"You've got a command to take me back to my family? Cawsome! I'll just...HEY!" |
Besides, I can turn them directly into food items by way of the euphemistic "Cook" command, while they're just as alive. Moral dilemma averted. Electing to "Murder" the bird just shows the stock Hanna Barbera whirly-hands animation and deposits its uncooked carcass into your inventory anyway.
"Fine, eat me. If you can live with everyone thinking you're admitting being wrong! Caw haw haw!" |
(Also, it can be done! Bunnies will run (awkwardly against the perspective) from both you and fire, so if you only give them the two options, you can hunt them on foot with no bait! Also, I managed to force a Gobbler (big hootin' cartoon turkey) up against the side of the map and pickaxe him to death, but the meat flew uselessly into the water and vaporized. I still count it as a successful effort, though.)
On the actually-attempting-to-play-the-game-right front, my number one cause of death remains tabbing out and forgettting to pause, closely followed by suicidal overconfidence and catlike curiosity (and there's a redundant pair of terms) regarding Tallbirds. HARD-EARNED HINT: Lighting its nest, even if said nest is occupied, will not divert an enraged Tallbird's attention from you.
Precious, precious Tallbird eggs aside, the overall loot system in Don't Starve is sparse, but compelling enough given the hunger and shelter motives and the crafting system. The absence of any real mystery beyond the first dozen or so plays detracts from it though. I'm comparing it directly to Nethack on this point, too, and it's hard for any game to compare favorably to 'Hack in its own field. That's the price a developer pays for getting in on the now-trendy genre years after the fact - the game inevitably has to face comparison to the ur example, which has had years of refinement and playtesting that puts Don't Starve's 'extended beta' to shame. Unlike Nethack or even Toejam and Earl, what you see is generally what you get in terms of resources. The world is plenty mysterious, but in such a way that once you've seen something once, you know what to expect every time. Even with never-before-seen items, at the very least the Science Machine immediately shows what can be crafted from it (and inherently harmful edible items can really only fool the player once.)
Adding item randomization would require significant change to the game's formula - so much it doesn't seem like a reasonable expectation it would be there in the first place - but that's the main thing keeping Don't Starve from becoming the life-eater a roguelike can. There are positives to Don't Starve's kinder approach to the item system, though, and they even make up a good portion of its appeal. For one, you can actually assume your possessions are going to continue to exist moment-to-moment, even unattended (unless you've gone out of your way to do something incredibly foolish, like engaging a pack of Toads or attracting the attention of Krampus). The persistent fort is a core aspect of gameplay, rather than an optional approach for maximizing your haul - and securing those glaringly missing resources for the perfect camp serves to keep me coming back even after yet another adventure is prematurely ended by those goddamn stupid red bees.
They aren't without their uses, of course... |
Most tellingly, you can do one thing you absolutely never should in Nethack, hold an action key to "burn turns" (as much as it can be called such in a real-time game). Rather than inevitably getting killed by an unseen Rothe (sometimes, you get that desperate for MP), holding the Spacebar gathers the nearest resources, with the animation interruptible as always in case an enemy ambles onscreen. On the subject of gathering, it's a small but extremely nice touch that you can still *pick up* and immediately eat food or stoke firewood from your hands when your inventory's full, rather than having to shuffle an empty space for no reason. There's putting all management in the hands of the player, and then there's just giving them busywork.
It's mainly the fort-building that's kept me interested in Don't Starve - at its core, it's still a direct variation on "Isolated room, locked chest, Wizard Lock the door, Elbereth the floor", but there's a considerable amount of depth and enjoyment in equipping and maintaining your meager lodgings. Anyone who was in grade school when such things were still permitted and built stick-forts to defend against imaginary ninjas and mutants will find a familiar experience here - and being able to openly play with fire only improves it.
Pictured: work in progress. |
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