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I'm the owner of the mostly empty Moderatelyoversizedhats.com. I'm studying to apply to the DigiPen school of Technology in Redmond Washington. I design games using Unity. I'm 15 and graduating highschool, while I've been going to community college since I was 11. I'm fond of Jazz and Chiptunes. Yeah, that's pretty much it.

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From Castaway, to Lost, to Lord of the Flies, Wilderness Survival has remained a popular and ever present theme in films, television, and literature. The scenario in which one must survive in some sort of foreign jungle environment has almost become a genre in itself, just as much as the Western or War Film. Yet, there's something that has puzzled me about this type of survival, why don't we see it much in videogames? Come to think of it, outside maybe one or two examples, why do we have no survival games? Besides that, what exactly is it about Survival that makes it so great and how can we utilize it in games? Well, let's take a look.


Let's Take a Look: Wilderness Survival


If we want to look at how games can attempt to contribute to Survival genre and find out what makes the genre so great, let's first dissect Survival in other mediums. The cornerstone of Survival normally involves being stranded either alone, or with others, in some variation of wilderness or island. The main character/s must learn to adapt to their environment in order to gather food, create shelter, and in most cases create some sort of method of escape. Great! In order to be considered a "Wilderness Survival" game you must have each and every one of those elements!

In this case, The Sims: Castaway Stories, is the perfect example of a survival game! Look, you're stuck on an island, you need to survive, and you create stuff! Oh yeah, and the game is utterly mediocre and nothing special. While The Sims: Castaway Stories attempts to take the fun of the normal Sims 2 format, and mix it with the "key elements" of the Wilderness Survival genre, it only succeeds in varying degrees. The end result is a mediocre spin-off game that amounts to nothing more than useless shovelware. Enjoyable shovelware, novel shovelware, but shovelware none-the-less. Why?


(Yeah. I've totally played this game. Don't judge me.)

Any game that attempts to work off of the shallow surface of the Wilderness Survival genre will end up missing the point in many places, for to truly understand what makes that genre so great, we'll have to go past the obvious.

While the way we're going to look past the obvious may seem a bit simple, it does a better job than looking at the surface elements. Remember in elementary school when conflict was taught in terms of Man vs. Man, Man vs. Nature, and Man vs. Himself? Well, we're going to use that as a starting point. I'm serious.

Most would argue that the Wilderness Survival genre is Man vs. Nature, and would be right, but as movies like Castaway have taught us, the psychological elements of being stranded also weigh in, adding bits of Man vs. Himself. Now, from this starting point let's take it a bit deeper. In most stories where the major conflict is against nature, whatever aspect of nature that is being fought is normally personified in some way. If we think about this in context of the Survival genre, this normally means that in most cases, the island or forest itself becomes a major character, just like in Lost. Now, Man vs. Himself is often seen in many psychological horror stories, which normally has it's place in Survival, such as the completely made up "monster" in Lord of the Flies, or the constant threat of various wild animals. Survival stories normally also incorporate a great deal of stress, and even fear into their theme as survivors are vulnerable to their surroundings and are unable to escape.

Wait. Psychological horror? The setting is it's own character? The stories are stressfull and make you feel vulnerable? Doesn't this sound a little familiar...?


(Silent Hill 2 has so much to teach aspiring designers.)

Yes, Japanese Survival Horror games are Western Wilderness Survival stories. Even though it's in the name of the genre, "Survival Horror", the way that survival is approached is normally far different. Silent Hill 2 provides many great examples. Instead of scouring a jungle looking for food and hoping you don't run into a bear, you're rummaging around a deserted foggy small town hoping not to run into Pyramid Head. While cultural differences do drastically change the feel behind the two, and while they do shift their focus on the survival and horror aspects respectively, they both contain all of the similar thematic elements.

However, we can actually compare these differences by comparing Japanese Survival Horror games to Western Post-Apocalyptic games. Whereas psychological horror is the focus of Silent Hill 2, with scrounging around for supplies only serving to enhance this purpose, in Fallout 3 it is resource gathering that takes prominence, with horror elements only existing to enhance the former. This technically makes games like Fallout and STALKER more similar to Survival stories than Silent Hill and Resident Evil, yet even in Western Survival games, there's just some aspect that's still missing... We have all of the psychological horror, situational stress, and resource gathering elements, so what are we missing?


(Yes, we're missing Time and Patience in our Survival! Wait, no, that's not right.)

Creation. Creation is the cornerstone of "Wilderness Survival" that holds everything else together. This is one of the things that The Sims: Castaway Stories did right, it utilized the innovative Sims 2 building system to allow players to craft their own shelters, tools, and transportation. While this made the game enjoyable, the Sims 2 framework clashed with the horror elements and made the stress far beyond enjoyable. Yet, for all it's faults, this overlooked spin-off game has showed us the missing ingredient of the Island Survival genre, but are there any games that actually manage to combine all of them in a satisfactory way?

