[HN Gopher] RimWorld: A sci fi colony SIM driven by an intellige...
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       RimWorld: A sci fi colony SIM driven by an intelligent AI
       storyteller
        
       Author : singingwolfboy
       Score  : 120 points
       Date   : 2022-11-22 21:16 UTC (1 hours ago)
        
 (HTM) web link (rimworldgame.com)
 (TXT) w3m dump (rimworldgame.com)
        
       | KaoruAoiShiho wrote:
       | I found this storyteller thing incredibly difficult to understand
       | when first i heard about this game. But it turns out it's
       | basically just a difficulty level and isn't interesting at all.
        
         | scotty79 wrote:
         | Not really ... it's more of an event scheduler that gives you
         | challenges and positive events and some padding in between so
         | you can recover after negative events.
        
           | andrewxdiamond wrote:
           | They also have different scales for what types of events come
           | when. For example, Casandra Classic aims for you to have 5
           | colonists. If you have less, you'll get more opportunities to
           | recruit. If you have more, raids get more violent and your
           | colonists die easier.
           | 
           | The story teller is a very advanced and configurable
           | difficulty scaling system that enables different styles of
           | play. Mods even add in new story tellers to change the game
           | focus entirely.
        
         | mod wrote:
         | There's a difficulty slider alongside the storyteller.
         | 
         | They're not the same.
        
           | serf wrote:
           | one could argue that the storyteller is just a different
           | facet of the difficulty scaling system.
           | 
           | different narrators _are_ more difficult than others.
           | 
           | As far as the whole 'intelligent AI' thing. Eh, not really.
           | It's a (small) set of conditions that determines the timing
           | of the next event, the difficulty/magnitude of the event, and
           | whether or not the event will be positive/negative/neutral;
           | plenty of games have had such systems without marketing them
           | as 'intelligent AI storytellers'.
           | 
           | The game is great though. I've sunk way too many hours into
           | it.
        
       | iamthirsty wrote:
       | This game has been out for ever. If it hasn't been posted on here
       | many times before I'd be shocked.
        
         | kllrnohj wrote:
         | The Biotech expansion only recently came out I guess if you
         | want to be charitable. But this doesn't mention that, either,
         | it just links the homepage...
        
         | OnionBlender wrote:
         | I get the impression OP saw the Dwarf Fortress post 30 minutes
         | earlier and thought, "me too".
        
       | flatiron wrote:
       | I was hoping it was on sale! Today is the first day of the autumn
       | steam sale. I bought enough to wait until the next one.
        
       | focusgroup0 wrote:
       | One of the deepest, most replayable strategy and sim games. So
       | many subsystems that mesh together for unique emergent behavior.
        
         | enraged_camel wrote:
         | I like it but I never got around to adopting the mindset of
         | "your colonists are disposable, just roll with it if (when)
         | something terrible happens to them." I think my issue is I
         | treat these types of games (X-COM is another example) as RPGs
         | and get too attached to the characters.
        
           | vbezhenar wrote:
           | That's my issue as well. I spend enormous time playing
           | something like single colonist on the north pole. It never
           | ends well. Sometimes some stupid bear one-shots me through
           | all defenses, sometimes raiders are getting stronger and
           | stronger until they just overcome me and my pack of huskies.
           | It was a time spent well, but I don't play anymore because I
           | like something like WoW when you can't really lose forever.
           | That's not the case with rimworld (unless you're restoring
           | old saves which I don't like) and it's even designed to kill
           | from what I understand. For example I'll spend lot of time
           | building my perfect castle. Not necessarily with defenses but
           | with art and stuff like that. That pushes cost of my colony
           | higher and causes stronger raiders. Playing on peaceful is
           | not interesting either.
        
           | tstrimple wrote:
           | I play this way too. I have my core colonists who were my
           | starting crew and folks who enter relationships with them. If
           | I lose one of my core pawns, I tend abandon the colony and
           | restart the game unless it's something suitably epic. This
           | tends to work out fine for me because the beginning to middle
           | phase of the game is by far my favorite. My playthroughs tend
           | to be themed and not based on traditional "beat the game"
           | mechanics. One play through I may be focused on trying to get
           | my archotech cult all uploaded into computer minds and having
           | everything in my base automated with bots. Another I may go
           | tribal of medieval play through where I use mods to remove
           | the sci-fi elements of the game and just have an old
           | fashioned war between factions. The possibilities are endless
           | with this game and the mod ecosystem.
        
