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.
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
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.
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! ^^
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! ^^
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.
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.
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.
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!
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!

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