almost 6 years ago - /u/TynanSylvester - Direct link

Originally posted by Mehni

RimWorld aims to create complex drama from its systems, but as close as it sometimes gets, the illusion never quite takes hold. 

That's very valid criticism: RimWorld made the switch from Colony Simulator that happened to tell wonderfully ridiculous stories through serendipity to Story Generator in the form of a colony simulator.

In current builds, the balancing, nerfs and opaque mechanisms are designed to force a story down your throat instead of letting you explore and discover it yourself. And I find that less enjoyable.

Objectively it's a better game, but whether it's a more fun game, I'm not convinced.

Just to clarify, it's been a story generator since the first day of the Kickstarter, and it's always been marketed this way. This is the first paragraph of the Kickstarter after the intro (bold in original):

I've always thought the best part of games like Dwarf Fortress and The Sims was the stories that come out of them. That's why RimWorld is designed as a story generator. It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony.

https://www.kickstarter.com/projects/tynansylvester/rimworld

The Steam description also mentions it right at the beginning. It's the core design goal of the game and always has been.