           | ravi-delia wrote:
           | That's what makes Rimworld great! It's honestly not
           | challenging at all if you are willing to be the right amount
           | of sociopathic. But actually being nice to the little guys
           | makes it more interesting- obviously harder too, but that's
           | where the magic comes from.
        
           | kortex wrote:
           | You don't _have_ to play with that mindset, though
           | "attachment leads to suffering" is a valuable mantra for this
           | game. I play fairly risk-averse and I'm willing to save-scum
           | to avoid the death or even grievous injury of a favorite pawn
           | (pets not cattle, if you will). There's really no wrong way
           | to play.
           | 
           | That style works particularly well with the nobility
           | expansion.
        
       | hristov wrote:
       | Rimword -- if Dwarf fortress is a little too complicated for you.
        
         | andrewxdiamond wrote:
         | "Impersonal" would be a more accurate term. Rimworld tries to
         | get you emotionally attached to colonies in a way that Drawf
         | Fortress does not.
        
       | smoldesu wrote:
       | Heavily recommended to any management-sim fans. It takes the best
       | mechanics from games like The Sims, Factorio and Dwarf Fortress
       | without watering them down or limiting the modding community. The
       | price is on the steep side, but the developer is great and works
       | with the community _plus_ releases native builds for Mac, Linux
       | and Windows.
        
         | kortex wrote:
         | My partner and I have our own copies of base game and both
         | expansions. Worth every penny.
         | 
         | We've both sunk uncountable hours (actually we started way back
         | in alpha 15 with a pirated copy so steam hours doesn't mean
         | much) and done many campaigns with many mod loadouts. Yet to
         | actually "beat" the game (it's not really the kind you "beat"
         | though, it's very sandboxy). So entertainment/$ is
         | astronomical.
        
           | smoldesu wrote:
           | My big problem is starting a base, playing it for 10-20
           | hours, and then feeling guilty for trying to push my luck any
           | further. It's very easy to end up in situations that seem too
           | cruel to continue.
        
       | cwkoss wrote:
       | If you like RimWorld, I recommend checking out Stardeus.
       | 
       | The feel is very similar to Rimworld, but the setting is that
       | you're a spaceship's AI system, and you have a bunch of humans in
       | stasis. The goal is to find a habitable planet for them to
       | colonize.
       | 
       | Was released last month and is still in Early Access, but it's
       | definitely in a playable state.
       | 
       | The asteroid fields are brutal ;-)
        
       | karaterobot wrote:
       | Dwarf Fortress and Rimworld are currently on the front page. I
       | don't know why, but I like it.
        
         | nostromo wrote:
         | It's a long weekend in the US -- and a time when a lot of folks
         | buy games on Steam or other platforms.
        
         | blueboo wrote:
         | Let's get Cogmind and Caves of Qud up here too
        
           | intelVISA wrote:
           | Songs of Syx too.
        
           | johnsillings wrote:
           | Caves of Qud is GOATed
        
             | lelandfe wrote:
             | As someone who has played loads of roguey games (ADOM,
             | ToME, CDDA, etc), I found Qud to be pretty miserable. I
             | just don't think it is possible to play it without watching
             | or reading long tutorials from other people.
             | 
             | In my opinion that is AKA a poorly-made game.
        
               | Natsu wrote:
               | Yeah, I'm a big roguelike fan, too, but Qud just click
               | work for me.
               | 
               | I say that as someone who has ascended multiple times on
               | Nethack, gotten deep endgame in ADOM, etc.
               | 
               | I got really bored with Qud and never went back.
        
           | udkl wrote:
           | Other similar Indie games : Clanfolk & Necesse
           | 
           | Necesse is more similar to Terraria, but it's the game I'm
           | enjoying most right now.
        
