Subnautica: real world consequences
So I find myself giving the lead designer a pass: made a few mistakes of omission but has considered how they came across, accepted they messed up, and is trying to fix things. The sound designer, otoh, doubled down on their nastyness, invoked SJWs, and locked their twitter account: Them I could happily see roasted. Or let go, that'd be good.
I guess I'd like to see a game I like as having flawed designers who are trying to be better.
Subnautica: real world consequences
@Momentrabbit I just started playing it myself, and enjoying it quite a bit. :-)
Subnautica: real world consequences
@emanate It has many different pleasant aspects. The beauty. Crafting! Resource management. Exploration! PUTTING FIVE VORTEX TORPEDOS INTO THE UGLY SQUID THAT JUST TRASHED MY THIRD SEAMOTH.
*cough* Do believe that last loss irked me a smite. Still, a little adversity makes the game that much more pleasant. n.n
Subnautica: real world consequences
@Momentrabbit *grins, nods* Yeah, I have lately really been all about this survival game stuff.
Several hours into it today, and well. Just got to the Sunbeam part. Yikes. :-P
Subnautica: real world consequences
@emanate Ah, yes. *pours out 40oz of fresh-squeezed bladderfish*
Subnautica: real world consequences
Anyhow, my long roundabout way of saying I'll be cw'ing my experiences with Subnautica for the nonce, until the collective gamesphere decided if they're in a 'teachable moment' or 'Notch 2.0'. I hope it proves to be the former. Seems every small group has to learn the same leasons about toxic people and growth the hard way: I hope they do.
Maeanwhile, I've got growbeds of Deep Shrooms and Gel Sacks. Making a Prawnsuit with 7 torpedo bays. >:D