I’m sure we’ve all played at least one survival game at this point, right? Minecraft. Valheim. Subnautica. Project Zomboid. ARK: Survival Evolved. Don’t Starve. The list goes on.

So what makes something a “survival game”? 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 you’ll never feel like you’re getting anywhere; too much focus on progression and the survival mechanics feel sidelined.

I’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, you’ll reach a point where you’re got plenty of food and don’t have to worry about it any more. You’ll have decent armour and weapons so fighting monsters isn’t risky at all. The survival aspect of the game becomes something you only really engage with when you’re forced to - because your hunger bar is empty, because a monster is attacking you and you want it to go away - but it’s more of a tedium than a system that’s exciting or interesting to engage with. In fact, the more you progress (whatever your version of “progressing” 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 Don’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 they’re making much progress, just prolonging their suffering. This is, of course, the tone the game is going for, but it doesn’t make for engaging gameplay for many people. It doesn’t have something they can get invested in - there’s no reason to survive.

I’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 game’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 didn’t just build a simple house…

You went on a dangerous journey into the forest to the west to get some wood. You’d just finished chopping the last tree you needed when a wolf pounced on you. Lucky you’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 didn’t have any medicine so you fashioned some from some plant fibre you’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.

That’s the kind of story made out of mundane events (well, “mundane” when it comes to video games anyway…) that you can only experience in survival games. Because in a game where you’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 “cost” 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. It’s a great motivation to avoid death, but it isn’t too punishing. It’s nothing you can’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 it’s almost always a major setback for your colony. But it also makes you really value each character’s survival. And a character dying becomes part of your story in the game. It’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 there’s no real cost to not surviving, there’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 you’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 what’s the right balance? It’s hard to say - it depends on the game! How deep and complex a game’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 can’t be interesting and rewarding, players shouldn’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? I’m not sure… 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.

I’d love to hear your thoughts!

  • insomniac_lemon
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    1 year ago

    Easy or difficult, tedious sums up many games for me. I didn’t like hunger, combat, inventory clutter, or linear progression/impractical rewards in MC (also would’ve liked contraptions to be better, like easy sticky-piston chaining). I sucked at Don’t Starve, and I once had a moment where a bolt of lighting destroyed my base as I was trying to place a lightning rod (but couldn’t, and I had a screenshot of this at one point).

    In Shattered Pixel Dungeon (like other Roguelikes), I feel a lot of my progress depends on what gear I get and how my guesses turn out (I dislike how equipment identification/curses specifically work) and hunger+inventory are annoying here too.

    I quit playing Mewnbase when I ran out of inventory space and discovered that stuff on the ground would disappear, and I had no idea I would need to plan things that specifically especially not knowing what was needed.

    Not survival in a traditional sense, but I hated loot in Gungeon. Because of inventory for active items/consumables, many of which I did not actually want (and inventory slots made selling it often not an option because of the rat).

    Plenty of other games I’ve tried either seem like they come down to luck or have a very small margin for mistakes/inefficiency. In some cases I think there’s a disconnect with how the devs intend certain features and how they appear to me (or potentially how viable they are in general). And at this point, if it’s not free I’m not looking at it.

    Then again, I likely get more enjoyment from watching someone play a game (especially story-based) so often that’s what I’ve done (LPs).

    • loobkoobOP
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      11 year ago

      I didn’t like hunger, combat, inventory clutter, or linear progression/impractical rewards in MC

      I’m definitely with you on this. I think all of these things can be great in other games (yes, even inventory clutter and management!) but they definitely feel more like chores when playing Minecraft. Some mods can help you fix some of these things but, ultimately, they’re generally obstacles to my enjoyment in Minecraft (which comes from building, exploring, making ridiculous redstone contraptions, etc.)

      (also would’ve liked contraptions to be better, like easy sticky-piston chaining)

      I’d love a blueprint feature like Factorio has! Again, some Minecraft mods do have similar things, but they’re definitely not all that fluid to use.

      Shattered Pixel Dungeon

      I can’t actually say I’ve played it. I do tend to be a fan of roguelikes/roguelites in general, though. It’s certainly possible to struggle on bad runs because you got unlucky with items, but a lot of those styles of games let you manipulate the odds in your favour in some way once you know what you’re doing. And overcoming poor-quality loot can make for interesting, challenging runs that feel rewarding to win. But the other side of that coin, of course, is that they tend to feel punishing to players who don’t understand the workings of the game yet (and who simply don’t have the mechanical skill to perform well).

      • insomniac_lemon
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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, MC’s implementation required re-powering+de-powering them in order (more complex the longer it was). Similarly, slime block limits meant you couldn’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 would’ve liked to simplify some things (like 1 type of wood).

        Minetest could be an option for me, but I haven’t seen anything close to what I’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 you’re doing. And overcoming poor-quality loot can make for interesting

        they tend to feel punishing to players who don’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 you’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-don’t-have.

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

        I can’t actually say I’ve played it

        Be aware it is free (also open source).

        • VoxAdActa
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          11 year ago

          I’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 “How the fuck does anyone win this game??”

          I did end up beating it once, said “THERE. FUCK YOU.” and uninstalled.