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End game ideas are everywhere, here's 10 more


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I've seen several post about the end game play. The general consensus is that, once you have steady supply of food, water, and maintenance items, the game dies off for most. The options to fix this are: 1. Make the spawn rate of those items less likely in farmed areas and/or block farming so you CAN'T have a perma-base with farming ect ect in it. 2. Add goals for the end game ie. objectives to reach if you so choose, or require objectives to be met for some reason. 3. Create a wave of radiation that slowly covers the map, since it's infinite, there is no border to be concerned about. 4. Scale up the spawn rate of zombies in a specific area the longer a player stays in it. Ie forcing the player to switch over to another base in another area for a while until the spawn rate returns to normal. And require upon returning, the player to repair/replace items that atrophy including farms that can get overgrown, and materials that get looted ( even in single player mode this is do-able by scripting it in. ) 5. Make certain items ONLY attainable in certain areas and require the player to interact with them in order to have them produce along with an atrophy of the spawn rate of random sources. Ie the player can only attain blueberries from frozen zones if they farm them there along with the spawn rate for wild sources to decay due to animals eating them or other reasons. 6. Make water sources atrophy. Ie having an infinite supply of water from a toilet is impractical. Rivers yes, toilets no. Maybe cause rivers to atrophy over time as well. Or a simpler option would be to make it become more polluted in repeatedly used areas. Ie you would have to cook the water for longer and longer periods of time to get clean water the more you get it from the same source. This would cause a player to have to venture out to get a source of easily cleanable water or spend much more time in getting burnable resources. 7. Cause the soil/farm-able resources to atrophy after a period of time making it more difficult to stay in one set area. 8. Increase zombie difficulty the longer a player stays in a set area. It would make sense that the numbers would increase the longer a player is in a set area, combine this with an increasing hp limit per zombie and this would drive the player out of an area. 9. Create an item that can't be farmed and is required for the player to remain alive that only spawns at set locations. Maybe something that keeps the player from becoming infected themself. Causing the player to constantly have to move further and further out to get the required item. In the event the player dies from lack of this resource. Perma-death? This would add a definite requirement for the player to move. 10. Add NPC to the game. ( There are too many options to list involving NPC's so i'll only hit on one or two ideas at the bottom of this post. ) NPC's that require you to provide items for them, ie food, water, materials and in turn they assist defending your base and provide items the player can ONLY receive from providing those npc's what they require. ( This would require building AND maintaining a base and stocking it with items so the npc's would first be attracted to your base, and then would be able to function and BUILD said items.) NPC's could be set on automated task to make living easier in the game. Ie NPC 1 is told to farm. ( can only farm 1 type of item in a 5x5 area at max. Causing you to have to develope a rather extensive roster of NPC's that each focus on a single area of labor. Thus creating a symbiotic relationship with the player and the other NPC's you've attracted. While this option only provides a longer method of reaching what could be considered the "end game", having a fully functioning base would no longer be a simple 4 walls and a few items that granted can take a few days to achieve however are repetitious after a while and a turn off to long term gamers possibly. This option would give a rather large boost in terms of game management and immersion in terms of establishing and interacting with a society in efforts to rebuild a niche of "normal" life while also having to manage the growing threat of zombies that would be attracted by having so many tasty living people in a small area due to the noise, smells, vibrations, or just a innate attraction to the living. This would be augmented by having the spawn rates of zombies increase in scale with the number of survivors and types of work being performed inside your base. Thus requiring more effort to go on resource missions for non-self produce-able materials and requested items from your NPC's, as well as more effort for the maintenance of the base. They could have different skills from pre-zombie days that allow them to better fill certain roles, ie one could be a nurse, police man, fire fighter, cook, secretary, base ball coach, ect ect... giving bonus's to certain jobs or a discount in resources required to make certain items in exchange for putting them in a specific position. Adding NPC's would also add other requirements via making it a requirement for not only food, water, medicine, ect... but also space resources, ie beds, work areas, ect. Causing a base expansion or better management of the space you already have. *** Taking a lesson from other games in the genre, namely Zafehouse Diaries and State of Decay, introducing NPC's not only in terms of a production chain, but also their relation to each other would add a bit of realism to the game. Ie the NPC's get mad at each other, they get mad about lack of supplies, they can get happy or upset that you turned away another survivor, they can even snap and go on a killing spree ( both human and zombie ). While resource management is a science, managing and interacting with multiple other survivors attitudes adds yet another layer of depth and immersion to the game. *** In closing, every game will have an "end game". The most any player can hope for is and end game that keeps them hungry for more. Everything will eventually become passe and repetitious, however the journey to get there is what we often get hooked on. Expecting a game to constantly have something "New" to offer is impractical. Expecting a game to give you a wonderful ride isn't. I have high hopes for this game, but no matter what it turns out to be, I can say that i've easily already got my monies worth so far.
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