Survival Game House Builds: A Case Study in Questionable Engineering

An editor's humorous reflection on the structural integrity (or lack thereof) in his personal survival game base designs.

Oct 8, 2026
Culture & Opinion
Survival Game House Builds: A Case Study in Questionable Engineering

In the ongoing saga of questionable architectural choices in survival games, the latest installment from PC Gamer's Christopher Livingston highlights a recurring theme: prioritizing form over function, often with disastrously unstable results. This third installment in his "Houses I'd build in a survival game" series humorously details the player's struggles with structural integrity.

Livingston recounts a specific instance where a collapsing porch roof, a direct consequence of building a "giant unstable box," necessitated the addition of four substantial pillars. The internal support structure, however, proved to be even more of a design challenge, with the player admitting to using "23" pillars inside, spaced with a distinct lack of uniformity. This approach to base building, characterized by an over-reliance on support structures and a disregard for even spacing, is presented as a recurring personal "feature."

The author's self-deprecating humor stems from a recognizable player behavior in many survival crafting games, where early-game bases often prioritize immediate shelter over long-term stability or aesthetic coherence. The tendency to overcompensate with support beams or to build sprawling, yet structurally dubious, structures is a common trope among players.

Livingston, a senior editor at PC Gamer, has been writing about games since the late 2000s. His reflections on survival games often touch upon his "love-hate relationship" with the genre and a fascination with the unconventional aspects of gameplay, such as the inner lives of NPCs and the creative freedom offered by game mods. His personal approach to RPGs, which involves ignoring storylines to create his own narratives, further informs his perspective on player agency and emergent gameplay found in survival titles.

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