The answer to that question, is yes. What we have, is Minecraft. While Minecraft is a sandbox, it is also the best example of an Island Survival Video game. Minecraft manages to mix not only resource gathering elements of Western Survival with the horror of Eastern Survival, but also adds in our missing element, creation. Minecraft is currently one of the most popular and played indie games on the market, and has blown open the door on procedually generated sandbox games, making room for games such as Terraria and Castle Story. When you think about it though, Minecraft has not introduced to us the Sandbox genre, but rather a true Wilderness Survival genre. Minecraft has taken an age old story trope, and introduced it in an interactive way, making full use of Video games as a medium.


(This Minecraft logo is actually a helicopter which flies back to civilization.)

After a long blustering attempt to understand Island Survival, what exactly have we learned this week? We've learned to not only look past the obvious to find underlying themes, but to also not entirely ignore surface elements. We've discovered that Eastern and Western Survival games come close to emulating Wilderness Survival stories in form, but differ in their end goals. Perhaps most importantly, we've figured out that creation and freedom gives Wilderness Survival it's unique charm and explains popular culture's fascination with it. What we can take away from this week's exploration is that few genres can explore the power of creation, the power of individualism, and the power of freedom better than raw Survival. Survival, just like everything else, can always be made better by just taking, a closer look.



Addendum- Don't agree with me? Did I miss something? Have more examples? Feel free to share! Growth can only be obtained through criticism and scrutiny! You can also find my weekly blog at My Website and the Moderately Oversized Hats tumblr.
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I love this blog. I wish I could fap it a dozen times.

When I first read the title, I immediately thought of MGS3 and how, despite being a generation old and segmented into separate, instanced areas, it's still one of the most thorough examples of 'wilderness survival'. There's a notable distinction and footnote though, and that's because the driving force of the game isn't survival, but the completion of a patriotic mission, and the obstacle isn't the wilderness, but the hundreds of Russian soldiers in your way. Yet, despite those glaring differences, it still stands as one of the most interactive wilderness environments in recent years. I always knew there were elements(lol) missing to the wilderness aspect, which you've listed and categorized perfectly in this blog, but I think their omission can be forgiven considering its had a different agenda.

The fact that MGS3 is the foremost game that comes to mind when I think of the term "wilderness survival" is telling. I feel survival of any kind is a dying genre. Campy zombie stories set in recognizable locales sparsely littered with a few boxes of ammo have been traded in for Hollywood action set pieces with the action element at full throttle. Scares now come inherently from jump-inducing pops (or the anticipation of them) rather than the intrinsic nature of the environment. I don't think publishers have the desire to fund the development of something that they feel people won't have the patience to play; most things are shifting toward the way of instant gratification, usually in the form of 'blamblam' shooting action.

I do hope these tenets are taken to heart by someone, though, because there are plenty of games that could enhance their open worlds with these aspects. Assassin's Creed 3 is featuring several square miles of wilderness in which players can traverse a forest, hunt and skin animals, sell or trade their hides for other goods, and stalk their foes. Having the option to personalize a cave into shelter from the elements and dangers would add tons of depth to the atmosphere and make gameplay that much more rewarding. Like you said in chat, Dead Rising 2 had the creation element in spades. Your environment is dangerous, yet you have to venture out to look for tools to keep yourself alive.

I should probably stop now. Let me just say I appreciate your analysis of what the survival genre is.
Fun anecdote; I was renting a duplex out near the woods when I played MGS3. I'd keep the sound up with the doors and windows open, and the sounds of the game would blend perfectly with those of the environment. One of, if not the most immersive experiences I've had.
@ Arttemis Wonderful comment as always, and I'm glad you enjoyed the article! MGS3 actually game me the inspiration to write this article, but I kind of got sidetracked as I wrote it. It definitely has a different end goal, but I do agree, the Survival mechanics do add an extra dimension to the game and enhance the experience. It adds incentive to explore and to try new things in order to work past the extra stress and tension added by the stamina gauge and what not. Not to mention that it's incredibly immersive. I honestly think that MGS3 is probably my favorite MGS game due to the camo and survival systems.

Survival kind of is a dying genre. A lot of game companies and game studios over-look design, and think that making Videogames should be, "fun". While I may be sounding pretentious, I think that Videogames need to be more engaging than fun. I think most companies turn away from Survival and Horror genres because of the stress and atmosphere they add, which definitely aren't "fun". Most studios probably think they're doing their job wrong if they want to turn off a game and run away screaming, but a healthy level of stress and horror can be thrilling and entertaining, which is a form of engagement. Really, studios in general need to be willing to look past a generic level of "fun" or "enjoyment" and attempt to explore more innovative ways of engaging the player.

