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

rimworldgame.com

61–70 of 139 posts

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

#61

Earlier quoted context omitted.

Caves of Qud is GOATed

As someone who has played loads of roguey games (ADOM, ToME, CDDA, etc), I found Qud to be pretty miserable. I just don’t think it is possible to play it without watching or reading long tutorials from other people. In my opinion that is AKA a poorly-made game.

Yeah, I'm a big roguelike fan, too, but Qud just click work for me.

I say that as someone who has ascended multiple times on Nethack, gotten deep endgame in ADOM, etc.

I got really bored with Qud and never went back.

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

#62
post #55

If you like RimWorld, I recommend checking out Stardeus. The feel is very similar to Rimworld, but the setting is that you're a spaceship's AI system, and you have a bunch of humans in stasis. The goal is to find a habitable planet for them to colonize. Was released last month and is still in Early Access, but it's definitely in a playable state. The asteroid fields are brutal, build your ship like an onion with thic…

Damn it... here we go again! /me downloads Stardeus.

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

#63
post #55

If you like RimWorld, I recommend checking out Stardeus. The feel is very similar to Rimworld, but the setting is that you're a spaceship's AI system, and you have a bunch of humans in stasis. The goal is to find a habitable planet for them to colonize. Was released last month and is still in Early Access, but it's definitely in a playable state. The asteroid fields are brutal, build your ship like an onion with thic…

I can finally larp as a Culture Mind!

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

#64
post #56

RimWorld is excellent! The only problem I have with this kind of game though is that time flies by really quickly for me with it. I think it's been 10 minutes while it's actually been an hour; next time I look at the clock it's 3am. I only have this with games like RimWorld or SimCity (city builders, simulators) and it's actually the main reason why I play them so little. They're too "just one more thing". So yeah, r…

Time flies when you spend the night rimming.

We had a great Halloween stay pegged everyone.

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

#66

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.

you might like Crusader Kings 3. More focused in its role playing (ruler and family instead of colony). Lots of highs and lows when your ruler accomplishes something great or falls to ruin but you should be attached to your ruler and family to do well so maybe more in line with how you feel like you want to approach these sorts of role playing games.

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

#67
I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter.

That and the difficulty curve skyrockets the moment mechanoids or the bugs show up, and they always show up way. Too. Early. (At least now I can easily turn them off without having to make my own scenario)

I love this game but it is a frustration generator, not a story generator. And the way the creator gets about "storytelling" reminds me of how certain Hollywood directors simply can't shut up about the supposed "magic" of entertainment. Blegh.

edit- I also have a bone to pick with the way the creator ruthlessly works to eliminate anything that makes the game easier... whether its sappers that magically know exactly where to dig tunnels to get around your killbox, or artillery being gimped because it was a way to punch up a few classes with regards to some of scenarios, or turrets now ignoring prisoners/slaves turned hostile. It feels like the game that the creator wants and the game I want are dramatically different, and continuing to diverge.

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

#68

RimWorld is excellent! The only problem I have with this kind of game though is that time flies by really quickly for me with it. I think it's been 10 minutes while it's actually been an hour; next time I look at the clock it's 3am. I only have this with games like RimWorld or SimCity (city builders, simulators) and it's actually the main reason why I play them so little. They're too "just one more thing". So yeah, r…

I think my bigger problem with that is that it always feels like you’ve barely accomplished anything in 3 hours.

My first playthrough is at 50 hours, and I still haven’t finished.

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

#69
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...

Yes, unfortunately the "learning" mostly consists of learning cheesy meta tactics like "kill boxes" which I find very immersion-breaking. E.g. kill boxes only work because the enemy AI is ridiculously stupid and seeing them all walk to their death with open eyes makes them feel like brainless zombies.

Also experienced RimWorld players will say things like "No, my colonists won't get chairs because those only increase Comfort by a few percent throughout the day - and that's not worth the increase in colony wealth."

Once you have "learned" RimWorld you are no longer playing a colony simulator because all the cheesy meta tactics you use make it impossible to think you are dealing with a real colony.

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

#70
post #41

Earlier quoted context omitted.

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.

How so? I guess my base has only ever become better over time.
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