Is Rust the future of roleplaying?
Iain Garner | On February 21, 2014 at 6:30 pm
One of my friends once described me an “overly-friendly misanthrope.” I enjoy the company of others, but enjoy my own more and as such I have avoided multiplayer games like the plague. Games are my private time to relax and recuperate from the stresses of the day. So, the idea of welcoming others into that sanctity is totally beyond me.
Then I read this article over at IGN about the complexities of Rust. Our glorious leader Charlie has already discussed Rust in our Steam Early Access Experiments, so I won’t bore you with the details. Suffice to say it’s an open world FPS with a leaning toward crafting and building. Think DayZ and Minecraft combined into one. What attracts me to Rust is not the FPS, or the crafting, it’s the role playing potential. I have always loved role playing. I’m the guy who makes up plots and backstories for his character is Baldur’s Gate. I saved the wasteland in Fallout 3 only to damn it on my next playthrough.
I love to wallow in my own mythology, to create stories and play them out. That’s why I am excited for Rust.
In the IGN article the guys talk about a whole range of insidious plots they have both been party to and victims of. They have stolen, cheated, murdered and massacred their way to riches, power and infamy. Now that sounds fun!
What’s more, after a bout of “Rust remorse,” IGN writer Mitch Dyer decides to set up a police force to help the needy and punish wrong doers. He writes about the temptation to abuse his power and the determination not to. He finishes his brief letter with a challenge to his friend and bandit-at-large (who just happens to be Shawn Elliot, the game designer).
This is incredible. I don’t know another word for it. This is one of the most incredible developments in role playing history and nobody seems to be talking about it that way. Look at what has happened here: two men sat down to play a game and they came to positions of power. They abused that power with Joffrey-like abandon, double crossing or killing anyone who crossed them. Then, one of them reformed. Turned his back on his one-time brother and began a struggle for good. This isn’t a movie, this isn’t game, this is drama, real drama!
Let me put this into perspective for you, I want to be a lonely warrior, brooding and mysterious, who helps people in need. I want to be a lonely laborer, working for richer players who I later kill in their sleep. I want power and respect. I want enmity and hatred. I want people to love me and fear me.
Of course I am not the first gamer to want this. Look at how many games have implemented systems that allow you experiment with morality: Fable did it first and Infamous did it most recently. This desire is not new, but the setting is so different.
The difference is, these are real people and their emotions are real. So is their rage, their love and their hate. And real emotions are so much more delicious!
Don’t get me wrong, I know that I will spend most of my time being someone’s delivery boy. Or getting screwed over. More often than not I will be the person someone stole from rather than the thief, but that’s all part of the experience. I want to feel angry when someone has stolen my food, I want to hunt down a thief and make him pay in a myriad of vile ways for the things they’ve done.
Who hasn’t wanted to stoop as low as they can, only to rise up again. I know I have, and I might just have found the place to do it. Watch out Rust, I am coming
Check out what Rust really is about:
Let’s play Rust: surviving the zombie apocalypse in a dead world
Rust is one of the recent entries in the "open world survival MMO with zombies and crafting" genre. It's a cool concept, but is it worth your money yet?