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It's virtual Lego.

That's the best way i can simplify what this game is.

It's not a game where you play along a storyline, or have clear goals or anything.

You get a big sandbox, you have rules you can enable to restrict things a bit more, but essentially the whole game is using the blocks available to build all kinds of ships, bases 'n such, then fly/drive/roll/catapult/etc them around as you wish, crash them into eachother, or anything else.

There's no real 'static' objects in that game. All planets/asteroids/etc are destroyable voxel objects, everything else is grids of blocks that can be played with just like anything player-built. Which is pretty impressive. There's also no separation between space, planet or anything, which is also pretty impressive. Planets just drop to lower LODs as you move away, it never has a 'space-mode' and 'planet-mode' transition like other games. You can build things on the surface that'll be big enough to be seen from orbit!

The game does provide a whole star system to play with, and a world with physics 'n rules. It tries to give a feel of realism, but it should be taken as it's own thing. Planets stay in place. The earth-equivalent is the center of the universe. The sun revolves around it all. Asteroids are evenly distributed. Everything has a terminal velocity of 100m/s, unless modded.

Expecting life-accurate physics and simulation will lead to disappointment. Learning how to work with the game universe's own rules results in fun.

Also, mods. Both the workshop-type and game plugin-type. They aren't required, but they're absolutely a huge part of the game. Staying with 'vanilla' is an interesting challenge, but the game becomes a whole lot more interesting once you find the right blend of mods for your play style. Just expect the rules to keep changing, since different modders will do different things different ways.

Also, expect DLCs. And expect people to complain about DLCs. But DLCs are essentially the "tip jar" for every incremental update to the game. The DLCs are never needed, do not provide any real advantage, but are nice to have just for the added variety of parts to use.

One thing to keep in consideration with Space Engineers is that just like with Lego, while there's a little bit of a story that comes with it, you'll actually need to use your imagination to have fun. If you stick with blueprints and expect the game to give you motivations and a story, you won't get much. If you can have fun building a "top secret" underground research facility, a deep space refuelling and trading station or an industrial mining complex on an asteroid, and make up your own story for them, you'll have tons of fun. If you can't just fill in the blanks with your imagination, the game might get boring fast.

As far as PvP and multiplayer experience, this goes back pretty well to the Lego analogy. You'd never have a true fair fight with Lego ships. The same is true with Space Engineers. Fun massive battles can happen, but they usually require both sides to agree on the rules, and some willingness to play fair. Because the game itself won't enforce that. That being said, it can absolutely be fun. Just don't expect to just join a free for all PvP server and have it be the big spaceship battles you might think of. It'll be cubes of armor using physic quirks to move around launching iron-filled drills at you.

Multiplayer in general is pretty fun none the less, but it comes down to finding a server with people you're comfortable with. The player count per server is usually pretty low, and it's actually better that way. Too many players and it becomes impossible for admins to manage. And a lot of management is needed. There's so many ways to break a server, and it only goes well when all players understand that and agree not to do it, while admins help fix accidents. Also, you have to think of every server as it's own self-contained universe, with it's own set of rules 'n such. So expect a lot of re-learning and building of server-specific things, because what works on one server might not on the other.

To keep the Lego analogy, the ships you build at home with your own Lego set won't always work at your friend's place, who bought different kits with different bricks.

As far as AIs and NPCs go, there isn't really much to the base game, there's a built-in 'economy' system that allows you to do basic missions and buy/sell some stuff, there's NPC ships flying around, some encounters, but most of it is very basic. For anything more fancy, mods are needed. Which is fine in my opinion. With how every 'universe' you create or join takes a specific direction and 'flavor' as it goes on, generic NPCs would be out of place very quickly anyway.

The "exploration" part of the game usually is more along the lines of finding a spot on a planet, an asteroid or such that inspires you and gives you ideas as to what to build there. And finding the resources to do so, maybe.

In conclusion, it's a very fun game for those who were able to have fun with Lego and their imagination, and it works really well as long as you are willing to play along with the game, and not against the game.
发布于 2022 年 5 月 15 日。
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