Iām sure weāve all played at least one survival game at this point, right? Minecraft. Valheim. Subnautica. Project Zomboid. ARK: Survival Evolved. Donāt Starve. The list goes on.
So what makes something a āsurvival gameā? Well, surviving, of course! The player will often have limited resources - food, water, stamina, oxygen - that will drain over time. They will have to secure more of these resources to survive by venturing out into the (often hostile) world, while also collecting other resources in order to progress.
Survive and progress are the two key objectives here. What progressing looks like can vary from game to game. Some are sandbox games where you set your own objectives. Some have technology trees to work through. Some have stories. All of them have some kind of balance between surviving and progressing. Too much focus on moment-to-moment survival and youāll never feel like youāre getting anywhere; too much focus on progression and the survival mechanics feel sidelined.
Iāll start with the latter. Minecraft is a perfect example of this, I think. For the first hour or so in a brand new world, surviving will be something the player has to focus on at (almost) all times. Food will feel scarce, enemies will feel scary and you really have to focus solely on survival. But then, after a while, youāll reach a point where youāre got plenty of food and donāt have to worry about it any more. Youāll have decent armour and weapons so fighting monsters isnāt risky at all. The survival aspect of the game becomes something you only really engage with when youāre forced to - because your hunger bar is empty, because a monster is attacking you and you want it to go away - but itās more of a tedium than a system thatās exciting or interesting to engage with. In fact, the more you progress (whatever your version of āprogressingā is - building cool things, exploring, etc), the less engaging the survival aspect of the game generally is.
And on the flip side, you have something like Donāt Starve. The game is all about survival, with the goal largely being simply to survive as long as possible, with very little in the way of non-survival progression. To its critics, this is to its detriment; the player rarely feels like theyāre making much progress, just prolonging their suffering. This is, of course, the tone the game is going for, but it doesnāt make for engaging gameplay for many people. It doesnāt have something they can get invested in - thereās no reason to survive.
Iāve largely been talking about the negative aspects of survival mechanics so far, but I do feel they can have positive, interesting aspects to them as well. They can add to a gameās immersion, for one. They can certainly make for great, personalised stories, too; not tailored narratives, but the sort of individual, one-off experience in a sandbox game that you remember. For example, you didnāt just build a simple houseā¦
You went on a dangerous journey into the forest to the west to get some wood. Youād just finished chopping the last tree you needed when a wolf pounced on you. Lucky youād found that old, manky leather armour earlier, eh? You managed to kill it (with your bare hands after your spear broke) but you were losing blood and had to limp back to base with your lumber. You didnāt have any medicine so you fashioned some from some plant fibre youād collected - not ideal but it stemmed the bleeding for now. And at least you had enough wood to get some walls up around your cabin.
Thatās the kind of story made out of mundane events (well, āmundaneā when it comes to video games anywayā¦) that you can only experience in survival games. Because in a game where youāre not as invested in surviving, that sort of situation has far less impact. This leads nicely to my next point: there needs to be a cost to not surviving. The steeper the cost, the more invested in survival the player will be:
- the ultimate ācostā is a hardcore world/character, where the player loses all their progress if they die. I personally find this a little excessive, especially in games that are often already on the grindy side.
- a lesser cost is perhaps losing some XP, or losing all the items your character was carrying at the time. Itās a great motivation to avoid death, but it isnāt too punishing. Itās nothing you canāt bounce back from, at least.
- an interesting mention here is games like Rimworld or State Of Decay 2. You control a community of characters, each one having different stats and attributes. If a character dies, their death is permanent. It sucks, and itās almost always a major setback for your colony. But it also makes you really value each characterās survival. And a character dying becomes part of your story in the game. Itās woven into both the gameplay - you have to figure out how to adapt going forward without that colony member - and the history of the colony.
