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Summary
Once Humanis an always-online multiplayer open-world survival crafting game.
If youve recoiled from that sentence and are now shaking your head in disgust, I completely understand.
But bear with me.
Take a look at these nutcrackers as an example.
However, I foresee one major, glaring fault with Once Human: seasonal wipes.
Once Human is a bit like Rust.
Servers wipe once a month on Rust, the last Thursday of every month.
However, all other progress is lost.
That huge base you built and grinded for over the course of a month and a half?
Your resources, weapons, absolutely everything else?
Hey, hey, hey, it’s time to make some crazy credits.
Some players love this.
It levels the playing field for new and returning players alike.
Its impossible for a 100-player guild to hoard wealth, resources, or otherwise dominate a server indefinitely.
Each new server wipe inspires new gameplay narratives between players, emergent conflicts, and dynamic scenarios to enjoy.
I dont want my progress to be removed.
Maybe wipes are part of the reason why…
I often think this about Diablo.
Rust, of course, has its own special kind of audience, but the same logic applies there.
Whats the point of a game that wipes all your progress?
This problem could be resolved in a couple of different ways.
A lot of people like to relax on these games.
Building, grinding, farming mobs.
But it was too little, too late.
And then slip some more after the next one, and so on.
Once Human needs to have the unbelievable sticking power of Rust to contend with its rivals.
The main issue is that a six-week wipe is a lot longer than a three-week wipe.
Rust is temporary, ephemeral - progress always comes and goes.
But Once Human is a much longer, hard-fought slog.
People will only stick around if they feel like it’s worth it.