It’s an interesting system, and this longer lasting version of a persistent world reflects the reality of most of our lives. Presumably, this will wipe any player-created objects outside a protected beacon or campfire, in order to reset things and make some resources available for others again. Boundless also features world wipes, though we have yet to witness one during our time spent with the game. At this point, other players can come by and add fuel to an empty beacon, claiming it for themselves and acquiring all items in the vicinity in the process. Beacons require fuel, and if they run out, their protection vanishes. That’s more than two months that a player can neglect their claims before they need to worry about something being deleted or claimed. For instance, the default expiration of a player-generated beacon, which protects all items inside a plot, is just over eight weeks. Some games with persistent worlds such as ARK: Survival Evolved require constant upkeep of player-created objects, or else they disappear in a short amount of time. While plots can be purchased outright for the player who just cannot be bothered with a grind or absolutely feels like they need to buy up a bunch of premium real estate, for the most part simply playing the game and completing objectives will reward enough plots to get by. Even interacting with items within a plot can be managed. Everything contained within this cube cannot be modified by players other than the owner, and those whom the player has granted explicit permissions to. Each plot is a cube, 8 squares on each side, which becomes reserved for the plot owner. Leveling up produces enough cubits to purchase two plots. Every level is guaranteed to net players a certain amount of cubits, which is Boundless’ in-game premium currency. As players level up, they are awarded loot boxes of various quality. What’s to stop people from destroying another’s hard work? Cubits and plots are the answer. With such a focus on player interaction, Boundless may sound ripe for the trolling. The idea is that players can eventually even charge to simply travel along a route, if the player who created the route decides to charge for the privilege. Players set their own prices on items or resources that they buy and sell to each other. Shop stands can be set up, and are indeed a main draw of capital cities. Since each planet has variation in which of Boundless’ many resources are rare and common, economies and trade routes have become core to the way many players experience the game. Think of the ease with which moving between locations in the Portal series of games was, and that’s the travel speed of the portals in Boundless. Transitioning between worlds is an impressive game mechanic, as other than a brief moment where the portal is blank, walking through a portal allows for instantaneous travel to another world, with its own sets of biomes, flora, fauna, and overall difficulty. This will then enable the player to create a portal, linking the world they are currently on with the target. Crafting and using specialized amulets enables players to simply look up into the sky, which always contains nearby, procedurally-generated planets, aim, and fire onto any spot on that planet. These are interconnected hubs, full of portals to other worlds. Each planet has a capital city, which contains the largest concentration of players for that world. Some players may even become rich, at least in-game. After a good couple of hours, though, most players will have figured out a good chunk of Boundless’ systems. There is a tutorial, but it doesn’t do a great job of explaining how to find or craft things mentioned in objectives. Procedural generation means that sometimes you’ll end up with a planet described as an “inhospitable lush world,” which of course makes no sense but is fun all the same to attempt to survive in.Īs with many games in this genre, the start of Boundless is likely the slowest part of playing it. Much like No Man’s Sky, planets are created with different types of weather, resources, fauna, and overall difficulty. First off, Boundless features a procedurally-generated universe, full of pseudo-randomly generated worlds. But Boundless differentiates itself in several ways. Players must collect nearby resources to craft things such as crafting tables, furnaces, workbenches, and more, in order to craft better items, to then collect better resources with. It has a similar core gameplay loop, to be sure. Boundless may appear at first glance to be a Minecraft clone.
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