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

rimworldgame.com

71–80 of 139 posts

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

#71
post #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…

> 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.

I've seen "Parenting Simulator" touted as an alternate title.

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

#73
post #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…

Depends on the storyteller.

There's one that generates favorable events, another one that generates problems, another one that's random, another one that increases difficulty over time.

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

#74

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 have the same problem. I play it a lot less than some other games simply because it is so addictive.

My pitch to people is “if you ever wanted to play a game where your colony’s economy can be built around farming illegal drugs and turning prisoners into hats, then this is the game for you!”

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

#75
post #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…

I thought they nerfed boxes awhile ago?

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

#76
post #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…

Depends on the storyteller. There's one that generates favorable events, another one that generates problems, another one that's random, another one that increases difficulty over time.

Usually I do Pheobe Chillax, but sometimes I will switch it up with the default storyteller if Phoebe isn't throwing anything interesting my way. But, with her, when it rains it pours, and the story arc of "coming back from the brink of annihilation" gets tiresome.

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

#77
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…

Here I was thinking I never heard of this game and it's already on my wishlist.

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

#78
post #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…

This guy doing Rimworld animations captures the feel perfectly: https://www.youtube.com/watch?v=jYhWj79Aubo

Though also "that's just Rimworld" is similar to "that's just X-COM (original)"

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

#79

I didn't particulary find RimWorld to be very fun, but I did end up enjoying Oxygen Not Included, which is a side-scrolling 2d colony management sim that's a bit less serious and way more quirky.

All these games are fun until I hit something akin "make sure your colonists cant take a route from toilet thats not trough lavratory, otherwise they wont clean up their hands if they happen to choose that route". For gods sake if they clean hands 100% of times when passing lavratory, making them 100% of times go to lavratory after toilet should be an option too..

Its just feels like instead of playing the game I must combat it.

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

#80

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

Tech layoffs be feeling it

I laid myself off recently so that I can play Satisfactory full time.
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