The Evolution of Don't Starve: From Single Player to Multiplayer Fun

เนื้อหาวิดีโอต้นฉบับขยายวิดีโอ
  • Don't Starve is significantly more enjoyable with friends.
  • The game transitioned from a single-player experience to multiplayer after a year and a half.
  • Learning to survive is a core mechanic that becomes more rewarding in a team setting.
  • Death and resource management are handled differently in multiplayer, making gameplay more forgiving.
  • Character synergy is maximized in multiplayer, enhancing the overall experience.

[Music] Don't Starve is one of those games that's just better with friends.
A lot of the mechanics in it seem designed around multiplayer.
You name it: resource gathering, map exploration, combat, characters, and even death.
Whatever the mechanic is, it's better with other people.
To most players, that much is obvious.

What some players may not know is the fact that Don't Starve didn't start out as a multiplayer game.
When it released back in 2013, it was strictly a single-player only game.
It wasn't until a year and a half later that Don't Starve Together, the multiplayer version of the game, was available in early access.
Every time I remember this, I can't help but feel a bit shocked.
I even played the original single-player game back in 2013, and I still can't believe it wasn't multiplayer from the start.

The thing is, I love Don't Starve Together, but I hate Don't Starve Alone.
I really dislike how this game plays in single-player; to me, it's just so mundane.
You spend so much time just grinding for resources, whether that be chopping trees, mining rocks, or gathering food.
You do that for hours and then you die some pathetic death, either to hunger or some monster that kills you in under 10 seconds.
Once that happens, your world gets deleted and you have to start over from the beginning.

This isn't that bad for your first few times, but after a while, the game starts to feel really repetitive really fast.
What I just described is the basic gameplay loop for Don't Starve.
The thing is, that gameplay loop is the same for both the single-player and the multiplayer versions of the game.
If that's the case, how's it possible that I hate this game when I play it by myself while I love it when I play with my friends?
Most people agree that Don't Starve is a better game to play with friends than by yourself; you probably feel the same way too.

Again, how's that possible if it's just the same game either way?
Well, even if the mechanics are still the same, the way you interface with them changes based on whether you're playing by yourself or with friends.
I would say that multiplayer brings out the best in the game while mitigating the worst of it.
In other words, it makes the game less annoying and more fun.

In this video, we're going to take a closer look at why Don't Starve plays better as a multiplayer game.
We're going to go over some mechanics and explain how they changed based on whether you're playing by yourself or with friends.
More specifically, we'll examine why they just work better in multiplayer than in single-player.
With all that squared away, let's get started.

Earlier, I briefly went over the gameplay loop of Don't Starve, but I didn't mention a really important detail.
While it's true that you'll be dying constantly, you're going to be learning how to survive better after each death; you'll be improving.
In other words, in your new worlds, you'll be discovering new things, learning new lessons, and experimenting with new ideas.
You'll even be doing some research online too, since this is definitely a game you play with the Wikipedia page open in the background.
All of these things can be summarized as one mechanic: learning to survive.
This is arguably the most fun part about Don't Starve.

Don't Starve is a hardcore survival game.
If you want to make it farther than you did in your previous world, you'll need to make sure you're constantly learning.
On top of that, you also need to be constantly strategizing to make the most of your in-game time.
You're going to need to plan ahead for future events like increasingly brutal monster attacks and changing seasons.

While single-player and multiplayer do have this in common, playing with other people adds something more to this experience of learning and strategizing—teamwork.
When playing with other people, all of you share one common goal: survive.
Since Don't Starve is a very brutal game, you don't have time to think about anything other than surviving, or else you'll die.
This isn't a game like Minecraft where everybody can just walk off and do their own thing.
Since you're forced into having a shared goal, you'll also be forced into working with your team.
You'll constantly be sharing new information with your teammates, discussing ideas with your teammates, and making plans with your teammates.