         | kupopuffs wrote:
         | Tech layoffs be feeling it
        
         | sdenton4 wrote:
         | Well, here's a post for ONI to complete the trifecta of colony
         | sim games... https://news.ycombinator.com/item?id=33712533
        
           | krisroadruck wrote:
           | I beat you to it by about 3 minutes. Surprised HN didn't
           | dedupe them
           | 
           | https://news.ycombinator.com/item?id=33712505
        
             | mdaniel wrote:
             | the HN dupe detection is either _stunningly_ broken, or
             | (more likely) has been disabled:
             | https://news.ycombinator.com/item?id=33709786 and
             | https://news.ycombinator.com/item?id=33710180 are literally
             | the same URL within an hour of each other
        
         | ketzo wrote:
         | Lotta games talk today if you include the Diplomacy bot. Guess
         | everyone's on break this week :D
        
       | SeanAnderson wrote:
       | This game inspired me to get into simulation video game
       | development as a hobby! :)
       | 
       | Easily one of my favorite games of all time. Do not let the
       | graphics and dense UI turn you off. It's worth the effort.
        
       | cube2222 wrote:
       | RimWorld is excellent!
       | 
       | The only problem I have with this kind of game though is that
       | time flies by really quickly for me with it. I think it's been 10
       | minutes while it's actually been an hour; next time I look at the
       | clock it's 3am.
       | 
       | I only have this with games like RimWorld or SimCity (city
       | builders, simulators) and it's actually the main reason why I
       | play them so little. They're too "just one more thing".
       | 
       | So yeah, recommended but with a caveat.
        
         | cm2187 wrote:
         | Time flies when you spend the night rimming.
        
         | TobTobXX wrote:
         | There's a setting to show a real-world clock on the right side.
         | Just goes to show that it's something common.
        
         | hallux wrote:
         | Agreed. I don't play RimWorld that often anymore (though that's
         | about to change again as I'm about to get the new Biotech DLC),
         | but when I do, I go out of my way to clear my whole weekend of
         | any obligations just so I can immerse myself in the game for a
         | couple of days.
        
       | chanandler_bong wrote:
       | Rimworld is great. Almost 2,000 hours in and I am still learning
       | and evolving my gameplay.
       | 
       | Some people play hardcore/survival mode with hundreds of combat-
       | related mods, others play it as a version of Stardew Valley. It
       | is totally up to you how you want your game to be.
        
       | drexlspivey wrote:
       | The graphics seem almost identical to Prison Architect so I
       | assumed it's the same company but no. What's the story here?
        
         | Kinrany wrote:
         | Tynan explained somewhere that this is due to design
         | constraints. There aren't many ways to draw top-down, small and
         | light on detail but clearly visible humanoids.
        
         | debesyla wrote:
         | It's just a coincidence, lack of creativity, and it was an
         | inspiration, as said by the Rimworld author himself (Tynan) at
         | https://ludeon.com/forums/index.php?topic=23.msg49#msg49
        
         | MrFoof wrote:
         | The reality is the simple graphics is what allows you to keep
         | things very easily distinguishable as you zoom out to a great
         | distance. Additionally, they required less time to create.
         | 
         | Last, the other point of keeping things as relatively
         | abstracted icons is that it forces players to tell the story in
         | their mind and create emotion from there, where the player
         | fills in the blanks themselves.
        
         | yreg wrote:
         | >I drew some inspiration from Prison Architect. Moreso from its
         | own inspiration, Dwarf Fortress.
         | 
         | >We don't share any tools. Chris at IV has his own tech
         | foundation; I built this one on Unity.
         | 
         | >But they do look somewhat similar; that's my fault. I'm not a
         | good enough artist to come up with a really good original look.
         | There are only so many ways to render characters on a tiny grid
         | without using animations.
         | 
         | >I hope the differences between the game will be enough for
         | people to look past the aesthetic similarities. And if I get
         | some funding at some point I can get an artist to help develop
         | a more unique look.
         | 
         | >I do think the similarities are skin-deep. In gameplay the
         | game resembles DF much more than PA.
         | 
         | - Tynan, creator of Rimworld
        
       | oneshot-a4yukdk wrote:
       | Greedy bustards hiked price in regional currencies (28% in my
       | case) right before I decided to buy a dlc! Even Factorio
       | (legendary for no sale policy) haven't hiked yet. Great game btw.
       | 
       | [0]
       | https://store.steampowered.com/news/app/294100/view/34221999...
        
