Today’s Critical Thought turns to Survival Games and the genre. While it was popularize in a sense by Minecraft, Survival Games have become very diverse in their design and challenge. I talked about some of the major pulls of the genre and what is attracting people to virtually roughing it.
Recently I’ve been playing a lot of games built around randomized or procedurally generated design. Yet despite their generated content, I keep finding myself getting bored with them fast. As I thought about this in detail, I came to realize that randomized elements in game design can actually be categorized easily to explain their impact on a game.
The survival genre has certainly embraced just about all possible survival scenarios. For today’s game, Subnautica is the first game to take us to the oceans with surviving on an alien world without any land. While the depth isn’t quite there yet, there is enough going on to make this worth at least taking a dip.
This week on the cast, I spoke with CEO and lead designer at Molasses Flood Forrest Dowling on the development of the Flame in the Flood and his thoughts on several modern game industry trends.