We’ll find ourselves naturally drifting into a structure and even giving ourselves rules. And it’s easily found here if you simply think like a normal human being in search of a direction to head. There’s absolutely no hint as to which island means what in this game, but before long I had dubbed one particular island, “home”, and used that as my recuperating place in between my personal missions. I hope there’s something on that island to make my trip worth while… Like another moving part to go along with that engine block I found? Mmmm… that’d be nice.”Įvery bit of the preceding are things I came up with on my own during my experience playing this. Probably by that time, it will be almost night, so I will eat again (probably from the potato plant) and gather rain water from my bucket and drink, because I’m sure I’ll be thirsty. That way I should have enough time to row there, gather whatever resources I can find,cross it off my list, and row back to MY island where I can add them to my stockpile. “I’ll get a good night’s sleep, and first thing in the morning, I’ll eat the left-over crab I have to make sure I have plenty of energy for the day, then I’ll head out for that south-east island on my raft before 10:00. Here’s an example of an actual thought I have had while playing Stranded Deep: Therein lies the brilliance of Stranded Deep, and what an honestly fascinating experiment on the gameplay experience it really is. Because as much as we would like to pretend that this game is asking NOTHING from its player, a player craves meaning like a shark craves dangling legs! The player has no choice but to CREATE THE OBJECTIVES FOR THEMSELVES. It does not even have a clear point other than this is an island, and you are on it.īut that is the beauty of Stranded Deep. If you choose to pursue any of these tasks, the game will not tell you anything otherwise… In fact, it won’t tell you ANYTHING AT ALL. Perhaps from this point, we would just like to swim around in circles in this pretty blue water… maybe we want to swim to the bottom and see how far we can get before we drown… maybe we want to swim to follow the sun and pretend like we could catch it… ALL VALID OPTIONS. We’ve just been plopped into the water, without so much as a “good luck”. Here we are in Stranded Deep, and we’ve been dropped onto a network of tiny islands without any hint of what to do. One game called, Stranded Deep, not only fought against this popular gimmick, but sought to eliminate it completely. Creating a faleshood and passing it off as a compelling structure for repetitive action. What’s a common problem with a lot of games? Plot.
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