I’m not entirely sure how to classify Don’t Starve using
videogame taxonomy. Is it a survival horror game? A puzzle game?
A sim-game? An exploratory game? An RPG? A
Rogue-a-like? It has elements of all of these genres to it, but none of
them accurately describe it. At its core there’s a certain madness, a
certain lack of concern with genre. This isn’t a game that’s trying to
find a niche audience and exploit it. It’s a gesture, an attempt to
create something new and interesting, something personal that the developers
clearly wanted to design not for a particular audience, but for themselves and,
along the way, anyone else who might be interested. It’s a work of art in
the purest sense, and there’s something marvelous about it.
Oh, it’s also a hellish engine for frustrating the living balls
off me.
The core conceit of Don’t Starve is that you, an anonymous
every-gentle-man scientist, wake up in a strange new world populated by strange
new creatures. You have nothing but the hair on your head and the clothes
on your back. From there, the title of the game says it all: you’re
tasked simply with surviving. You also earn experience to unlock new characters
with new qualities, like youthful pyromaniacs and slow-witted 1920s era
strongmen. Survive longer to earn more experience points. Simple
enough. These are the games only rules. Oh, there’s a bigger quest
to “win” by returning to home, but I haven’t come anywhere near completing it
yet. I’ve been way too busy dying.
This is where Don’t Starve gets interesting: surviving, the
seemingly simple task, is anything but. At its core, surviving just means
making a fire each night and keeping food in your belly. But as you
continue to play, resources quickly become scarce. Rapid deforestation
can make finding firewood a real chore. Those berries take a while to
grow back, and collecting all of them can take days. Getting rabbits to
run into traps? No mean feat. And then there’s stone and gold, the
two late-game resources which quickly become important. Stone is easy
enough to find, but gold, necessary for building new pieces of technology that
ease survival (and later in the game, are necessary for survival) is scarce.
And until you find some gold, you’re going to have trouble getting much
done, between crappy tools that break regularly and limited inventory space.
This slow tech creep is something you have to endure each time you
begin a new round of Don’t Starve. It’s part of the game, part of
resolving the punishing system of limited resources, because those
technological advances are absolutely critical in allowing you to survive.
Once you’ve got a set of metal tools, you’ll be able to make longer
forays out into the world and accomplish more with the world’s limited
daylight. You don’t want to be away from your camp at night. Once
you’ve got a backpack, you can go on longer expeditions without returning to
base, carrying more food with you on your way back and more raw materials with
you on your way home. Once you can build walls, you no longer have to
live in fear of treepeople following you home during a routine wood-chopping
trip and savaging you in your camp come nightfall. Armor will make
fighting those Hounds way easier. Farms give you a place to put all that
manure you’ve been finding near those Beefalo. Chests let you store all
that extra firewood you’ve been chopping.
Eventually the desperate slog for survival can become a tired
routine spent farming, checking traps, fertilizing bushes and leaving your
compound to collect firewood and chop trees. But even after you’ve
reached this sort of homeostasis, the game will throw you curve balls.
The aforementioned Hounds might come for you one morning. The Pig
Men you’ve been camping near for protection might become were-pigs and begin
attacking you. A lightning strike might burn down the berry bushes you’ve
been digging up and replanting inside your protective walls, turning them to
worthless ash.
And when these things go wrong, when you’re forced to deal with
rapidly changing circumstances, that’s when the game gets interesting.
The night you wander too far from your makeshift camp and have to set up
a temporary base in the woods becomes a desperate battle for your life against
a horde of spiders you didn’t know were nearby when you set up your camp.
And then you have to make decisions like “Do I take a torch and run into
the night in the hope that the spiders give up, do I stand my ground, or do I
set fire to the woods and hope that it deals with the spider nest?”
There’s no right answer, and there are upsides and downsides to
every plan. But these are the choices you have to make, usually at a
split second. The longer term decisions, the ones you can mull over, are
things like “Do I leap into the maw of that worm-hole and see where it goes?”
or “Is digging out that cave and going inside worth the trouble?” But
there’s a wonderful diversity of action, and a wonderful set of things that can
go tremendously wrong in the world. And the learning curve revolves
around making mistakes and learning just how each thing can go wrong. I
didn’t know the value of building walls until the Hounds came for me the first
time. They ran me down easily, mercilessly, quickly, left my corpse and
all its varied equipment laying around. I didn’t know about the
importance of building a lightning rod until lightning burned down half my
camp, robbing me of the bulk of the food-producing bushes that I’d spent the
previous two weeks of game time acquiring. I didn’t realize it was a bad
idea to dig up graves until I nearly lost my mind after being chased across the
map by a ghost. Sleeping seemed harmless enough until I woke up nearly starving
the next day.
Each death is a learning experience, but it’s not a learning
experience in the context of a conventional RPG in that there is no enduring
progress (spare that new characters, with new quirks, are unlocked) only an
array of experiences to draw off of, to inform my play. For example, I
now know the importance of camping within walking distance of Beefalo, who are
almost always near tall grass and are an abundant source of manure, a crucial
resource for farming and a ready and effective source of fuel. I know
that the best way to actually get rid of one of the fucking horrifying tree
people that will sometimes follow you is to run them into a herd of enemies -
in fact, if you run them into a recurring spawn you can use trees to generate a
never-ending stream of potentially useful materials and resources that monsters
generate. I accidentally ran an awoken treeperson to a sinkhole I’d
opened up, exposing an endless stream of bats to the world. The
treeperson not only stopped chasing me, but began guarding the sinkhole and
providing me with a steady supply of bat parts I could use as a food source.
Perhaps Don’t Starve could best be described as an
ecosystem simulator. You’re a disruptive element in this ecosystem, and
your goal is to become as harmonious as possible with the ecosystem itself,
eventually achieving ultimate harmony by removing yourself from said ecosystem.
You can find ways to exploit this ecosystem to your advantage, but for
the most part it’s simply a collection of hazards. These hazards can
produce resources, sure, but if you treat fighting like farming and fishing,
you won’t last long in the world of Don’t Starve.
Come to think of it, you probably won’t last long anyway. Don’t
Starve will murder you with the same aplomb you’d expect from a
Rogue-a-like, though without any of the permissive starting conditions that
make re-starting in a Rogue-a-like so palatable. In place of ease of
access is narrative: a dynamic narrative that, more often than not, rewards
effort with interesting play or, barring that, an interesting death. I
will say that every time I’ve lasted over a week in Don’t Starve, my death has
been both edifying and hilarious. At this point, I’m not sure I want any
more of a game.
There’s also quite a bit to be said for the price tag. Don’t Starve is a paltry fifteen bucks. Paired with regular updates, proudly telegraphed by a friendly clock in the game’s main menu, Don’t Starve is engaged in a process of constant evolution that is all but unheard of for a game with that modest a price. Changes to the game so far have varied from caves filled with horrible beasts to new characters to weather. I’m unsure of what will come next, but given the distinct care which has gone into shaping Don’t Starve to date, I’m sure it will be impressive, whatever it is. Check it out, if you haven’t yet. It’s readily downloadable on Steam.
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