HOW CAN I END A SURVIVAL GAME AND LEAVE THE PLAYER SATISFYED?
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I've been wanting to make a survival game myself. I'm trying to plan it out. I'm unsure how to end a survival game though. Their isn't an antagonist to defeat. The only thing I've come up with so far is somehow stopping the need to survive the situation and creating an environment that can be lived in. I mean quenching the reason to be taking measures to survive instead of just living a regular life.
About the game:
- I plan to call it Years of Siege
- Probably set in the medieval era, but others could be interesting
- Will use a survival system (food/water/sleep/???)
- Will have little traveling from out of the castle/encampment and more exploring things within the area
With all of this sudden interest, I bet we could probably have a whole event on survival games! (It is probably because of the All Hallows Event inspiration)
About the game:
- I plan to call it Years of Siege
- Probably set in the medieval era, but others could be interesting
- Will use a survival system (food/water/sleep/???)
- Will have little traveling from out of the castle/encampment and more exploring things within the area
With all of this sudden interest, I bet we could probably have a whole event on survival games! (It is probably because of the All Hallows Event inspiration)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, even if there's not an antagonist, you still need a goal. It sounds like you have a conflict - struggle to survive - so it's more about man vs. environment than man vs. man.
A good example of a survival game with an ending is Oregon Trail. You are trying to survive, but not for all eternity - only for long enough to reach Oregon. So that's the end goal, right there. Travel through a wasteland is a pretty fitting setting for a survival game, and it makes sense that the goal would be to get out of the wasteland and to some destination. It also creates an extra level of depth in the gameplay: Sometimes you have to make a decision between whether to prioritize your progression or your survival, like spending money on food/clothes vs. spare wagon parts, and choosing to rest or press on when a party member is sick.
A good example of a survival game with an ending is Oregon Trail. You are trying to survive, but not for all eternity - only for long enough to reach Oregon. So that's the end goal, right there. Travel through a wasteland is a pretty fitting setting for a survival game, and it makes sense that the goal would be to get out of the wasteland and to some destination. It also creates an extra level of depth in the gameplay: Sometimes you have to make a decision between whether to prioritize your progression or your survival, like spending money on food/clothes vs. spare wagon parts, and choosing to rest or press on when a party member is sick.
Look at Nightowl's thread about the best ways to make hunger/thirst/etc. systems before jumping into this. It'll give you some insight into what players like to see in games like this.
I recommend you have a good hard think about what you want this game to be before you jump into making it. Do you want a survival game or do you want an RPG with survival elements? If you want the latter, the game would end when the story ends (obviously). See things like Fallout; those don't really end after you finish the story, but you can happily say you've "completed" it once you do finish that bit and it's a satisfying goal to have achieved.
Now take a look at things like Minecraft. That never really ends, because the need to survive never really goes away unless the character dies. Sure, you can build some magical automatic cow cooking machine or whatever, but that doesn't mean you've stopped needing to survive - it just means that all of the gameplay has gone away and your survival system is nothing more than an irritating hindrance on other more exciting things that the player has moved onto wanting to do.
I think that's where the survival elements stop and your natural endpoint should happen. You have to be sure that your character makes it absolutely clear that this is what they're striving to achieve throughout the game, and what needs to be done in order to complete it (build a certain building, reach a specific amount of resources, etc.) or you'll confuse/mislead your player.
I said this in Nightowl's thread, but it's an important note that should never be forgotten so I'll say it again:
Survival, when done well, can be a fun game element. But survival in real life is something that is very difficult and hard to work towards. Your game must simulate the reward that real life would, and your game should never be seen as a chore or you will quickly lose your playerbase. Not everyone will give a game a chance to be fun up to the point you do, and people will quickly close your game if the tiniest thing is boring them. To turn something so work-oriented into a game is a difficult task and I recommend you take every opinion you can get on this subject.
I recommend you have a good hard think about what you want this game to be before you jump into making it. Do you want a survival game or do you want an RPG with survival elements? If you want the latter, the game would end when the story ends (obviously). See things like Fallout; those don't really end after you finish the story, but you can happily say you've "completed" it once you do finish that bit and it's a satisfying goal to have achieved.
Now take a look at things like Minecraft. That never really ends, because the need to survive never really goes away unless the character dies. Sure, you can build some magical automatic cow cooking machine or whatever, but that doesn't mean you've stopped needing to survive - it just means that all of the gameplay has gone away and your survival system is nothing more than an irritating hindrance on other more exciting things that the player has moved onto wanting to do.
I think that's where the survival elements stop and your natural endpoint should happen. You have to be sure that your character makes it absolutely clear that this is what they're striving to achieve throughout the game, and what needs to be done in order to complete it (build a certain building, reach a specific amount of resources, etc.) or you'll confuse/mislead your player.
