Yes. So many zombie games. So much zombie-themed DLC. It's been the year of the zombie, for sure. A lot of folks are really getting quite sick of zombies, and they're pretty vocal about it... while others, like myself, feel that this recent glut of "games/stories containing zombies" hasn't affected us, because we don't see them as actual "zombie games/stories," at least not in spirit.
There are two kinds of zombie stories, at the core: Zombie Survival, and Zombie Hunting. I would make the argument that "zombie hunting" stories get so far from the core, compelling elements of zombie fiction that they really depart from the genre in everything but name, but to make the distinction clearer, here's a list of what each game type features:
ZOMBIE SURVIVAL
- Features many zombies, usually of a variety of types.
- Equipment is difficult to find, forcing the character to face scarcity.
- Things break or deplete over time, forcing the character to face entropy.
- Time is on the side of the undead, especially in combat--longer fights are bad ideas.
- Characters have goals usually unrelated to the zombies themselves.
- Avoiding combat is a viable, and usually better strategy than open confrontation.
ZOMBIE HUNTING
- Features many zombies, usually of a variety of types.
- Equipment is far more readily available, including military-grade weaponry and ammo stores.
- Weapons don't break, and while ammo can run out, more will nearly always be found.
- Time is less of a factor because scarcity and entropy are not as present.
- Characters are rewarded for larger zombie kill counts.
- Open confrontation is the preferred (or even only) strategy for success.
Really, you can see the core difference is in the resources made available to the character/player. If at any point, you're seeing a bunch of high explosives, or assault rifles, you're probably stepping waaaaaay outside the "survival" realm. When you have enough weaponry to easily switch from prey to hunter, you've left that realm behind completely.
Personally, I find zombie survival to be far more interesting, challenging, and compelling that zombie hunting--in both stories and games. Bursts of all-out combat can be interesting, if they are few and far between. Otherwise, they lose their impact. Characters should find themselves thinking, "If this fight goes even one minute longer, we're screwed." Retreat should happen more often than clear victory, and the goal should be to avoid combat whenever possible.
Some might say this makes for uninteresting games, but I think it's only because of our prejudice against non-combat activities(which the Extra Credits guys talk about in their most recent video), and our tendency to default to combat for conflict resolution in games and stories. Inventory management, salvaging, side goals like fixing equipment or finding people or reaching safe harbor, all of these can be used more prominently, allowing combat to truly feel like a "last resort." In a well-designed game, the zombies can (at some points) become background to the actual survival portion of the game.
(Incidentally, this could be applied to all survival horror games. Is it really "survival," or is it "monster hunting?")
Which do you prefer? You know my views now, but I'd be thrilled to hear from the other side of the aisle on this one.
There are two kinds of zombie stories, at the core: Zombie Survival, and Zombie Hunting. I would make the argument that "zombie hunting" stories get so far from the core, compelling elements of zombie fiction that they really depart from the genre in everything but name, but to make the distinction clearer, here's a list of what each game type features:
ZOMBIE SURVIVAL
- Features many zombies, usually of a variety of types.
- Equipment is difficult to find, forcing the character to face scarcity.
- Things break or deplete over time, forcing the character to face entropy.
- Time is on the side of the undead, especially in combat--longer fights are bad ideas.
- Characters have goals usually unrelated to the zombies themselves.
- Avoiding combat is a viable, and usually better strategy than open confrontation.
ZOMBIE HUNTING
- Features many zombies, usually of a variety of types.
- Equipment is far more readily available, including military-grade weaponry and ammo stores.
- Weapons don't break, and while ammo can run out, more will nearly always be found.
- Time is less of a factor because scarcity and entropy are not as present.
- Characters are rewarded for larger zombie kill counts.
- Open confrontation is the preferred (or even only) strategy for success.
Really, you can see the core difference is in the resources made available to the character/player. If at any point, you're seeing a bunch of high explosives, or assault rifles, you're probably stepping waaaaaay outside the "survival" realm. When you have enough weaponry to easily switch from prey to hunter, you've left that realm behind completely.
Personally, I find zombie survival to be far more interesting, challenging, and compelling that zombie hunting--in both stories and games. Bursts of all-out combat can be interesting, if they are few and far between. Otherwise, they lose their impact. Characters should find themselves thinking, "If this fight goes even one minute longer, we're screwed." Retreat should happen more often than clear victory, and the goal should be to avoid combat whenever possible.
Some might say this makes for uninteresting games, but I think it's only because of our prejudice against non-combat activities(which the Extra Credits guys talk about in their most recent video), and our tendency to default to combat for conflict resolution in games and stories. Inventory management, salvaging, side goals like fixing equipment or finding people or reaching safe harbor, all of these can be used more prominently, allowing combat to truly feel like a "last resort." In a well-designed game, the zombies can (at some points) become background to the actual survival portion of the game.
(Incidentally, this could be applied to all survival horror games. Is it really "survival," or is it "monster hunting?")
Which do you prefer? You know my views now, but I'd be thrilled to hear from the other side of the aisle on this one.