Iā€™m sure weā€™ve all played at least one survival game at this point, right? Minecraft. Valheim. Subnautica. Project Zomboid. ARK: Survival Evolved. Donā€™t Starve. The list goes on.

So what makes something a ā€œsurvival 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 youā€™ll never feel like youā€™re getting anywhere; too much focus on progression and the survival mechanics feel sidelined.

Iā€™ll 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, youā€™ll reach a point where youā€™re got plenty of food and donā€™t have to worry about it any more. Youā€™ll have decent armour and weapons so fighting monsters isnā€™t risky at all. The survival aspect of the game becomes something you only really engage with when youā€™re forced to - because your hunger bar is empty, because a monster is attacking you and you want it to go away - but itā€™s more of a tedium than a system thatā€™s exciting or interesting to engage with. In fact, the more you progress (whatever your version of ā€œprogressingā€ 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 Donā€™t 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 theyā€™re making much progress, just prolonging their suffering. This is, of course, the tone the game is going for, but it doesnā€™t make for engaging gameplay for many people. It doesnā€™t have something they can get invested in - thereā€™s no reason to survive.

Iā€™ve 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 gameā€™s 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 didnā€™t just build a simple houseā€¦

You went on a dangerous journey into the forest to the west to get some wood. Youā€™d just finished chopping the last tree you needed when a wolf pounced on you. Lucky youā€™d 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 didnā€™t have any medicine so you fashioned some from some plant fibre youā€™d 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.

Thatā€™s the kind of story made out of mundane events (well, ā€œmundaneā€ when it comes to video games anywayā€¦) that you can only experience in survival games. Because in a game where youā€™re 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 ā€œcostā€ 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. Itā€™s a great motivation to avoid death, but it isnā€™t too punishing. Itā€™s nothing you canā€™t 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 itā€™s almost always a major setback for your colony. But it also makes you really value each characterā€™s survival. And a character dying becomes part of your story in the game. Itā€™s 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 thereā€™s no real cost to not surviving, thereā€™s 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 youā€™ve 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 whatā€™s the right balance? Itā€™s hard to say - it depends on the game! How deep and complex a gameā€™s 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 canā€™t be interesting and rewarding, players shouldnā€™t 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? Iā€™m 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.

Iā€™d love to hear your thoughts!

  • insomniac_lemon@kbin.social
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    1 year ago

    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, MCā€™s implementation required re-powering+de-powering them in order (more complex the longer it was). Similarly, slime block limits meant you couldnā€™t 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 wouldā€™ve liked to simplify some things (like 1 type of wood).

    Minetest could be an option for me, but I havenā€™t seen anything close to what Iā€™m looking for to be worth it for me to make my own mods/game setup.

    a lot of those styles of games let you manipulate the odds in your favour in some way once you know what youā€™re doing. And overcoming poor-quality loot can make for interesting

    they tend to feel punishing to players who donā€™t understand the workings

    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 youā€™ve 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-donā€™t-have.

    and for context I have won the game at least 5 times (and lost many more times).

    I canā€™t actually say Iā€™ve played it

    Be aware (or maybe beware) it is free (also open source).

    • VoxAdActa@kbin.social
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      1 year ago

      Iā€™m 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 ā€œHow the fuck does anyone win this game??ā€

      I did end up beating it once, said ā€œTHERE. FUCK YOU.ā€ and uninstalled.