I said this in Nightowl's thread, but it's an important note that should never be forgotten so I'll say it again:
author=Caz
Remember this is a game, and should ultimately provide either fun or some kind of experience that can be enjoyed overall.
Survival, when done well, can be a fun game element. But survival in real life is something that is very difficult and hard to work towards. Your game must simulate the reward that real life would, and your game should never be seen as a chore or you will quickly lose your playerbase. Not everyone will give a game a chance to be fun up to the point you do, and people will quickly close your game if the tiniest thing is boring them. To turn something so work-oriented into a game is a difficult task and I recommend you take every opinion you can get on this subject.
I really don't want the characters to travel anywhere, but I think a little traveling is going to be necesarry. I want to make the game mostly based on survival, but I want an alternate goal for the player to achieve. Hmmm.
the island is a monster and it opens up its big mouth and eats all the people
But on a more serious note, the obvious ending for a survival game is escaping their desperate situation. If it's about forming a new civilization, not escape, I'd suggest a final challenge that they overcome at the end, symbolizing their conquest over the wilds.
For example, there's a type of monster that ravages your population easily at the start. The end of the game could be killing the queen of this monster species. If you want to avoid a direct, tangible antagonist, you could make a plague that infects your people, and have the game end when you vaccinate against it. Some large, noticeable event that really tells the player, "I am no longer afraid of this place. I am its ruler", which is really important because in a survival game the entire experience is about the player's struggle to find power where she has none.
But on a more serious note, the obvious ending for a survival game is escaping their desperate situation. If it's about forming a new civilization, not escape, I'd suggest a final challenge that they overcome at the end, symbolizing their conquest over the wilds.
For example, there's a type of monster that ravages your population easily at the start. The end of the game could be killing the queen of this monster species. If you want to avoid a direct, tangible antagonist, you could make a plague that infects your people, and have the game end when you vaccinate against it. Some large, noticeable event that really tells the player, "I am no longer afraid of this place. I am its ruler", which is really important because in a survival game the entire experience is about the player's struggle to find power where she has none.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
X-Com apocalypse isn't a survival game, but it feels like one for the first half. You're in a small city where all the surviving humans left alive live. Aliens are invading. You have limited land, limited people to recruit who die permanently, limited money, the city's weapons manufacturer can only make a few good weapons per week, and you have to maintain your reputation with the city's corporations which gets damaged if you or the aliens damage their buildings. Your only hope of getting enough resources to survive is to scavenge items from enemies you kill. Aliens show up endlessly, out of portals, in neverending numbers and ever-increasing strength.
Halfway through, something amazing happens. Your gathered items which you scavenged from enemies and researched suddenly come together and make a warp drive. And you're not stuck any more. You're able to go on the offensive, into the alien dimension, and it's the enemy who's playing a survival game. And all the stuff you learned in the survival game is important in a whole new way. You died so many times from running out of everything that you're intimately familiar with the process, and now you're in control of it and get to cause it.
I think if you did the same thing 90% of the way through instead of 50%, you'd get a very survival oriented game. Spend the entire game surviving, conserving, scavenging, exploring maybe, and then the stuff you find and earn eventually comes together to make an unexpected solution that let's you flip the tables and suddenly the monsters are the ones who have to survive. And they don't.
Halfway through, something amazing happens. Your gathered items which you scavenged from enemies and researched suddenly come together and make a warp drive. And you're not stuck any more. You're able to go on the offensive, into the alien dimension, and it's the enemy who's playing a survival game. And all the stuff you learned in the survival game is important in a whole new way. You died so many times from running out of everything that you're intimately familiar with the process, and now you're in control of it and get to cause it.
I think if you did the same thing 90% of the way through instead of 50%, you'd get a very survival oriented game. Spend the entire game surviving, conserving, scavenging, exploring maybe, and then the stuff you find and earn eventually comes together to make an unexpected solution that let's you flip the tables and suddenly the monsters are the ones who have to survive. And they don't.
author=LockeZ
A good example of a survival game with an ending is Oregon Trail. You are trying to survive, but not for all eternity - only for long enough to reach Oregon. So that's the end goal, right there. Travel through a wasteland is a pretty fitting setting for a survival game, and it makes sense that the goal would be to get out of the wasteland and to some destination. It also creates an extra level of depth in the gameplay: Sometimes you have to make a decision between whether to prioritize your progression or your survival, like spending money on food/clothes vs. spare wagon parts, and choosing to rest or press on when a party member is sick.
