The others wear bright yellow down jackets. They are surrounded by four armed men. But we're going to make this interesting. He directs the men in yellow to sit cross-legged, 20 yards from each other, axes midway between them. There can be only one yellow jacket in this group, he says. The two men consider what he says. Klyka goes on. DayZ is an online PC game set in the aftermath of a zombie apocalypse. Surviving the undead hordes is difficult, but at least the zombies are predictable.
The bigger threat comes from your fellow players, who are just as likely to help you as kill you. The game, developed by Bohemia Interactive, has "configured death with an extreme level of consequentiality not found in other online first-person-shooters," researchers at the University of Melbourne wrote last year.
In other words, death is about as real as it can be in a digital realm. This, the authors write, has the effect of "intensifying social interactions, raising a player's perceived level of investment and invoking moral dilemmas. Having laid out the rules for his deadly game, he begins counting down. One yellow jacket guy rushes toward his axe. The other turns and sprints down the road. Klyka and his crew laugh. And what about DayZ , and games like it, makes them behave as if they are?
View Iframe URL. DayZ and a similar open world, online survival game called Rust are among the best-selling games on Steam this year. Each drops players, unarmed and alone, into a dangerous world and challenges them to make their way in a harsh and occasionally cruel environment. In Rust , players start out naked and alone in the wilderness. They must fashion weapons from rocks, kill animals to eat and scavenge supplies to survive.
My friend JB and I soon built what we believed to be an impenetrable fortress around the remnants of an abandoned garage. We had a roaring fire with plenty of food, weapons, and vast stores of supplies. Things were going well, until one night we heard voices outside. I walked into the living room to find two shirtless and armed men rifling our supplies. One of them spotted me and yelled something unintelligible. I pulled out my pistol shot the nearest one twice.
I was a moment too late, however, and they gunned me down. JB unleashed an entire clip, but still went down. We started over with new characters. A few hours later, while hunting deer, I was startled to see a naked man sprint past. He froze at the site of my bow and protective armor.
Rust , currently in alpha state, only has male character models at the moment. She paused. No, she said, backing away. I wished her luck and resumed my hunt.
She returned a minute later. Games take a long time to make. I imagine switching engines midway through development means having to re-do a lot of work that was already done once. But it's still hard to see a zombie walk through a wall in DayZ all these years later and not be left with a sense of disbelief.
Also unpredictable: the hotbar. In the last clip above, where I run out of ammo and seem to just give up defending myself, I'm really trying to use the hotbar to switch from my gun to my axe. Sometimes I can easily flip between weapons, other times like this one it's completely unresponsive. But hey, that's what happens in an experimental build of an Early Access game.
Toward the tail end of my original hours of DayZ, I'd begun to sour a bit on the experience of running into other players. Originally, it was my favorite part of the game because players were wonderfully unpredictable. Some would be nice and helpful, others completely indifferent, still others deadly or cruel. There were times I spent days running around far inland without ever seeing anyone, only to open a door in a random village and find myself face-to-face with another player.
I loved it: meeting someone created an incredible amount of tension because you never knew what to expect. I met monsters, saints, roleplayers, serious players, and complete goofballs. I even had a little tumblr set up to keep a record of my encounters. DayZ seemed to change, though, slowly throughout , into a game where nearly everyone just shot first and asked questions never.
That's fine: all's fair in the post-apocalypse, and no doubt due to being burned one too many times, being tricked or trapped or tortured or just gunned down, it no longer made sense to risk your life and loot by approaching and talking to other players.
But the tension of not knowing how someone would act was my favorite part of DayZ, and with just about everybody adopting a kill-on-sight philosophy, it lost a lot of that tension and mystery.
This week on the experimental server felt a bit more like the DayZ I loved. One guy greeted me and made chit-chat, which turned out to be a distraction for his two pals who ran up behind me and punched me to death.
A few players said hello but ran by without stopping. One guy invited me to come with him as he looted, and shared his spoils with me. And once I was taunted and mocked by several players hiding in a locked police station before I found one of their pals AFK outside, at which point I hacked him to death with a machete before being shot in the back when I fled. I don't know what the regular DayZ servers are like these days, but on experimental there's a healthy mix of people who want you dead, people who want nothing to do with you, and people who are interested in hanging out and working together.
I've written before about my dislike of sprint meters in open world games : when it comes to running around, stamina as a resource is anti-fun. I even talked to Brian Hicks about DayZ's new sprint meter recently, and now I've gotten the chance to try it for myself.
It doesn't ruin the game or anything, but I'm still not a fan and I honestly hope they remove it before 1. There's a lot of running in DayZ—at times, it feels like there's nothing but running. It's not so much the specifics of the speed of travel that concerns me, but the disruption the meter lends to it.
Having a meter deplete and then have to refill as you trot for a while is just kind of a nuisance. Sprint restrictions are one part of realism games could do without, and DayZ is no exception. Just let me run full speed all the time. Less real, but more fun.
Originally posted by Cadderley :. Ryan View Profile View Posts. Dont worry about it man , aslong as you enjoy the game then thats all that matters. Just opinions. As for the last bit you said about dayz goin into beta at the end of the year hopefully.
People will not listen or read any of the information from the devs and decide they will troll instead. Ive seen comments on youtube about how even hicks left the team and the game hasnt had a single update at all since release.
Trolls will be trolling. Originally posted by treves :. Originally posted by Doge :. Last edited by Diogenes ; 23 May, pm. Negative reviews especially have no real validity or meaning because they can't be about the game. So it's a foolish act IMHO to give a negative review about either something that is in a constant state of change, or something that no one has even seen yet.
Terror View Profile View Posts. Crafting sistem is garbage, u can craft backpack but u can find better before mats for crafting, u can craft bow and spear but again is useless, u can craft fishingrod but u will die from starvation before cooking that, farming is good only after server restart.
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