Sailing Era is an open-ended sailing game in which you can trade goods, fall in love, fight pirates on the open seas, and pursue one of four character-specific storylines. It buries all of this in menus.
Sailing Era should be a game about the freedom of the sea. So youād imagine the number-one priority would be removing the stuff that stops you from enjoying this core part of the game.
Menus are a fact of life in games, especially ones with stats and numbers to work with like Sailing Era. Ideally, you want the best balance between simple, usable menus and meaningful choices for the player. Early on, there are approximately zero choices to be made in most of Sailing Eraās menus. But boy, that didnāt stop them from making the menus complex.
A lot of the menu options it presents have no reason to not do them, and pressing the button is merely a formality.
If you want more than a skeleton crew aboard your ship, youāll have to do that manually by entering the pier menu, clicking into the sail preparation menu, scrolling down to the āassign sailorsā button, and choosing the crew size via a slider. There is technically a reason for this choice ā smaller crews cost less money and supplies to maintain than large ones, and you can therefore sail for longer.
But Sailing Era sends mandatory battles your way that will quickly decimate even a fully crewed ship and leave you with almost no crew. If you forget to press this button and push that crew slider to max, youāll lose the game.
But oh well, thatās just one button to remember to press. Surely they wouldnāt make the same mistake several times. Right?
In the tavern, you can recruit crew. Getting into mandatory battles required by the story will destroy your crew, so recruiting is mandatory after every voyage. Thereās also zero penalty for doing this, since you donāt have to pay recruited crew, only currently used crew. You should always do this. Recruiting takes a few button presses on its own, but fine. Just remember to do it before you try to assign sailors.
Thereās also a harsh attrition penalty thatāll melt your starting crew in minutes if you run out of food. Fortunately, the game also puts refilling your food behind a menu option you might not remember to press! If you want to fill your food, which youāll always need to do, better remember to seek out and press that button!
Now, if you hold the button, it simply fills every ship in your fleet as much as you can afford. So problem solved, right?
This doesnāt eliminate the core problem ā thereās no reason to not do this. You simply canāt sail without food because your crew will quickly start dying. Thereās no reason to tie this to a button press except to confirm that you definitely want to spend that money.
Sailing Era also has a morale system, whereby when your sailorsā morale lowers, theyāll start dying even more quickly once food is gone. Or something? This isnāt in the tutorial review section for some unknown reason, and I only half-remember.
Regardless, thereās another button you can press to make sure your sailorsā morale is full. This is a good thing and it costs 100 currency, which is almost nothing.
Since this is a trading and questing game, youāll also want to check the quests in the guild and pick some out, check the prices in the simple trading post and buy anything cheap, check the governorās office for bounties, assign any new characters you have to their posts on the ship, check that your ship isnāt too damaged in the shipyard, and maybe grab a drink with the locals in exchange for some information.
All of this is far more defensible because most of it at least involves making choices. Sure, the trading system is very simple, thereās no reason to not check for bounties and take them since thereās no penalty for failure, drinking at the cafe is mostly tedious, and itās easy to forget to check if your ship is damaged, but overall this is bog-standard bad menu stuff. Most games have some menus that arenāt that interesting, but you understand why theyāre there.
What makes Sailing Era so exhausting is the sheer volume of it. Youāll quickly get into a routine of clicking 10-20 uninteresting menu buttons just to be ready to set sail, and then even more menus await you if you want to do any of the non-critical tasks.
All of this could be forgiven if the boring menus were infrequent and the gameplay were good. The gameplay is a matter of taste ā I found it boring and overly simple, containing far too little depth and pleasure for the amount of simple and repetitive sailing and fighting ā but the menuing is far too frequent.
After 2-3 minutes of sailing in Abdullahās starting ship, youāll run out of food and need to find a port, or else lose sailors to attrition and be likely to lose any battle you take on.
The menus alone take about one or two minutes, and then you barely get to sail before you come back and do it all again.
At their core, most games do not derive their fun from menus. Games are either designed to be fun because of the gameplay outside the necessary evil of menus, or theyāre designed to be fun because of the choices that the menus enable.
Sailing Era needed menus. You have stats for almost everything, and it would be impossible to manage your ship without them. But like a lot of games, Sailing Era doesnāt have enough interesting choices in the menus to justify their complexity. If the menus for basic tasks were simplified and sped up, the tedium might not have overwhelmed my experience with the game in a negative light.
So much of your experience of a game is about how it makes you feel. And Sailing Eraās menus made me cranky and bored.
Published: Jan 26, 2023 02:00 pm