With this, Don't Starve gets a big layer of strategy that it doesn't have when playing by yourself.
As you play multiplayer, you'll incorporate teamwork when learning and strategizing how to survive.
The result of all that teamwork is going to be more rewarding and fun than if you just did everything by yourself.

Making strategies is fun, but what happens when you inevitably make a mistake?
Whether you have the knowledge to have been able to prevent it or not, you die.
And what happens when you die with no way to revive yourself?
Your world gets deleted, full stop.
That's the case in single-player.

To be fair, you knew exactly what you signed up for.
Don't Starve is a roguelike game, which means permadeath is a feature.
Once you die for good, you have to start completely over.
Permadeath is a core appeal of roguelike games since it raises the stakes of a run.
However, that doesn't stop it from stinging when it does happen, especially when you've spent several hours in the world you just lost.

Meanwhile, death is handled much differently in multiplayer.
It's more forgiving, but not in a way that compromises on the game's hardcore nature.
It's designed in a very clever way.
When you're playing by yourself, permadeath is only your responsibility.
When playing with other people, the burden of permadeath gets shouldered on the team, not on any one individual player.

If a player dies, it's not over because they can be revived by a teammate.
A player's death has a lasting impact on the team.
When a player dies, they turn into a ghost and get put into timeout.
The team suffers the heavy penalty of losing an active player, but there's another consequence.
When a player is dead, their ghost causes gradual drain on the sanity meters of living players.

This effect is additive, so multiple dead players make your sanity drain faster.
As more players are dead at the same time, their losses affect the team more severely and that makes it harder for the team to operate and to survive.
In a four-player server, one player dead may not be as big of a deal since the other three can work together to revive them easily.
However, three players dead is a bigger deal since the burden of surviving and revival falls onto just one person.

This design operates on the idea that the severity of death should depend on the overall status of the team, not just on any one specific player.
We can see this idea even more clearly when it comes to how reviving other players works, which is the next thing we're going to talk about.

There are several different ways to revive a player.
As you get further into a world, you'll be creating backup plans to revive yourself, which act as insurance against permadeath.
I'm only going to be talking about one of these options: the Telltale Heart.
That's because the Telltale Heart is exclusive to multiplayer; it can only be used on a dead player by a living player.
This also happens to be the most reliable and most accessible method for reviving someone.

Don't Starve, the Telltale Heart is brilliantly balanced.
It's cheap to make up front, but most of its cost is paid forward.
The materials to craft it are relatively inexpensive, but the recipe also costs 40 health from the player crafting it.
This is another example of that design mindset we were talking about earlier.
The severity of a player's death depends on the status of the overall team.
If all living players are below 40 health, the team isn't in good shape; they won't be able to craft a Telltale Heart until they get their health problems sorted out.

Meanwhile, if players are well off, they would be able to easily craft the Telltale Heart and restore that 40 lost HP.
They can even make some Telltale Hearts before someone dies if they're smart.
Players being revived also receive a penalty upon revival: their max health is temporarily reduced by 25 percent once they're revived.
This effect can stack up to three times, meaning their max health can be reduced by up to 75 percent if they keep dying and coming back.

The way you alleviate this penalty is by crafting an item called a Booster Shot.
The recipe for this item uses eight rot, which is very interesting.
It's not a rare item by any means, but it's an item that takes actual time to create.
You get rot by letting food spoil, which can usually take several in-game days.
Letting food spoil and go unused is counterintuitive to survival.

Players who are thinking ahead won't let their food spoil since they needed to survive.
This means that they'll only be thinking about making rot for the Booster Shot after a player is revived.
Again, rot takes a few in-game days to actually manifest, so it'll be a little while before the revived player can undo their max health penalty.
This ensures that the penalty is temporary, but at the same time not too temporary.

