Allow me to explain:

Taking the "Crafting Survival" genre as a prime example, why do they all have the same feeling of being cheap, amateurish, and janky af? There is just this certain something about how every single one feels to play. The differences tends to be more in the grind, progression, and aesthetics while the game feel is exactly the same. The way your character moves, the way combat feels cheesy and unbound, the often minimalisticly artistic UI (like it's just a 50% transparent box with text/icons on it), and almost always riddled with bugs.

Even the big budget ones made by giant, long-lived developers tend to feel exactly the same as the independently made-by-one-dude-in-a-garage games. They might have better visuals, but everything else feels cheap and just to the point of functionality.

The weirdest part of this, to me, is that Minecraft doesn't feel like this and it is basically the grandfather of the genre. It's just every other one built in Unity or Unreal that feels like a janky ARMA module made by someone who just learned how to code. With so many developers making so many games in this genre, you'd think at least one of them would make one that feels more "luxurious." I lament not being able to put into words exactly what I mean; it's really something that can only be described through comparison and experience. But I have to believe others who have played games like Rust, Ark, Valheim, etc know what I mean.

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[–] 23 points 2 months ago (2 children)

Crafting "survival" quickly became one of my least favourite genres. It's 99% the same boring bullshit and the word "survival" is doing some heavy lifting when it is really just a crafting action game or something.

There are a few exceptions to the rule like The Long Dark and Don't Starve though.

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  • [–] 17 points 2 months ago

    I presume they all buy the same animation package and then barely bother to modify it.

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  • [–] 12 points 2 months ago

    crafting survival base building pvp extraction shooter with zombies and microtransactions, available as a service with >$60 upfront price tag

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  • [–] 10 points 2 months ago (3 children)

    Given your distaste for the genre, whichever one you might feel is "luxurious", you probably haven't played. Minecraft also has the benefit of working in precise squares/cubes.

    Systems-driven games tend to have more bugs than ones where all of the solutions are finite and predetermined.

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  • [–] [S] 2 points 2 months ago (1 child)

    I actually don't hate the genre itself. The idea of these games is what drives me to try them out in the first place looking for one that actually feels like it has some quality to it and isn't 2D. Plenty of good ones in 2D. I can think of just 1 that is high quality, 3D, and isn't Minecraft or a blatant clone of Minecraft: Project Zomboid. And I am not sure if that even technically counts. It does have all the basic elements except for tech progression, tho.

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  • [–] 1 point 2 months ago

    I only got into some of this genre lately, because the right twist was applied to it. I'm playing Palworld now, and it was quite fun until about level 60, at which point I'm feeling like I need to turn up some sliders to adjust the economy, because it slowed way down. It's janky, it's buggy, it crashes from time to time, but it's fun. Enshrouded comes out in 1.0 later this year, and I'm looking forward to it, but I doubt it plays like Palworld. I've played Factorio and Satisfactory; liked the former a lot and didn't care for the latter, but they don't feel the same, and there's a lot of variation in how the two of them handle their central loops. I played the beginning of V Rising with a friend and only fell off due to scheduling; it doesn't feel like any of the above either. There are a lot of variations on this genre out there.

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  • [–] 5 points 2 months ago

    Have you tried Vintage Story? I consider it the best game in the genre

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  • [–] 5 points 2 months ago

    It's just every other one built in Unity or Unreal

    I think this has a lot to do with it. A lot of these platforms have defaukts or even jusy tendencies baked into the development process. It takes an experienced developer to dive in the "feel".

    For making the first Spyro game, Insomniac hired a NASA engineer who had experiencing making flight control systems in order to dial in the feel of controlling Spyro. That's the kind of thing that costs a lot of money, but made the game one of the most successful 3D platformers of all time.

    Another thing to look at is assets. Models, textures, fonts, UI design, sound design. It's easy to go cheap here: free asset libraries or cheap ones available for purchase. Some of these assets might be fine on their own, but when combined together they're just...slightly.... Off. Because they weren't designed to be cohesive in a space together. Making one model that looks good takes talent and time. Making thousands of models that look good together takes planning, coordination, and direction.

    And these are a lot of things that are easy for a small team to overlook, or at least de-prioritize. Smaller teams are usually driven by game designers who have specific designs in mind. They want to tweak numbers or implement systems. They design the game first, and then slap on whatever art assets they can to make it appealing enough to their audience.

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  • [–] 3 points 2 months ago (1 child)

    I think this might be a bias towards the sample taken, given how easy it is to make a game these days, you can probably say the same abot any genre given the right sample.

    If you want examples of survivalcraft that might not fit that (subjective) model, there's stuff like sons of the forest or Terraria.

    You might feel tempted to say these are exceptions, but I'd argue that anything that is more common would by definition fall into same-y-ness

    I also want to add that the ui problem goes beyond genres.

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  • [–] [S] 1 point 2 months ago*

    The Forest (and its sequel) is one I have yet to try. The monster mechanics look gnarly af in that one. At least, I am pretty sure that was the one where they can merge together and form bigger monsters or climb up your structures using their buddies as step ladders. 🤔

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  • [–] 3 points 2 months ago

    I’d argue that when a game feels "cheap," it’s usually a failure of game feel and feedback rather than a lack of features.

    A standard crafting loop can feel incredibly deliberate and grounded when the movement, animation timing, sound design, inventory friction, and failure states all cohesively point toward the same player goal. Conversely, when those systems work in isolation without reinforcing one another, the game just feels like a disconnected kit of familiar mechanics.

    Instead of looking at a whole game, it might be better to zoom in on one specific micro-interaction: harvesting, building, or escaping. What’s a game that made one of those actions feel truly considered, and what specific tricks did it use to pull it off?

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  • [–] 3 points 2 months ago

    Can't say this is the case in shmups, action games, or fighting games, TBH. That's all I play though, I don't know nothing else.

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  • [–] 2 points 2 months ago

    I fucking know exactly what you mean. Its gotta be the way they develop them. The software controllers must have gone through some form of standardization for them to all feel so similar, maybe they use the built in Unity and Unreal shit for controller mapping. But you are so right with this entire explanation, AND WHY, WHY DO MY FRIENDS LIKE IT GOD IT FUCKEN SUCKS. Yet they won't play on my self hosted Minecraft server. And honestly it sucks, this genre could be unique and interesting with each entry but it just doesnt. Everything from Icarus to Mines of Moria feels exactly the same.

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  • [–] 2 points 2 months ago

    i like fallout 4's crafting and survival but i would not call it a crafting survival game or even a good example of one. i just think its fun. even if i lose hours of progress because i couldnt find a bed and a car randomly exploded

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  • [–] 2 points 2 months ago (2 children)

    Imo for most game developers even Indie ones it’s about getting a return on a game developed. To them copying the current hottest thing for quick sales. Much of the time either making a pc version of a mobile or switch only game. Or worse yet making it look very similar so the uninformed buy the wrong game ..

    Steam could use some more curation. But maybe that’s just me ..

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  • [–] 3 points 2 months ago (1 child)

    And I dont get why they do that. I'm not disagreeing with you that's absolutely whats going on, but we live in a world that already has Minecraft. Why would I want to buy Minecraft-but-barely-works?

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  • [–] 1 point 2 months ago

    My guess is it’s easier to copy and hope for some quick cash ? Thankfully I myself avoid this games but maybe others don’t ?

    I also tend to ignore most of new Indie darlings I hear about on Steam. It’s a personal preference.

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  • [–] 2 points 2 months ago

    because most try to be clones of already existing games than doing anything creative since that's less risky

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