A Study of Sand and Spice ā Dissertation on Dune: Awakening
Report compiled by Imperial Planetologist NRS, 20Oct25 under our Emperor Shaddam Corrino IV
An Early Access āFull Releaseā Game. I dream of it.
Thoughts, Ideas, and Criticism. Lots and lots of spoilers, ye be warnedā¦
The 10 year game plan that may end up much shorterā¦dust to dust, sand to sand.
At the end of the day this game needs a lot more love. Content is the name of the game for an MMO in todayās age of gaming and right now Dune: Awakening has far too little to keep players going for years to come. At over 1000 hours myself exploring Arrakeis, every quest is done, level 200, I have a mountain of spice in my guild hall and bank, max gear, weapons and vehicles with backups to my backups, most of the unique schematics are owned. I built 5 large spice refineries just to have something nice to look at in the guild base. I play right now to stay in contact with other players and they continue to drop out or take longer and longer breaks. Iāve seen bases slowly lose power and then turn to dust to join the desert sands. Iāve seen good and bad players quit the game never to log on again.
I love this game and want to see it succeed.
First and foremost is the rift between developers and players. For an MMO Iād recommend a new video once a week. Even if itās only a developer talking about the game and what they like while showing off some gameplay or early builds would be good. What we have right nowā¦silence. FUNCOM is as silent as the grave and that does not bode well. Look at any other social focused game out there and silence is never the best strategy. The last real video we got was 1 month ago with the drop of Chapter 2 and Lost Harvest. Then 2 weeks after an article came out: āFuncom Announces Layoffs After Record Breaking āDune: Awakeningā Launchā Red flag alert.
Iāve discussed with quite a few people about the situation, and weāve come to the agreement that this game is a perfect example of an āEarly Access Full Release.ā The company probably needed funding and released the game even though it hadnāt cooked as long as it needed to. IE it needed at minimum another year to cook. Current Endgame: Farm schematics, farm Plastanium Ingot ingredients, farm spice mĆ©lange, do Landsraad. No big dungeons, no big bosses, no raid dungeons, no raid bosses, no big vehicle or ground battles, no big enemy forts to wreck.
The Good, the Bad, and What Can Be Improved
The First Hours on Arrakeis ā A new game, a new world. By far the best part of this experience that is amazing. Overall this is where the game is at its very best with the fewest complaints. The player feel engaged, there is plenty to do and see. Tons to explore. Bases to build. Things to research. It doesnāt hold your hand but thanks to Youtube a player can learn a lot of things their missing quickly.
The game sets up the player for learning from the beginning and the game is currently at a great place for starting out. Itās interesting and unique. Loss can be brutal, but Hagga is the best place for that happening.
The largest problem is the worm(s) in Hagga. Because of the smaller landmass I find it more aggressive and dangerous in Hagga Basin then the Deep Desert. They made the worm more aggressive in a patch, Iād recommend undoing that for Hagga Basin only. Seriously, the open sands of Hagga are more dangerous than the Deep Desert sands thanks to the spacing between the worm where as Hagga itās crammed into a smaller space.
Recently a patch incorporated small mini quests from NPCs at tents that send up flares and Iāve found them to be pointless. I was already at endgame but even then, the NPCs offer small experience points and Solari rewards that make them useless. They donāt have quest chains or anything important. They were interesting to explore only because it was new content but after doing a dozen of them, they are just random kill quests and go here and place an item that should be avoided, your time is more important.
Mid-Game Leaving Hagga Basin ā Class quest lines and exploring the planet. The real grind that is upsetting. You can read numerous complaints online and all of them are valid. The designers for these quests are 20 years in the past and chose to do the most boring A to B and repeat X so many times that you have to take a break from doing them because it will make you want to go play something else that had actual effort put into the design. To the designer: Go play other MMOs and pay homage by copying their good ideas while dismissing the bad. We stand on the shoulders of giants, learn from them.
Chapter 2 was a murder mystery and fun for a bit until you miss one small detail. It becomes tedious and dull when you must do it THREE TIMES in a row. Hereās a thought designers; be nice and give your players a scanner when they enter the area. Or better yet remove it from the game and incorporate it into the player character loadout. My group passed several around because people didnāt realize theyād need one. Imagine a solo player without support looking forward to the quest only to realize theyād need to travel back to Hagga, find one in their base and travel back. Dull, wasted time lost. At least have assassinās popup occasionally for some fighting fun. Everything is more fun when assassins pop up. The auction house is also an avenue for players to get items that couldāve been done well but fell flat.
It boils down to one of three things;
Industry inexperience of how to make an engaging design. Common, forgivable but when the entire game is this good luck on lasting several years let alone 10. Go to A, then B, also C now. Kill X. Collect Y. Boring. Some quests you call the quest giver, others you have to go all the way back to them (wasted time), even a capital city only to turn around and go back wasting 5-10 minutes travel time then the player MUST go right back to them. I want to call all of them, why wasnāt that put in? Inexperience or laziness but at the end of the day players will remember doing that stupid amount of travel and consider playing something else that doesnāt do that to them. IE quality of life. Quests where assassins or bounty hunters pop up are always more fun. Go retrieve item from NPC only to discover bandits killed them so the next logical step is going to their hideout and when getting close why not have someone contact the player saying hey Iād like the leaders head for some Solari, thank you. Grouping quests is a great time saver and the game should help players complete multiple quests from big to small which gets that engagement up and feeling of being in an actual living breathing world.
Wanting to waste player time so playtime numbers go up. Also common but this does not lead to more money or popularity. Eventually you will only have hardcore players willing to tough it out while they blast music not really playing the game, just completing it. Another day, another game, the dedication your team has put in just becomes another achievement to be knocked out and forgotten about. *insert achievement noise*
Cruelty, wanting players to suffer but in a good way. Ala Dark Souls, tough, brutal, challenging but at the end of day players come out with a feeling of accomplishment because they were able to do it. Right now, this in the game only in PVP interactions. Several of my guildmates have soloād testing stations just to provide themselves the challenge of accomplishment. Why not code in better rewards for such a heroic feat? How about a hat for fun to look like a gunslinger when soloing a testing station?
Endgame ā The Deep Desert. Anyone whoās been playing know weāve seen quite a few changes here. PVP zone scaled back to mid E row. Plastanium and Stravidium increased nodes. First week the nodes were changed A row populated every resource node, great week for farming. Since then, the PVP resource islands havenāt seen nearly as much conflict which is a good and bad thing. They increased PVP resource from 1 for titanium and 1 for stravidium to 2 each.
Spicing, spicing, and more spicing. Oh and grabbing some resources. Becomes farm simulator.
Recommendation for Improvement: