Frostpunk Doesn’t Ignore the Human Connection

Frostpunk centers on a fundamental survival game question: what would you do to survive? Unlike other survival games, and especially in distinction from other strategy games or city builders, it gives you the tools to pursue an answer to that hard question. The game’s world is covered by snow, dominated by a lack of resources, and constantly pressuring its denizens into more and more desperate circumstances. You’re their leader, and you can help them live through this nightmare. What will you do to make this happen? And, even better, how do you keep them from despair and defeat?
Frostpunk forces you to care about people. While resources like wood, metal, food and coal bob up and down in the wax and wane of the cold, your people remain steadfast. There is a finite number of them, and you only rule so long as they don’t overthrow you. Your two metrics of how well you are doing, a red gauge called Discomfort and a blue one called Hope, are your best ways of understanding how they are doing in a gameplay-oriented way. You live or die by those two colorful bars. They tell your future.
Like Dead in Vinland, another game that synthesizes several genres of simulation and building, Frostpunk is constantly trying to drive home the idea that what people think and how people interact with their world is just as important as top-level things like policy statements and architecture. We’re now in a world of gameplay complexity that, at least to some degree, has left some games that I love in the dust. Compared to Frostpunk, SimCity and Cities: Skylines are basically just freeform city creators that ask very little of the player (and I say this as a fan of those games). It’s not that they’re “light” games, but that Frostpunk is so heavy.
That weight centers on those people and their bars of emotion. Frostpunk is trying to drive home a reality that anyone who studies infrastructure or technology will tell you. There are very few problems in the world that are purely technical, solvable by math and engineering, and there are millions of problems that exist at the point where humans run into those technical things.