Unfinished, unfair and brutally difficult
polygon.com
polygon.com
That's because, with the internet, you can easily look up tons of information on how to play the game as well as getting tips from other players on optimal strategies when you start out. Games are no longer played in nearly as much of a vacuum as they used to be.
If you encounter a group of survivors that is better equipped, you are likely to die.
Unfortunately, the more common response to these situations is for the player to immediately log out and switch to a different server (your character persists across any DayZ servers). You can also do funky things like scope out a player, switch servers to place yourself in a better position to fight them and switch back to the original server.
I'm not really complaining as much as explaining the current situation that people are running into, since the game really is still fairly early in development.
Your job as a survivor is to build a shelter safe enough that your body can 'sleep'
To be honest, it's a fairly good benchmark for whether or not you should be concerned with someone. If they are running across the field with a rock in their hands, chances are is that you don't have to worry about them shooting you in the face.
...Most of the time.
On a different note, I've been intrigued by the idea of an MMORPG with a mechanic that coerces players into acting in-character. I think DayZ just pulled this off. You can be the desprate survivor just trying to hang on, you can be the thug monopolizing precious resources, or you can be the dangerous, unpredictable psycho, and all these possibilities feel perfectly in-character. There's no grinding, leveling up, or amulets of +2 charisma.
I suspect that right there is the real reason for this particular game's success.
Which is not to say that there aren't lots of open source games: every Ludum Dare Compo game is required to be open source, which is tens of thousands of games right there.
There are a few "big hits" in the FOSS world: Battle for Wesnoth, Vega Strike, FreeCiv, 0 AD, Nethack, Angband, etc. The ones that don't start of clones of commercial games tend to be at the end of a long heritage of open source development: roguelikes, Netrek, and the like. _Playable_ projects with ongoing development often accrue a very dedicated fandom. It's just hard to get to "playable enough".
The real breakout for FOSS and games has been in development tools: open-source engines and libraries have been one of the major reasons that this as become a golden era of indie game development. Even commercial tools like Unity rely on the existence of Mono, for example.
There is much more to explore and enjoy in an open and chaotic environment, than in a streamlined and closed world.
Obviously, we move away from it in real life simply because one generally does not wish to die, but in a no-consequences game, that isn't (much of) a factor.
Don't get me wrong, I'm not saying that FOSS people lack passion or anything like that, it's just that for your average non-game FOSS project you usually start by scratching a small itch, and then if it other people like your itch-scratcher, momentum grows. Or if nobody likes it, you abandon it with minimal time lost. A game takes a lot more upfront investment before you have anything to show.
It's not about the game anymore. It's about the online community surrounding it. Games today are social networks. It's not about the game-play anymore. It's about the mods, the chatting, the culture, community, etc.
If you see Minecraft as a game like Sonic is a game you are blind.
Minecraft is a clever and well-built game environment that is both nostalgic and progressive at the same time. It would not have gotten any traction at all if it was not fundamentally fun and interesting to play. Minecraft grew because of modders, let's-play-ers, and socializers, but none of that would have happened if Minecraft, as a game, was not able to capture peoples' sense of wonder and fun as they explore landscapes, caves, and endless seas.
I think a more balanced way to look at things is that perhaps you can get away with half a game or three-quarters of a game, by involving the fans and building a community around the project. Dwarf Fortress is another great example of this.
But then in any multiplayer fps you're just running around the scenery. It's much smaller scenery so there are many more encounters with other players.
the "gameplay" you seem to find lacking is actually the thrill and mental stress players experience when playing. It's mental, not physically manifested as game mechanics. If you observe a player of many other games (such as WoW), you will not find these mental experiences, despite there being more "gameplay".
That said, IMO the social and community aspects are just icing on the cake. A game gains no traction unless it's a good game first. The community that grows around it are an accelerant for future growth, but will not exist at all if it weren't for a solid game underneath.
Civilization V is very entertaining for FFA multiplayer (although public games are unplayable because of leavers).
Making big titles like Arkham Origins requires a lot of money and the big AAA titles are often very conservative.
Contrast this with DayZ, Minecraft, Don't starve, Kerbal Space Program and others mentioned in this article. By comparison to AAA titles, these games are difficult, don't include a story line, have a tightly knit community, were built with a small budget and team, were released with "early access" etc. They are big hits that aren't AAA games, and this kind of phenomenon did not really exist (in such a large scale) in the 1990s. There were indie hits and popular shareware games but none of them were commercial successes.
There will always be AAA games just as there will be Hollywood movies. But the indie megahit phenomenon is a rather new development in the field of gaming. The article wasn't really about the decline of AAA games as it was about the rise of indie games.
I think the ever-increasing computer horsepower and network speed is contributing to us wanting more of a simulation/charicature of real-life than a fixed set of games to play.