       | atum47 wrote:
       | I used to watch a YouTuber doing a video series on RimWorld, he
       | was able to "tell" a really good story that was happening in his
       | world [1].
       | 
       | I want to someday start playing it, right now I'm not because: I
       | rather play on the console laying on the couch, I'm working to
       | much to invest in the game. It seems to have a step learning
       | curve.
       | 
       | 1 -
       | https://youtube.com/playlist?list=PL_lgEqY9K6UXUVco5XysDNAeU...
        
         | ninth_ant wrote:
         | The learning curve is not as steep as you might think from
         | watching youtubers.
         | 
         | The game adapts to how well you're doing, so as they advance
         | quickly because of their experience their challenges will
         | escalate in difficulty as well. As a newcomer you'll advance
         | slower so won't face as many obstacles as soon as you've seen
         | them happen.
         | 
         | I mean, you'll still lose your first colony. And the next 10
         | after that. But each time you learn a bit more.
        
         | andrewxdiamond wrote:
         | PeteComplete does a great job of adding narrative depth to his
         | play throughs.
         | 
         | Here's a run exploring the games Ideology DLC playing as a
         | tribal village.
         | 
         | https://youtube.com/playlist?list=PL_lgEqY9K6UVooXatQRca5Rw-...
        
         | kortex wrote:
         | Ah, Cambiar the Cannibal! 10/10 would absolutely recommend this
         | playthrough series, especially as chill/background audio. Super
         | enjoyable and you don't have to be 100% tuned in to keep up. I
         | often have this on while doing chores.
        
       | Kiro wrote:
       | Another generic post about an extremely well-known colony
       | simulator, with a title downplaying the significance. Both
       | RimWorld and Dwarf Fortress are genre-defining cultural
       | phenomenons. It's like posting Linux and making it sound like
       | something unknown. What's going on?
        
         | debesyla wrote:
         | The submission guidelines suggest to use original titles
         | (https://news.ycombinator.com/newsguidelines.html).
        
       | PointyFluff wrote:
       | A single threaded heap of hot garbage-collection.
        
       | p1necone wrote:
       | Rimworld is fantastic, but I never manage to play it for more
       | than a few hours without getting a strong urge to stop and play
       | Dwarf Fortress instead.
        
         | skrowl wrote:
         | I like to spend 5 hours downloading and updating mods, then
         | play for 2 hours
        
           | mod wrote:
           | I still play vanilla. I've never beaten it.
        
             | kllrnohj wrote:
             | I've seen I think a single one of the RimWorld endings and
             | honestly "beating the game" is so not interesting to me at
             | this point after hundreds of hours played.
             | 
             | Starting up new colonies and getting established to the
             | point of "yeah I can handle all the raids thrown at me at
             | this point" is when I move on to start a new colony with a
             | new religion/race/theme. Actually going from "solidly
             | established colony" to "you win!" credits is I think the
             | weakest part of RimWorld, although I haven't tried being a
             | nomad yet which has what sounds like a way more interesting
             | path all the way through to the victory screen.
        
               | mod wrote:
               | What's a nomad? You caravan around and settle new tiles?
               | 
               | I vaguely know that's possible, but I don't venture out a
               | lot honestly.
        
               | deathanatos wrote:
               | I wonder if they meant a tribal start. They're a bit
               | tougher to play.
        
               | tstrimple wrote:
               | One of the self-imposed play styles I've seen in youtube
               | playthroughs is more of a band of mercenaries or bandits.
               | They go from one settlement to another raiding the bases
               | there and only survive on what they can steal. They
               | basically ignore the colony management and base building
               | aspects of the game and focus on building a team of
               | absolute combat monsters all addicted to luciferium.
        
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