But before I ramble more non-coherent nonsense, let me start from the beginning with the story of being a newbie in the merciless world of “Kenshi”.įirst, before any survival management or katana swordfighting can be done, you need to create a character. But despite the comparison, “Kenshi” is still different in many ways, and I would do the game a disservice to even compare its functions to that of other games it is just that unique. They both share random encounters that might help or break you, the struggle for survival, and the joy of succeeding in the end or the glee of screwing others over. The worth of a human (or meta-human) life is not that much higher than the asking price of a loaf of bread in your hands, for which certain people will bludgeon to death. The feelings and experiences you gain from playing “Kenshi” are not completely unlike those that you encounter in games like “Rimworld”, starting with a nobody in the middle of nowhere. You might have heard of “Kenshi” as a game that had a long time in development and you potentially glimpsed at the interesting and incredibly alien setting in form of screenshots, watching videos, or reading other articles. Instead, I propose a different sort of “hard fun” by telling you about different game altogether: “Kenshi”. A popular example for a videogame that works with the premise of “hard fun” is the “Dark Souls”-series and pretty much anything else the developer From Software produced all games that I might take a look at one day but that are not what I want to talk about in this article. They are forced to develop and test new strategies, gain confidence in their own abilities, and finally defeat the foes or master the task at hand. Also, keep some sleeping bags on whatever pack animal you take with you on adventures as part of the provisions and medical supplies.Do you know the term “hard fun”? As far as I know, the idea of “hard fun” mostly exists in education and seems to stem from activities regarding videogames: The player is set a challenge, which might be (overly) difficult and might not even be finishable at first try, but with time the player will be forced to adapt to the situation, learn how to manage their own feelings of frustration, and potentially turn those emotions into the drive to succeed. Building like 10 beds in a certain building and making it a hospital for whenever anyone gets shot by turret friendly fire or whenever your adventuring party comes back is the practical use of beds. It's tempting to give everyone in your outpost a bed to sleep on, but it's unnecessary. A sleeping character also consumes less food, but that's less important. It speeds up the recovery, but not the bleeding or wound deterioration, so it can actually save someone from succumbing to their wounds. Put him in a sleeping bag, after a second or 10 he was 'Unconsious(3000). I've had a dude lose a limb in the fight against the Red Sabre HQ, and almost bleed out, even after I applied all the first aid his state was 'Dying'.
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