someday start playing it, right now I'm not because: I rather play on the console laying on the couch, I'm working to much to invest in the game. It seems to have a step learning curve. 1 - https://youtube.com/playlist?list=PL_lgEqY9K6UXUVco5XysDNAeU...

Ah, Cambiar the Cannibal! 10/10 would absolutely recommend this playthrough series, especially as chill/background audio. Super enjoyable and you don't have to be 100% tuned in to keep up. I often have this on while doing chores.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#46
post #41
post #2

Heavily recommended to any management-sim fans. It takes the best mechanics from games like The Sims, Factorio and Dwarf Fortress without watering them down or limiting the modding community. The price is on the steep side, but the developer is great and works with the community plus releases native builds for Mac, Linux and Windows.

My partner and I have our own copies of base game and both expansions. Worth every penny. We've both sunk uncountable hours (actually we started way back in alpha 15 with a pirated copy so steam hours doesn't mean much) and done many campaigns with many mod loadouts. Yet to actually "beat" the game (it's not really the kind you "beat" though, it's very sandboxy). So entertainment/$ is astronomical.

My big problem is starting a base, playing it for 10-20 hours, and then feeling guilty for trying to push my luck any further. It's very easy to end up in situations that seem too cruel to continue.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#47
post #9

I found this storyteller thing incredibly difficult to understand when first i heard about this game. But it turns out it's basically just a difficulty level and isn't interesting at all.

There's a difficulty slider alongside the storyteller. They're not the same.

one could argue that the storyteller is just a different facet of the difficulty scaling system.

different narrators are more difficult than others.

As far as the whole 'intelligent AI' thing. Eh, not really. It's a (small) set of conditions that determines the timing of the next event, the difficulty/magnitude of the event, and whether or not the event will be positive/negative/neutral; plenty of games have had such systems without marketing them as 'intelligent AI storytellers'.

The game is great though. I've sunk way too many hours into it.

Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller

#49

One of the deepest, most replayable strategy and sim games. So many subsystems that mesh together for unique emergent behavior.

I like it but I never got around to adopting the mindset of “your colonists are disposable, just roll with it if (when) something terrible happens to them.” I think my issue is I treat these types of games (X-COM is another example) as RPGs and get too attached to the characters.

That's my issue as well. I spend enormous time playing something like single colonist on the north pole. It never ends well. Sometimes some stupid bear one-shots me through all defenses, sometimes raiders are getting stronger and stronger until they just overcome me and my pack of huskies. It was a time spent well, but I don't play anymore because I like something like WoW when you can't really lose forever. That's not the case with rimworld (unless you're restoring old saves which I don't like) and it's even designed to kill from what I understand. For example I'll spend lot of time building my perfect castle. Not necessarily with defenses but with art and stuff like that. That pushes cost of my colony higher and causes stronger raiders. Playing on peaceful is not interesting either.
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