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It’s at the lower end of the spectrum, though, I’d say, relative to other survival games. But there’s certainly challenge there, and there’s certainly threats present throughout the world. It’s not like starting in ARK and having your entire base destroyed by a T-rex in the first five minutes we want it to be a bit more accommodating and accessible to players. It shouldn’t be consistently overbearing and too difficult. The challenge is almost as much as you want it to be – players can seek out the challenge. It’s more about being collaborative with players, so we don’t have that combative player-versus-player nature as a major focus. To put it relative to a game such as ARK or Rust, it’s far less competitive.
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Relative to a lot of other competitors in the survival genre, we’re trying to stay true to the original vision of the game, which is that it’s quite whimsical.
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S o in terms of the survival genre, do you imagine Smalland as being a relatively welcoming game or on the more harsh end of the spectrum? There’s also this rather meandering response to an interview question provided to the games head of production, Ben Averley, located below Or if this is simply another variant of “trying to not die becomes pure survival”. I wonder if it’s the increased depth & emphasis on the building in Smalland that makes them attach the survival tag to the title, similar to how I’ve had folks explain to me that New World is a survival game because of the depth & style of the world and scavenging/farming materials. There’s even the breakdown/in depth fleshing out of kinda these mainstay lore type characters (The Elder, Witch, and Engineer)- the game play loops of questing/raising ally/faction style rep and earning cosmetics & mounts. Watching through development videos from way back in early 2021 kinda enhances that viewpoint- a lot of emphasis on individual character look and armor, lore and player choice- all traditionally more a mainstay of the MMO genre than a typical survival title. In a lot of ways a bit similar to Valheim- or perhaps as if you took one of the popular MMOs out there, like ESO or WoW, and skimmed down some of the horizontal magnitude into a smaller focus area. The vibe I’m currently getting from Smalland is very kinda open world MMO-lite. Both first and third-person views will be provided to the player.(Merge Games interview with Wireframe, 2022) Smalland was originally a project by a completely different development team, seeking funding on IndieGoGo.Grounded and Smalland will coexist, it just means that most people will buy both games. It's a shot in the dark to attract a publisher if you're lucky and meanwhile everyone treats you like you're a AAA dev who should have a spokes person. They either get canned or is continued as a hobby so they can get other jobs to finance it.ĭepending on the dev team communitction is last on the agender most indie devs know backers are in short supply so in order to avoid the stress and fear of miscommunication you get these large stretch of times where there is no info. The amount of times i see a decent game go through kickstarter get half or almost the asking amount, have financial troubles half way through or sooner. Smalland has had it rough trying to keep them afloat during the development process the fact that a small indie team is still working on this game and being bought by a publisher means they can focus on the game without distractions. Smalland didn't have publisher support from the start nor could it get enough backers (8% of their asking amount) there are 2 people working on the game with a large experience gap too.
SMALLAND VS GROUNDED PLUS
Grounded has Obsidian Entertainment and Microsoft support from the get go without having to go through kickstarter and the woes of getting enough backers plus they have a 13 skilled and experienced dev team. There are indie devs who have dreamed to attract publisher support and funding the fact they got both. The publisher wouldn't have bought the IP if they thought this game had no chance.