Back on topic though, yeah, it'd be awesome if designers started taking their job more seriously. It disgusts me, especially when I meet wannabee designers, who know nothing of how things work, and just "want to make a Videogame". They parrot other games and think of new mechanics, but they never take the time to think about how players interact with these mechanics and what effect they have on the tone of a game. Assassin's Creed 3 would be a perfect chance to explore survival a bit more, I like your ideas Art! And yeah, Dead Rising 2 not only managed to see that creation is important to survival, but also applied it in a way that fit with the game's theme and other mechanics, brilliant design! Once again, thanks Art.

@Sir Legendhead That sounds amazing, I'll have to attempt that sometime! MGS3 is on of my favorite games, so I'll probably take either the 3DS version, the the Vita HD collection with me next time I go camping xD
Another awesome blog... and yes, I can't help but judge you for having played that Sims game! LOL!
I've still clicked that "follow" button anyway though!

When I think of survival games, I can't help but think of D2 for the Dreamcast. Not a great game by any stretch of the imagination, but I honestly did feel that I was trying to survive in the vast wilderness of the environment.
Thank you Elsa! I used to be a big fan of the Sims, (when it was still good), so thus I've played all of the Sims 2 expansions and Story games. I have a stack of about 10+ Sims 2 games, all in the old school bulky PC cases. Yes, I know, I'm a horrible person. xD

D2? While I am familiar with the Dreamcast, I grew up with a Gamecube, so I've never heard of D2. It does sound interesting though, so I shall look it up! Great comment as always! ^^
I will not hear a fucking word against The Sims 2: Castaway, alright? NOT ONE
Above comment was directed @Elsa

NOT ONE
Dear god, you are amazing Jack.
You've been writing some damn fine blogs lately!

When it comes to post-apocalyptic survival, did you happen to see that Fallout:NV mod made by one of the members of the dev team? It basically introduces a "harder than hardcore" mode that forces players to carefully manage their resources. Interesting to see this as a design vision of the game, but ultimately deemed unmarketable and relegated to a pet project.
Thank you very much Wrench! I'll do my best to keep it up!

Oh, yeah, I have seen that. I originally wanted to go a bit more in-depth with Fallout's many survival mods, but forgot about it in the final draft! Seems to happen a lot with me. But yeah, it definitely changes the game entirely. Fallout 3 and NV are normally easy after a while, and let up on that fear and stress. With the Hardcore mode, and the survival mods, it ups the stress, and immersion, of surviving in a Post-Apocalyptic world. I never like them myself though, I always preferred Fallout for it's Roleplay and story telling aspects over it's survival ones. Still, it indeed is quite interesting to see that a survival mod was originally intended for the game.
I think why there aren't more survival games is because the difference that goes with the pacing. In a survival situation, usually it is hardest at the beginning when a person doesn't know his or her environment and resources, but it gradually gets easier as the survivor learns (where to look for food, shelter, etc.). A game, on the other hand, tends to take the opposite pace. Games usually start out easy and layer on the difficulty.
Huh, excellent point Dandy! The same thing happens in Fallout without the mods, the game starts getting gradually easier. Survival games are better off by focusing on progression instead of difficulty pacing though, as long as it's done right. Using Minecraft as an example again, the game has a wonderful sense of progression and part of the joy that comes from it is learning the environment and slowly mastering it. You still definitely do make good points! Great comment Dandy.
FarCry 2 is worth a look. It lacks a lot of the handholding common in today's games. You have to combat disease, manually heal (and remove bullets from) yourself, fix your car, deal with degrading weapons, etc. You're fighting a war but the jungle and everyday bullshit is trying to kill you too.
I've played FarCry2, which I have a love/hate relationship with. While I found the game enjoyable, having EVERYONE trying to kill you got really annoying really fast. Still, it does address survival to it's core I guess. "DON'T DIE" is more or less you're only objective. The stress from the VERY hostile environment does really do wonders for that survival feeling now that I think about it. Great example kid! Thanks for reminding me.
Another cracking blog, mate. I'm totally judging you for playing that Sims castaway rubbish, but we all have our flaws.

I found Amnesia to be a wonderful psychological horror/survival game, even more so than SH2. If you haven't already tried it, I'm sure you'd love it.

I'm always impressed by developers attempts to risk making survival games, there's a thin line challenge and frustration and it's hard to find that balance.
Actually, I have played Amnesia. I do agree, I find it much more terrifying than Silent Hill, but it's core mechanics remind me of an adventure game, so I chose Silent Hill as an example.

Yeah. Since part of the enjoyment of the game is stress, but creating enjoyable stress is indeed hard. I think a lot of that is solved by scaling difficulty though, that way gamers of all skill levels can find an area in which they are still challenged, yet not overwhelmed. Thanks for the comment Fraser!
Great blog!

And no, there's nothing wrong with enjoying The Sims. Not even the spin-offs :)
Thanks Andy, it means a lot!

Haha, the feedback surrounding the Sims always seems very polarized, but thank you Andy xD *shrug* It's my gaming guilty pleasure.

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