****This game does not have any theme or goals, just for fun with diversity of minetest mods. Whynot can be played in survival (most items crafteable) and of course in creative. The crafting guide and in-game documentation are progressive. You see only known items and recipes crafteable by known items. The Awards mod give you additional goals to reach. The monster are not really danger but animate the game experience too.

Background for the game:

The Game is based on my private mods collection. I tried a lot of mods in the past, most of them I uninstalled again after some time. Based on this experience I defined the rules why a mod cannot be used for long time, called them "Why-not Rules" (Look to github readme for details).

The most important of them is: the mods should not take over the gameplay. The second one is of course the code quality.

Following the rules the game looks like the "vanilla" Minetest Game but in gameplay the player have much more to discover. See the provided mods list. If you do not like anything, just do not craft or use it!

If you know further must-have mods that follow the Whynot rules, please let me know ;-)

Note: Each mod does have own license. If nothing specified, the GPLv3 is used.

Reviews

Review

Do you recommend this game?

  • The Usual

    Whynot is another example of "mod soup", games that collect existing mods and put them on Minetest Game in an attempt to make it fun. I don't have anything against this on principle, but I've yet to see such an effort produce a good game. Sadly, Whynot also fails in this regard.

    Whynot does add some quality of life (such as wielded lightsources producing light) and external pressures like hostile mobs and a hunger meter. But honestly, it doesn't do nearly enough--In the time I spent playing I saw exactly two monsters, and neither one did much of anything. That really just leaves hunger, which will cease to matter the moment any farm begins producing. This means the player doesn't have much driving them to actually enter the game loop.

    There are other possible avenues to drive players to play. For instance, Whynot does have awards! However, none of them are really well-designed. They mostly revolve around "dig/place x of node y", and offer no interesting goals. Another possibility is exploration, but from what I've seen there's very little to be found. The biomes are identical to MTG, and the only obvious difference I saw was a handful of floating islands. Most of these had nothing, and just checking them involves pillaring up over 100 nodes... nothing feels worse than being led to do busywork for no payoff.

    So fittingly, my answer to "Why not?" is "Why?" Why am I playing? It's not for building or decoration, thanks to the game's many clashing artstyles. It's not for action or survival, those systems are too anemic. It's not for exploration, there's little of note to be found. And it's not to achieve anything, since the game's achievements correspond more to rote grinding than to gameplay.

    Ultimately, this is a very typical story. Remember, modders--putting a large quantity of 'content' in a game does not make it good or interesting. Content exists to extend the life of something that is already good, the hook is far more important.

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  • Good but need update

    This game need updates and/or QA testing. Hope it happens soon

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