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Jim Mander's avatar

I always come away from games like Kenshi with the sense that they're kind of 'failed MMOs.' Not at all in the sense that they were MMOs or were ever going to be MMOs but more in the sense that a gas giant or a brown dwarf is a 'failed star.' They're attempts to create the same kind of virtual worlds that are designed for thousands of interacting players, with interlocking systems and sprawling footprints, but with no hope or desire to fund servers or attract the player base required for such a thing to actually become a functioning space, they fill it with AIs that sort of act the way people playing MMOs might - like selfish, marauding assholes. The reason they feel like sandboxes despite having tons of RPG elements is because the aim of an MMO is not usually any 'end' goal, but in becoming part of a community, and in a 'failed MMO' you have to kind of pretend that you're joining one made up of NPCs. It's a bit like how you CAN play D&D or any tabletop game by yourself, but it ends up feeling a bit lonely and hollow, because the whole structure of the games are designed to encourage interplay between multiple people, and that's tough to appreciate when you're the only mind at work.

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Scanlines's avatar

Really enjoyed this review from start to finish and I'm glad mine encouraged you to also cover this very atypical video game.

It's funny, a bit removed now from my own last visit to Kenshi and I only remember liking it, even if my review was not a positive one and I was convinced at the time I probably wouldn't touch it again.

Everyone should play it once and a few people might just find a new favourite game.

A comment on your section about Triple-A design now: I wholeheartedly agree that the aversion to having players face any kind of obstacle is a massive issue and I would also add that modern Triple-A games feel designed around a market niche, not a gameplay loop or narrative. I don't see a game like Star Wars Outlaws and think "This was designed to tell a Star Wars story." Or "The game was built around this gameplay gimmick or loop." I just see "They realised there wasn't an open-world offering for Star Wars geeks."

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