Game Development vs Gaming

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Game Development vs Gaming

Postby Enjoyment_2 » Sun Dec 15, 2019 10:32 am

Disclaimer!
This thread is not one of the common "I want this feature!" Idea, nor "I hate this, fix!" Critique, so I have some doubts about right place for it, but it is still most suitable here as it can be read as some form of critique and do have general idea for future game developments.

Prologue
I do believe every game developer heard "Devs don't play their own game!!! Dislike, unsubscribe!" from time to time. Sadly never saw they answer "Players don't develop my own game!!! Ban, unregister!" but it is pretty common to see "Game development is somehow different from playing the game itself" and today I thought "Is it true? Really?" Hmm, okay, let's start.

Here's a tiny piece of my base:
Image
What are those zones? Well:
1. There was a lot of different things in this zone, but it ended as stockpile zone for low-q cloth. For how long - dunno. Let’s leave it like this for now. This is **food**
2. It was supposed to be "Autumn Park" (there are all sorts of red-orange trees and bushes), which, ironically, looks “autumnly” only in summer. The fence is unfinished, the bushes are only in one corner. There are no street lamps or benches. "I’ll finish it eventually" This is **seasons**
3. The area where the very first house stood, and for which nothing was invented. It stays empty for half-world. This is all that **not implemented yet**
4. In two squares fenced with cobblestones some kind of prettiness should have stood, but they are empty still. These are **decorative buildings** that we don't have
5. Already about 4 months, as all the inhabitants made the Masonry credo, but the boulders are still there. This is **Credo**
6. This is a beautiful stone, with carefully selected materials. Just for beauty. But someone parked around those terrible carts. And it’s not cleaning the 3rd month already. These are those **decorative buildings** that we already have
7. There used to be 2 stables, now there are separate stables and a mini-square has appeared on the right. But not on the left. Why? I dunno. Sometimes you can't improve things and just make new from scratch, leaving old ones as it is. These are **weird mechanics**, where similar actions are performed in different ways
8. And this is the outer perimeter of cypress trees. Not finished yet, of course. But not from laziness, no, no! I wait until the little white biome reaches out, so that the wald is not produced accidentally. Of course, while I wait, there has already grown cherries ... but it is okay, "I'll deal with it later" This is **client rendering rewrite**
---
And all this is just a tiny bit of my base. I was not going to make some list of most important things nor I was trying to grab all the problems. I've just took random piece around my hs. But indicative one.

Soo, seems like my playstyle is pretty similar to Seatribe devstyle. Not saying it is bad (or good). But the question here is "Should the devs develop their own game in the way people play it?"
In any other game the answer should be "No. They have different goals: players want eternal fun, while devs should work on finished product to provide it", but in HnH it feels like "not so simple".
And now I ask you to share your thoughts and please gimme some feedback - do you have similar bases (in aspect of amount of unfinished/unpolished and not implemented) and are you okay with such devstyle?
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Re: Game Development vs Gaming

Postby TheOriginalFive » Sun Dec 15, 2019 11:11 am

I think the problem with survival sims is that there's so much to do, but I think Haven has had a pretty solid base.

My base this world was actually planned from start to finish, I have not torn down any walls nor made any drastic changes to its compounds. Of course, this was after many worlds' experience of mostly being a villager or a hermit with a compound way too large for their own good.

Edit: Not to mention that my initial desire for huge compounds was because of a lack of stockpiles, and I could never find metal in legacy long enough to make a cellar.
Last edited by TheOriginalFive on Tue Dec 17, 2019 3:15 am, edited 1 time in total.
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Re: Game Development vs Gaming

Postby Fostik » Sun Dec 15, 2019 12:59 pm

My playstyle doesnt stand on any design from point of beauty at all, but instead i am keen on functionality and convenience. Thus, my base looks pretty ugly and lot of things is still under andless build state.
Known as zunzon. Contact discord: zunzon.
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Re: Game Development vs Gaming

Postby Frantianno228 » Sun Dec 15, 2019 1:12 pm

i like this
My discord -> Frantianno#0620
My youtube channel ->
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Re: Game Development vs Gaming

Postby vatas » Sun Dec 15, 2019 9:09 pm

Nice thread. In general I find this quite agreeable, although not sure about number one (at least we got the satiation change) and can't think of any "weird mechanic" mentioned in number seven right now.
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Re: Game Development vs Gaming

Postby Enjoyment » Mon Dec 16, 2019 3:41 pm

vatas wrote:Nice thread. In general I find this quite agreeable, although not sure about number one (at least we got the satiation change) and can't think of any "weird mechanic" mentioned in number seven right now.

As I said, it wasn't a critique ittself, so **food** was chosen as label exactly because it it something that changes over and over, but for now seems to be okay (just like that zone)
And "weird mechanics" is all those things where you have [object] and [list: action1, action2, action3, etc] and some actions requires a flower menu interaction, some are adventure-actions and some are just shift+click. they not so annoying, but sometimes you just can't say why it is made in suck way not another.
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