If thereās no real cost to not surviving, thereās no real reason to engage with the survival mechanics in the first place. None of it matters. If you can die, but 30 seconds later youāve reloaded the game and can just carry on from where you were, can you really get that invested in the survival mechanics in the first place?
So whatās the right balance? Itās hard to say - it depends on the game! How deep and complex a gameās survival mechanics are and what its progression looks like definitely affect what will feel right. But I think that, if a game is going to include survival mechanics, there should be an effort to make them interesting and rewarding (if not fun) throughout the entire game. If they canāt be interesting and rewarding, players shouldnāt be made to engage with the mechanics at all, and it should just be a problem that players can solve instead. And there needs to be more to the game than just surviving. There needs to be goals available - narrative, creative or otherwise - that give the player a reason to survive.
The process of surviving itself needs to feel interesting throughout the duration of the game. You need a reason to survive (something to work towards) and you need a reason to not die (some form of cost or punishment).
So do any games actually manage all this? Iām not sureā¦ Subnautica probably comes the closest for me, personally. It does a great job of constantly pushing you to progress, but the more you progress, the more scary things get and the harsher the conditions you need to survive become. The survival mechanics are not just relevant but central throughout the entire game, but you rarely feel like they take too much focus away from the rest of the game.
Iād love to hear your thoughts!
Iām definitely with you on this. I think all of these things can be great in other games (yes, even inventory clutter and management!) but they definitely feel more like chores when playing Minecraft. Some mods can help you fix some of these things but, ultimately, theyāre generally obstacles to my enjoyment in Minecraft (which comes from building, exploring, making ridiculous redstone contraptions, etc.)
Iād love a blueprint feature like Factorio has! Again, some Minecraft mods do have similar things, but theyāre definitely not all that fluid to use.
I canāt actually say Iāve played it. I do tend to be a fan of roguelikes/roguelites in general, though. Itās certainly possible to struggle on bad runs because you got unlucky with items, but a lot of those styles of games let you manipulate the odds in your favour in some way once you know what youāre doing. And overcoming poor-quality loot can make for interesting, challenging runs that feel rewarding to win. But the other side of that coin, of course, is that they tend to feel punishing to players who donāt understand the workings of the game yet (and who simply donāt have the mechanical skill to perform well).
To be clear w/contraptions, I am mostly talking about how viable things are in survival and how powerful they are allowed to be. Like the original mod pistons chained when unpowered, MCās implementation required re-powering+de-powering them in order (more complex the longer it was). Similarly, slime block limits meant you couldnāt make giant doors because it was too many blocks to move (esp. as it counted slime blocks themselves). Gold for powered rails means I rarely-if-ever was able to use it (especially not branch-mining for it specifically).
I did try mods and liked the options some of them gave. Including inventory management (mods and version compatibility ruined it for me, though). The added items still added overhead, and even in vanilla I wouldāve liked to simplify some things (like 1 type of wood).
Minetest could be an option for me, but I havenāt seen anything close to what Iām looking for to be worth it for me to make my own mods/game setup.
SPD has unidentified items that are ineffective if you lack the stat to use them, and if cursed will bind themselves to you (on top of a negative effect). So using an unknown item (even if youāve had it for a while) can cause you to lose, but also not equipping that item can also cause you to lose (if not in a fight, by attrition). Also some rewards can still be cursed, and I can think of many other options for identification/dealing-with-curses that would make the player less dependent on the one-scroll-that-they-donāt-have.
and for context I have won the game at least 5 times (and lost many more times).
Be aware (or maybe beware) it is free (also open source).
Iām right there with you on Pixel Dungeon. The identify scrolls are so rare, you just have to grit your teeth and take a chance, especially at the beginning. I probably had 50 runs in a row that ended up being ruined by a surprise cursed item on the first or second floor, even if I survived to the 5th-6th floor. It was to the point where I was like āHow the fuck does anyone win this game??ā
I did end up beating it once, said āTHERE. FUCK YOU.ā and uninstalled.