I dunno… I feel like the simulation aspect of the game is actually pretty low.
I mean how often does a player actually struggle to meet day-to-day necessities? I know it’s probably an aspect of gameplay that’s still being developed, and that will change a lot when stuff like NPC economies comes in, but for the moment I don’t know if the game’s heading the right way.
As more cool stuff gets added in, the fight for survival seems to get a little diluted.
A good analogy would be the Sims games. If anyone has ever played them, they have a very standard development cycle. They’ll release the main game, and then the first few expansions will be enhancing the core experience, and it’ll slowly reach a critical mass wherein expansions just have to be about completely wacky and off-the-wall ideas just to stay interesting (for the record I love the sims, even if their business model is predicated on actively shafting their players)
Now the thing is, as the expansions get more wacky, the the core gameplay gets less ‘core’. At first it’ll be because there’s now a bunch of new beds you can buy, which let you sleep in 1/2 of the time. Also there’ll be a tree which grows money from the “Corporate Fuckbags” expansion, and a teleporter which negates the need for walking. So the game will not necessarily get easier, but the things which made it challenging will shift - it’ll be more about experiencing new content and making an interesting sim, rather than just scraping money together to afford an extension.
Eventually, though, there’ll be so many super-items and laser-drinks and space-microwaves that your sim may as well just not have the needs which characterised its life in the pre-expansion game. Money ceases to be a concern at all (there’s a new kind of NPC which shits gold on your lawn) and they released a drink which gives you skills instantly, and basically everything that originally defined the game is no longer a challenge.
So how does this relate to cataclysm? Well I think it’s in the second phase at the moment. We have vehicles, and military surplus stores and bullet-crafting and it all leads to a world in which basic survival - although still a concern - is not a priority any more. Any half-decent player has basically found infinite food the moment they stumble across a vehicle with a trunk (just scoot to the next town, load up from the nearest shop to the outskirts and then run back to base).
So yeah. I personally think there needs to be a refocus on survival. It’s not a distraction from the fun stuff, it’s one of the defining characteristics of the game! The need for food, clean water, shelter and not-getting-killed-at-night are the driving mechanics of the game, and the other stuff slots in around that, but shouldn’t supersede it.