RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
Video Statistics and Information
Channel: GDC
Views: 200,368
Rating: 4.9090772 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design, game design, rimworld, steam
Id: VdqhHKjepiE
Channel Id: undefined
Length: 60min 52sec (3652 seconds)
Published: Thu May 16 2019
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I've been looking at Rimworld for a while and was always on the fence with it, thinking I would not "get it"
But his explanation of how a story can end with success or failure and how it can work just sold me, picking it up tonight.
My favourite thing about rimworld is it's pure brutality and duality. When you play it, you never imagine that things wouldn't/couldn't carry on without you. It is an incredibly immersive game even with its basic graphics because every story it tells is incredibly compelling. It also helps that it has a mod scene comparable to the elder scrolls in quality, there is literally something for everyone.
The ability to play as a paragon of justice and virtue, saving everyone and helping everyone, releasing prisoners and just living a nice peaceful colony, or to play as a complete amoral psychopath who makes human leather furniture and makes prisoners eat their own comrades while missing their arms and legs and a few organs which you then sold for more weapons it incredible. The fact there are no arbitrary "good/evil" sliders other than the mental health of your own colonists and yet the game still manages to make you feel like there are consequences for your options is underrated, and incredible
In my (admittedly biased) opinion it's one of 2 pc game releases in the past 10 years that genuinely deserve a 10/10 rating. The other being Factorio.
Haven't watched the video yet but Rimworld is amazing. You get really nice stories with your colonists and you can get really attached to them. Once my best melee fighter died on a raid and I was really upset not just because he was amazing fighter but because he was the only one who could cook without giving everybody food poisoning. Also, his fiancee was devastated and suffered mental breaks for months after his death.
Another thing that adds to the experience is that you aren't playing against AI, you are playing against story-teller. So when just as your last food runs out and like a miracle a pod of dog meat drops from the sky you aren't really that happy. Because you can just imagine that story-teller saying "starvation? Oh that won't do, I have something much more entertaining planed for you."
Also, you can name colonists after you and your family so your wife can aim at boar but critically hit a pawn you named after yourself in a head killing you instantly. And then your best friend makes you a crappy sarcophagus depicting you throwing up and on a wake seduces your "wife" and starts an affair with her.
Great fun, I reccomend it.
Your average game :
Your super optimised colony is running at peak performance with everyone doing their jobs except Todd. Despite cleaning being high priority, Toddy is busy doing literally anything else but cleaning. Whatever.
Suddenly bug infestation but don't worry you prepared for this. Ridges in your hallway so your colonists can shoot down hallways, turrets to retreat to, and decent weapons to fight the tide. Great.
But wait. There is a spec of dust where the infestation came and a lone colonist is squeezing through an army of insects with a broom to get to it. Also your animals are pouring through the doors to collect the jelly.
Todd takes a bullet to the skull and is eaten by the insects, your animals get slaughtered, your best shooter and two others go berserk from eating without a table/colonist death and murder your sandwiched colonists.
Rimworld boiz
I like this game but after about 100 hours or so, I feel it's a lot shallower and simpler than people make it out to be.
I stopped playing Rimworld after 100+ hours since I truly hated how items are managed in the game after a while. It's like a universe without the concept of a storage box. In fact, a buffalo or even a human is an even better storage box than a single game tile.
The idea that you have to plop down a zone to make sure the item dropped there belong to your colony when you already have the Claim ownership function which only works on structures is a mind numbing exercise.
The simulation is great. But the item mechanics at times, can be ass backwards and quite infuriating.