TLDR; Ideas for how to make a game like ARK/Rust/LifeIsFuedal without focusing on combat.
I’d like to get your thoughts on why so many large scale multiplayer survival games tend to lead to combat as the “end game”.
Although it isn’t necessarily a bad thing, I mean combat is fun right? However it kind of makes every game in this genre feel the same.
Start with nothing, grind up some basic resources, craft some weapons, build a shack to store your stuff then go out and start the real game!
I feel like the problem is that everything leading up to combat is a boring chore with slow return, then combat is fun and gives high reward. The rewards only get bigger with lower risk as you get more gear, bigger clans etc and then you’re basically just running around killing people for resources you don’t really need.
Why I think this happens in most cases:
-Kill or be killed - there’s no punishment for killing another player in most cases, so it’s always safer to shoot first and ask questions later
-Combat is fun - not only is it fun, it’s one of the ONLY fun things to do in the game. Sometimes building is fun, but if you’re too scared to build something creative, you just end up building some impenetrable monstrosity as quickly as possible to prevent being killed and looted.
What I think could prevent this:
-Punishment for killing - Most surivival games have basic needs - Food, Water and HP. If we can’t punish someone by arresting them, we could introduce new “social” needs. If you kill someone, you might gain a bag of gold, but lose sanity, lose charisma, lose “motivation”. These could all impact the game in other ways, when people see you, if you’re driven mad from all your killing, they wont want to get near you and wont want to trade with you. Your low charisma will prevent you from socialising with other players, driving you further into insantity, and your lack of motivation will prevent your stat gains. This all depends on the constructs of the game, but I believe it would add a lot of depth.
-More interesting professions - whether you’re a weaponsmith, an armourer, a potion master or an engineer, your goal is always to labour away and then equip yourself or others with tools for combat. Why not make this part of the game the fun part? rather than having a button “craft sword” and watching a progress bar, add in customization for every single weapon, switch out handles, sharpen the blade to perfection, balance the sword, test it out on some practise dummies then go back to the table to tweak some more. Go to your local ore supplier and see if he has any rare metals to help give your swords that extra wow factor. Every profession could go into this much depth and you could have so much fun experimenting and selling off your epic creations, that you wouldn’t even want to see such a thing of beauty covered in blood.
I know these things take a lot of work to develop, but I feel this would add so much to a game, and it would cater to a much larger playerbase than just those that are combat driven.
I would love to hear everyones thoughts on this. Suggestions for how to stop people killing each other, without literally disabling combat? Or if you think this is a bad idea outright, say so with reasons