# subnautica as a garme system the best thing about subnautica by unknown worlds is that it's a beautifully realized garme system // video here every garme element is a transparent instantly understandable and immediately useful or meaningful component of an (artificially) organic whole - there's no padding or filler that is every component belongs there has a function which positively adds to the meanings of the whole garme / play system it helps that the lean clean sci fi art direction is aesthetically pleasing and consistent throughout teh garme's design and brings to mind johnny express it would however be neat to see that not everything in the sea is one's immediate enemy. there should be several more finely grained possibilities to make friends with or at least distract or pacify the oceanic lifeforms one encounters the pace of teh garme could also be developed; rather than having a constant pace of resource collection and crafting (/grind) resource collection could itself be automated through the use of remote underwater droids. such survival sub-systems could also protect the player fighting off sea creatures and automatically repairing damage to other systems overall teh garme should somehow meaningfully feedback (in non-telegraphed ways) the interestingly complex results of becoming a more successful survivor. the greater one's resources the greater the risks the more complicated the management of the various interlocking systems of survival / exploration - and the greater the potential adventure // republic of bob