Alternatively, if you're good at the game, you'll prepare the rot in advance before anyone dies.
For this kind of team, when someone dies and gets brought back, they already have the Booster Shot to undo their max health penalty instantly.
Again, with this, we can see how the severity of a player's death depends on the well-being and preparedness of the team.
In the worst cases, most players will barely get by with any revives.
In the best cases, a team will have a Telltale Heart and a Booster Shot ready before anyone even dies.

Don't Starve is a game heavily centered around time and resource management, and the Telltale Heart just reinforces that elegantly.
This also loops around to what we were talking about earlier: learning and strategizing how to survive.
You need to make plans to be prepared if you want to survive in Don't Starve, and this is another example of just that.
As we can see by now, death is designed very cleverly in Don't Starve Together.
The responsibility of permadeath falls onto the team, which alleviates the burden from individual players.

It still has the spirit of permadeath, but it's much more forgiving at the same time.
Death and reviving are well balanced here; it's not overpowered.
If your team sucks at the game, you're still all gonna die and lose, and no amount of revives can stop that.

With permadeath squared away, we can move on to the next case of multiplayer being better than single-player: the actual minute-to-minute gameplay of Don't Starve.
Since this is a survival game, you're going to need to constantly be doing things to actually survive.
The most common of these tasks is resource gathering.
By that, I mean chopping trees for wood, mining rocks for stone, and scavenging for food.
All of these tasks are simple and usually just involve two or three steps.

For example, when you want to gather wood, you find a tree, chop it down with an axe, pick up the wood, and plant a new tree for later.
This simplicity is fine on its own, but it creates a big issue with repetition.
The game asks you to do these tasks over and over again until you have enough of that resource to survive and progress.
Even then, a lot of these resources don't last that long—
that reality demands you go grind for more resources not long after you just finished grinding for them.

This is still true if you manage your resources carefully and build farms.
Unfortunately, it leads to a lot of repetitive and shallow gameplay.
Gathering wood may be fun at first, but it gets very boring when you need to replenish your stockpile for the seventh time.
Now, this repetitiveness of this grind is even worse in single-player.

When playing by yourself, you're going to be grinding for resources for about 80% of your playtime, which sucks; it's just not fun here.
This is where multiplayer flies in to save the day again.
When you have multiple people, you can split labor up between them.
One day, player one will gather wood, and player two will gather stone.
A few days later, their roles can switch to player one getting stone and player two getting wood.

This way, every individual person ends up doing less grinding, and they can focus on more meaningful gameplay.
There's also some irony to this since you'll actually need more resources overall to sustain multiple players at once.
However, as I just said, everybody ends up doing less grinding this way.
With more players, the game's challenge to survive ramps up, but the burden of grinding is lessened on each player.
It's a win-win for both the players and the game's balancing.

There's another huge benefit to having multiple people gather resources: sharing.
When you're trying to craft something, there's nothing more annoying than running out of the materials halfway through the process.
When this happens in single-player, you have to put that crafting on hold to go grind for more resources.
On the other hand, in multiplayer, you can just ask if anybody can spot you some wood.
Chances are, if it's a common resource, they'll have some spare on hand.

This streamlines the player experience so much.
There are going to be fewer instances where you have to put your crafting on hold just because you're missing two pieces of wood.
And again, while this makes the player experience more convenient, it doesn't take away from the game's challenge.
The team still needs to gather the resources needed to craft things, but it's still fair; it's just less of a pain for everyone involved.

All in all, when it comes to gathering resources, multiplayer superiority is pretty clear-cut here.
The last point I want to make about multiplayer is characters.
Each time you start a new world, you'll be able to choose from one of many characters.
All of them have their own unique gimmicks that do a great job at putting a creative spin on survival.
Each character has their own strengths and weaknesses.

For example, Wendy is a character who gets her own personal ghost to attack enemies.
The trade-off to this is that Wendy herself deals less damage with weapons.
This means that if her ghost gets defeated, Wendy is going to have some more trouble fending for herself compared to the average character.
Another character is Woody, who has the ability to cut down trees really fast and transform into certain monsters if conditions are met.
The downside to this is that Woody's hunger meter is set to zero when he reverts from his monster transformations, which makes him vulnerable to death by starvation.

