Now
that it has been released, Subnautica has gotten a lot of attention from
critics and audiences. It is undoubtedly one of the best survival games
released in a long while, perhaps even the best one since Minecraft itself. A
review will be coming down the line, but it is important to look towards one of
the few issues that Subnautica does have in more detail, and something that it
has in common with other survival games; that of padding.
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Subnautica's final release looks stunning, and the game itself is excellent. Source: in-game screenshot |
I
should preface this by saying that I LOVE Subnautica; it is, as I mentioned
before, one of the best survival games to come out in a long while. I feel it
does its exploration elements exceedingly well, and the loop of exploration and
growth in early and mid-game is so organic it can arguably beat The Legend of Zelda
for that core of sheer enjoyment in exploration. This is just over-thinking on
one particular issue that this game has in common with many other games of its
type.
Padding
refers to when a game’s section is unnecessarily stretched out in length,
usually long after said section stopped being interesting. Unfortunately, many
survival games do fall for this as a flaw, but often not in the traditional
plot sense that most games do. However, where survival games, such as
Subnautica, begin to feel padded-out is in the late-game recipes and in how
they tie to finishing the game.
Minecraft
fell for this issue with the crafting of many late game items, such as Eyes of
Ender and weapon and armour enchantments. Factorio’s late game is very
unfortunately full of padded grind, where the loop of gathering and crafting
many different branches of technology and items becomes an arduous task, that
takes hours to do what gamers have been doing for the length of the game. It
seems that survival games do have a problem with late-game crafting recipes,
where the temptation to implement more complex crafting results in something
where the actual tasks required are not difficult but are just boring and
over-long.
It
is not a challenge to craft Eyes of Ender in Minecraft; it is just a boring
experience at the mercy of the RNG of item drops, where your best bet to get
the items you need involves grinding mobs that aren’t particularly challenging
to kill, nor do they require any strategy. The worst part of this is that the
drops required are so rare that you can go long stretches of grinding without
ever seeing the items you need. As for the experience in Factorio, by the point
you have reached the recipe for completing the end-game, it is not difficult to
create a machinery loop to gather resources, but the game requires you to do
this to a whole other level, with the different items necessary not being
particularly difficult to make, but they just take a long time.
Subnautica,
however, falls for this big time in both the traditional plot sense and in the
mechanical sense. The end game is just about where fatigue sets in with the
numerous different blueprints one can craft, and creature encounters become an
annoyance as one explores deeper, as you just find yourself working toward the
next objective.
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By the time players get to facilities such as this, padding becomes more obvious. Source: in-game screenshot |
It
is an issue because the recipes start to become repetitive and involve
backtracking. When you reach one of the final areas, it becomes necessary to
backtrack so that you can craft a key to a locked door. Otherwise, the area
itself is mysterious and inviting and begs exploration. This ‘key’ and the
items required to craft it are so mundane that the backtracking is almost redundant;
a well-prepared player would have the items on hand to make such a key, so it
becomes a simple act of walking back to the ship. On top of the slow walking
speed in game, it becomes a painful experience. This offers little reward, or
challenge; so why is this required at all?
It
seems that recipe padding and end-game issues are a common theme when it comes
to the survival genre. Perhaps more thought should be taken before considering
whether or not end-game recipes and blueprints are actually difficult to
achieve, or is it just that they take a long time; waiting and grinding does
not make something difficult, but creates the illusion of difficulty from the
time investment required.
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The end-game back-tracking feels unnecessary considering the ease of the task. Source: in-game screenshot |
Most of the games mentioned
are excellent in their entirety, but this is a common flaw that is undoubtedly
a problematic issue with the genre, and seems to repeat itself as a theme.
Hopefully someday developers can find a way to make end-game crafting exciting,
tense and thrilling, and not the chore that it currently is. At the very least,
Subnautica goes a long way toward making the end-game thrilling and compelling
such that these chores are very well worth the grind; the reward for getting
through the grind is terrifying, mysterious and astonishingly beautiful and
emotionally-affecting.
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The reward for end-game is well worth it. Want to see it fully? Play the game yourself! Source: in-game screenshot |
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