That moment when you're one day from Oregon and dysentery gets you.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Another possible ending, which has become a popular way of ending these kinds of stories, would be for your team to get split up, and some of them get rescued, while one of the remaining members becomes the leader of the indigenous enemy tribe, and the others find an underground wheel that sends the entire area back in time forty years, and then the first group decides they have to go back, and they do so by timing a plane flight with a pendulum that's been synchronized with the quantum field of the place they came from, and then the ones who went back in time set off a nuclear bomb and create an alternate universe that also somehow warps them back to the present, and then they all discover that the source of all life on earth has been passed onto them, and then one of them stays to guard it while the others finally all escape, and then the alternate universe turns out to have actually been the afterlife. I've seen that one used once or twice.
I suppose you can make the character gain status. If you start low for just survival, perhaps you can climb high enough in society to stop the bare survival from being a concern and instead focus a bit more on receiving jobs for payment.
If there's no antagonist for the plot, focus on some other central event and perhaps just end it with some huge assignment where you resolve it. Starting low (or even rock-bottom) usually ends with climbing towards the top of the ladder of power.
If there's no antagonist for the plot, focus on some other central event and perhaps just end it with some huge assignment where you resolve it. Starting low (or even rock-bottom) usually ends with climbing towards the top of the ladder of power.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Remember, not every game has to end. Simulation games often simply go on forever. No one ever beats Farmville or Simcity.
Without some form of accomplishments, though, there won't be much energizing the player to keep going. Though you could also make the game a tragedy, where in the end you simply survive long enough to die from some other cause...
Without some form of accomplishments, though, there won't be much energizing the player to keep going. Though you could also make the game a tragedy, where in the end you simply survive long enough to die from some other cause...
I have created this list of possible survival needs:
-Food
-Water
-Sleep
-Oxygen
-Shelter
-Nutrition (would combine with Food)
-Income ($$$)
-Motivation
-Heat/Temperature
-Food
-Water
-Sleep
-Oxygen
-Shelter
-Nutrition (would combine with Food)
-Income ($$$)
-Motivation
-Heat/Temperature
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
-Weapons
-Ammo
-Villagers
-Fertile land
-Maps
-Electricity
-Fishing bait
-Makerscore
-Ammo
-Villagers
-Fertile land
-Maps
-Electricity
-Fishing bait
-Makerscore
Years of Siege
Survival mechanics:
~ Food ~
Food replenishes your hunger. When hunger reaches zero, status affects are doubled. Each edible has + and - nutrients (see "Nutrition"). Hunger also starts to deplete your energy. Four edibles can be eaten each day.
~ Water ~
Water replenishes your thirst. Water is collected in certain areas. You can hold X amount at a time. Water is also used to decrease your odor. The third purpose of water is to use on plants to gain food.
~ Sleep/Fatigue/Energy ~
When sleep reaches 0, your attack speed is halved. You are also more suceptible to zombification and beeing put to sleep. Sleeping replenishes your fatigue by X amount and replenishes your HP by X amount.
~ Shelter ~
Shelter is not as vital as some survival needs. Without shelter, sleeping will not replenish your HP, but it will still replenish your fatigue. Having a good shelter will give you extra HP when you sleep.
~ Oxygen ~
*Only used in smoggy and underwater areas*
Oxygen is vital to your immediate life. Running out of oxygen will start depleting your health. While out of oxygen, your attack is also halved. To regain oxygen, you must go to an area with clean air or find oxygen in tanks and such.
~ Nutrition ~
Anything you eat has + and - nutrients. These nutrients give temporary stat alterations to you. Food is not always balanced. Rare food will have many +s and few -s while common food will have average +s and -s and very common food having balanced +s and -s.
This is my idea of what I would do with each survival need.
Survival mechanics:
~ Food ~
Food replenishes your hunger. When hunger reaches zero, status affects are doubled. Each edible has + and - nutrients (see "Nutrition"). Hunger also starts to deplete your energy. Four edibles can be eaten each day.
~ Water ~
Water replenishes your thirst. Water is collected in certain areas. You can hold X amount at a time. Water is also used to decrease your odor. The third purpose of water is to use on plants to gain food.
~ Sleep/Fatigue/Energy ~
When sleep reaches 0, your attack speed is halved. You are also more suceptible to zombification and beeing put to sleep. Sleeping replenishes your fatigue by X amount and replenishes your HP by X amount.
~ Shelter ~
Shelter is not as vital as some survival needs. Without shelter, sleeping will not replenish your HP, but it will still replenish your fatigue. Having a good shelter will give you extra HP when you sleep.
~ Oxygen ~
*Only used in smoggy and underwater areas*
Oxygen is vital to your immediate life. Running out of oxygen will start depleting your health. While out of oxygen, your attack is also halved. To regain oxygen, you must go to an area with clean air or find oxygen in tanks and such.
~ Nutrition ~
Anything you eat has + and - nutrients. These nutrients give temporary stat alterations to you. Food is not always balanced. Rare food will have many +s and few -s while common food will have average +s and -s and very common food having balanced +s and -s.
This is my idea of what I would do with each survival need.
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