Alright, listen up, fellow scavengers. Just read this scoop on Subnautica 2, and it's a solid piece of insight.<br> <br> So, the big question is, why the no-killing policy? People immediately jump to "it's a game about pacifism," but the design lead dropped a truth bomb: itโ€™s not about being a pacifist. It's about making you master the *crappy combat*.<br> <br> Seriously, that's the key. They're saying that the challenge isn't the *outcome* (killing things), but the execution of the mechanicsโ€”making you actually nail that clunky combat system. It sounds like they prioritized tight, rewarding combat loops over the traditional survivalist gratification of slaughter.<br> <br> This makes total sense for a survival game. If the combat feels good, even if it's "crappy," players will sink hours into perfecting those parries and combos instead of just mowing down everything in sight. It shifts the focus from resource management/brute force to skill mastery.<br> <br> My take? This is classic design genius. They took a massive, often repetitive mechanic (combat) and dialed it in so that the *skill ceiling* becomes the main attraction. It turns the combat from a hurdle to the core identity of the game. If the combat is the weak link, fixing it makes the whole experience shine.<br> <br> What do you guys think? Are you into the pure exploration/base-building, or do you need that satisfying combat loop to keep you hooked?<br> <br> Source: https://www.pcgamer.com/games/survival-crafting/subnautica-2s-no-killing-policy-isnt-because-its-a-game-about-pacifism-says-design-lead-but-because-players-would-master-the-crappy-combat-over-anything-else/