I wonder if we'll continue on this trend in the future to the point where it's truly more entertaining to play inside a simulation than live real life (I know you can argue that is already true for some games, but I mean much more common).
That's one of the reasons that some of the commenters here "don't get it". They've looked for gameplay, and found it lacking, whereas what they should have been doing is creating their own games within the worlds provided.
> […]
> […] make your own fun, and that’s often at the expense of the other players, or perhaps due to their actions towards you. It’s a playground for the perverse.
As entertaining as this game very well might be, I think I’ll pass on putting myself through what sounds like a collection of potentially traumatic and dehumanizing experiences. I think I’d be a worse person for playing it.
i have observed that certain types of personalities cannot take EVE Online's (or in this case, DayZ's) play style. I personally find EVE and dayz to be refreshingly interesting, amidst all the crap themepark MMO games out there. It's fun because you have real risks when play - a loss means something. The game feels real.
Some examples I saw in a short space of time: - Trapping people in shops by parking vehicles next to the door so they have to leave the game, re-enter or quit. - Going around purposely damaging vehicles (tyres) so that people doing jobs have no getaway. - Standing outside common spawn areas and just killing folk as soon as they arrive.
Perhaps using GTA as an example isn't great but it did make me wonder for a moment - does anyone actually just want to play the game in the way it was intended?
OTOH, this article[0] about a player whose primary mission in the game is to act as a heavily armed, on-call doctor helping injured players in the field is what got me interested in the first place, so, different strokes.
[0] http://arstechnica.com/gaming/2012/07/the-healing-touch-dr-w...
I cannot for the life of me, though, understand the appeal of Day Z. Perhaps I've had the misfortune of only seeing the "slow" parts, but, from what I've seen, it's a lot of running around in large environments and then... hiding out? sometimes? Then there are zombies? I really don't get it. I tend to fall in love with niche market games, but this one doesn't do it for me.
I think that video in the middle sort of captures it. I mean on one level it's just.. weird, but on the other hand, how many other games can you describe where you're searching through a house in the dark and all the sudden some psycho player starts slowly chasing you down playing tiny tim music through his microphone?! And not just as a griefer that's going to inconvenience you, but in a "oh god this character I built is dead forever if this crazy person does what I think they're going to do" way. I mean, that's a fundamentally STRANGE experience, but it's also entirely organic in it's own weird way.
Most games nowadays are about moving you through a bunch of set pieces so you can experience the most "content". I think DayZ is interesting because it completely throws that paradigm away and gives a sandbox where things just happen. It's uneven, but playing it, it feels like you're experiencing /something/. Even if it's not always "fun", it's interesting in a way that most games aren't.
Every time you start a new character, it takes a while -- at least a couple hours -- to get to a comfortable level of survivability (by that I mean: food, water, equipment, weapons). Even once well equipped, it's incredibly easy to die. So, when you're scrounging around for some food or poking around a military base for better weapons and you hear a gun shot, the adrenaline rush is like nothing else. The two hours you spent gearing up could literally be wiped out in an instant by sniper that you never even saw on some hill side.
Even better, everyone else is in the same situation as you no matter how long they've been playing, which leads to some really intense/scary/funny encounters in game.
The environment is HUGE, and the engine is designed for the maximum draw-distance. When you start, you have no map. When you do get a map, its just a graphic, and your location is not marked on it. All the markings are in russian. Later if you're lucky, you might get a compass, with which you can manually take bearings.
Basically, the engine and the setting is realistic enough that you become invested in the apocalyptic survival thing for it's own sake.
An important fact not mentioned in the article is that you need regular water and food to survive. This forces you to go into towns to raid buildings, which is extremely dangerous and tense, involving a lot of creeping around in the dark. This turns the "hiding out in the woods" part of the game into a blessed relief compared to crawling in the gutter at a snails pace in the pitch black, gently wetting yourself.
Think back to the 90s real quick. You know what was really the first unbelievably successful unfinished game? Counter Strike.
I think the commonality that all these unfinished games have are this: 1) Inherently multiplayer 2) Players are the "creators" of content. When I say content I don't necessarily mean assets, I mean situations or gameplay experiences.
If you have those two things, releasing early sort of makes sense, because your audience will give you a lot more valuable feedback then if you just dropped it on them as a finished thing, and you can get some buzz going without raising expectations too high.
So rocket jumping has become a feature of many FPS games, whereas in counterstrike they patched out strafe jumping.
Toady (the developer of DF) is preparing a big update to adventurer mode, by the way.
The two games share the same medium but are very different in nature.
Of course, the unfairness as you say is different anyway, an AI should not feel unfair... But at some point you realise it actually is. Nothing in DF is specifically there to kill you, but won't bother to let you live if you cross its way.
It ends up being almost like a gambling game where you hope you gather a lot of resources and can get the jump on someone else before you die. I am sure there is entertainment value in this type of gameplay, but it's disingenuous to dress it up as some kind of realistic horror survival game.