While having multiple characters to choose from is still fun for single-player, I feel that characters really shine in multiplayer.
It feels very satisfying to pick various characters that synergize with each other.
Each character still has their ups and downs, but some characters can use their strengths to cover for another's weaknesses.
Wendy can use her ghost to help take out batches of enemies without endangering any player's health bar.
This covers for every other character that would need to take a greater risk when getting into combat.

Otherwise, Woody's fast tree-chopping skills can be used to get wood for the team faster.
Resource gathering can usually take a while for everyone else, especially chopping down trees—not for Woody though!
Through him, everyone gets food faster; it's a win-win.
This is exactly what I mean when I talk about characters using their strengths to cover for everyone else's weaknesses.
This way, using characters is more fun with friends than just by yourself.

Once again, multiplayer reigns supreme.
Hopefully, by this point, we understand some of the reasons why Don't Starve works much better as a multiplayer game than a single-player game.
In a nutshell, a lot of the mechanics just work better with multiple people involved.
Learning and strategizing how to survive is fun on its own, sure; however, multiplayer adds another dimension to that: teamwork.

The nature of Don't Starve is hardcore, so it's still important to maintain the game's balance in multiplayer.
Sure enough, Don't Starve Together pulls that off.
Death is handled in a more generous but still fair way.
When a player dies, they can still get a few second chances provided that they can get revived.
The burden of permadeath is also shifted off of one individual player and onto the full team of players.

In multiplayer, the main way to revive players is the Telltale Heart.
On its face, this isn't an expensive item to craft, but its cost is paid forward with reduced health.
This lets players get back into playing the game sooner while still maintaining a tangible punishment for death.
Compare permadeath to single-player, where your world just gets deleted if you didn't set up a backup plan for reviving beforehand.
That's a lot more brutal and unforgiving, while multiplayer's approach is much more elegant.

Constantly harvesting resources is another important feature of Don't Starve.
In single-player, I would say this could become almost unbearable thanks to how grindy and repetitive it can be.
You'll be spending the vast majority of your time just replenishing your resource stockpiles, and that's no fun.
In multiplayer, you can divide resource gathering up between your teammates so every individual has to do less grinding.
This leaves more time for meaningful gameplay, enhancing everybody's experience.

The benefit of sharing resources with other players also streamlines gameplay.
It means there are going to be fewer awkward moments where your crafting gets put on hold just because you short on some resources.
And as a final point, characters make the gameplay experience much more diverse and fun.
Each character has their own unique gimmicks, which lead to their own strengths and weaknesses.
Using your character's strengths to cover for your team's weaknesses leads to some really fun synergy and helps give a meaningful role to everybody on the team.

This type of character diversity is ingenious in cooperative games like this.
It makes everyone feel important, not just the guy who's doing the most work on the team.
I think all of these reasons are why Don't Starve Together is a better experience than Don't Starve Alone.
In fact, I would say that the vast majority of people would agree on this sentiment.
On Steam, Don't Starve Together has more than twice as many positive reviews as the regular Don't Starve game.

And yes, these are two different games.
The actual development of these two versions of the same game is really weird since a lot of the time they just seem like two alternate timelines that happen to exist at the same time.
That's not a topic for this channel to cover though; it's really weird.
If you want to see what I mean, feel free to do your own research.
Regardless, Don't Starve Together is a good time with friends, and I'm looking forward to what future updates the developers have planned.
Also, the animated shorts are a wonderful treat.

We've made it to the end of the video.
Thanks for watching this, and I really hope you enjoyed.
Game design is nuanced, and a lot of it can be subjective, so if you have something to add, feel free to leave a comment to start a discussion about it.
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It really helps the channel and lets me know that there's actually an audience for these sorts of videos.

Again, thanks for watching, and I hope you have a great day.