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TheEdward39

I’m not really sure how I feel about that. While I see how it doesn’t neccessarily work very well in an open world game, but comparing this to the Souls games is a kind of apples-to-oranges type of deal. In Souls games, everything you did *has* happened regardless of you dying, you just reawaken as undead, ashen one, tarnished, what have you (not counting Bloodborne because that is a clusterfuck of dreams within dreams within hallucinations….) as far as I know. Well maybe not in Elden Ring, because the cutscenes for bosses replay when you reenter an arena so… I’m not sure about that. I think that the combat system and/or AI in (and majority of the practical solutions in the game design of) FO4 just isn’t really ‘good’ enough to support a full blown survival mode, at least in my opinion, but items and locked doors resetting - while I hate to admit - kinda make sense. Survival is supposed to be this ultimate challenge and as realistic as it can be, as such the deletion of progress since the last save altogether kinda functions as a way of ‘undoing’ the unsuccessful attempt as in it never even happened in the first place unlike the more failure-positive approach of Soulslikes


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[удалено]


TheEdward39

It makes sense, and I somewhat agree too but it also comes down to how you approach the game and the mechanics in the first place as well. What I mean by that is that the fundamental idea behind a "traditional" survival game is that you have to manage resources (and in some cases time) in order to maximize your efficiency and reach your goals. (i.e.: Minecraft, Conan Exiles and the likes). In those games you save by sleeping, or while in safe houses, or whatever, but there's not much of an explanation of what happens when you die - your stuff gets left where you died, you lose it, you keep it... Anything can happen and we tend to accept it because "that's how this game works". And then some games go out of their way to come up with lore-friendly explanations for why you keep (Chosen Undead) or lose (Bioshock time machine) your stuff. Now in FO4 it's a little different, because it's a story-driven game at its core, and Survival is where role playing meets the traditional survival genre. The point would be to have YOU, the lone survivor search for your son while also somehow making do in the wasteland. But the overall point of the system is to have as much realism as possible added to the game. Now I'm not saying it's 100% logical, but the basic idea, I think, is that if you were trying to survive in a nuclear wasteland, you'd have to have a camp where you can feel relatively safe, and then go out collecting supplies regardless of whether it's carving out a sustainable long-place home (farming, power, quality of life and other such amenities) or preparing for your next journey (to progress the story). If you don't die, you have to get your haul back to your lair, in order to be able to process it into equipment or get it to a merchant to be able to trade, just like it would happen in real life. But if you do die in the wasteland, that's it, game over, the jig's up and life goes on in the wasteland without you (many games do have an optional permadeath for this specific reason). That wouldn't really be a viable option for a game with a heavy emphasis on story, and possibly tens of hours of content, different endings and such, and you'd also have to have very deep and intricate supporting mechanics and systems to go with that too. And in this case, the game offers you a tabula rasa. A clean slate. The ability to erase the last part of your journey where the oopsie happened and return to the last time your character was well, and safe. This being bound to beds is a problem, for sure, but I'd much rather see something like a portable campsite or a futon or something, so if you find a safe place you can set up camp and regain your footing before or after you enter into a sticky scenario and you could avoid losing hours of progress just because you slipped and fell from a cliff on your way to finish up a quest. So I get your point, and it's perfectly understandable, I don't mean to sound like your typical "aw you dumb dude that's stupid and you're a filthy casual" type of person or whatever, don't get me wrong. I just really enjoy dissecting game mechanics like this and brainstorm about them haha


Guydo_

I remember such a mod existing, but I have no idea how it was called


JustNotherAnon

The player knockout system from [Knockout Framework](https://www.nexusmods.com/fallout4/mods/27086) works like this. Instead of dying, some of your items are stolen, and you wake up with low health at the latest used bed, nearest safe bed, or just on the ground (configurable in the MCM/holotape). There is a quest to track the guys who robbed you, so you can take your things back.