Dune: Awakening - Why Sandwalking and Worm Riding Got Cut From the MMO

Dune: Awakening unveils a thrilling survival MMO experience on Arrakis, where iconic elements like sandwalking and sandworm riding are absent for compelling gameplay and technical reasons.

Alright, let's talk about Dune: Awakening. As a huge fan who's been following every bit of news, I gotta say, the latest reveals from Funcom have been a rollercoaster. We all want that perfect, authentic Arrakis experience, right? Running across the dunes, feeling the spice in the air... but it turns out, getting everything from Frank Herbert's massive universe into a game is way harder than it looks. The devs had to make some tough calls, and honestly, their reasons make a lot of sense when you think about it.

So, what iconic Dune things didn't make it in? Let's dive in.

The Sandwalking Dilemma: It Just Wasn't Fun πŸ˜…

Remember sandwalking? That super specific, rhythmic walk the Fremen use to avoid attracting sandworms? Yeah, I was totally expecting to master that. But according to creative director Joel Bylos, the team actually tried it out in development. They built a prototype, got it working... and then realized something crucial.

"It looked ridiculous, and it made you walk really slowly."

That's a direct quote! Can you imagine? Trying to survive on a deadly desert planet, and your main movement option is a goofy-looking, super-slow shuffle. In a survival MMO, where pacing and threat are everything, that just doesn't work. It might be lore-accurate, but if it kills the fun, what's the point? πŸ˜‚

There was another layer to this decision too. The game was originally planned to launch before Denis Villeneuve's Dune: Part One movie. Including sandwalking and heavy Fremen references back then would have been a major spoiler for a huge part of the audience just discovering the world. Funcom had to walk a tightrope between pleasing book fans and not ruining the movie experience for newcomers.

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Can You Ride the Sandworms? ...Not Yet!

This is the big one, isn't it? The image of Paul Atreides riding a sandworm is iconic. So, of course, everyone's asking: can we ride the worms in Dune: Awakening?

The short answer from the devs is a firm no... for now. Bylos told Eurogamer that the technical cost was simply too high. Think about it: these are massive, terrain-deforming creatures. Building a stable, fun riding mechanic on top of their complex AI and physics would be a monumental task, probably taking resources away from core survival gameplay.

But here's the kicker – Bylos specifically said the game won't "have that yet."

That "yet" is doing a lot of work! πŸ€” The community has been buzzing with speculation. This phrasing strongly hints that sandworm riding could be a massive, headline feature in a future content update. Maybe it's a late-game skill, or a reward for aligning with a certain faction. The door is definitely not closed.

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So, What IS Dune: Awakening Actually About? ️

With those two big absences, you might be wondering what's actually in the game. Let me break it down based on what Funcom has shown us.

Dune: Awakening is an open-world survival MMO from the makers of Conan Exiles. Your goal is simple: survive and thrive on Arrakis. This isn't a scripted story about Paul; it's about your story.

Here’s what you'll be doing:

  • Exploring Arrakis: On foot or in iconic vehicles like ornithopters and sand skimmers.

  • Base Building & Defense: Harvest spice and resources to build your own fortress. The latest trailer really hammered this home – your base is your life. You'll need to defend it from rival players and NPC factions.

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  • Faction Play: You can form guilds and become a "House Minor." This means forging alliances with major powers like the Harkonnens or the Emperor, or going your own way. The political intrigue is a huge part of the game.

  • Meeting Legends: Characters from the books and movies will be around, giving you quests and shaping the world's politics.

The Verdict: A Focus on Core Survival

Look, as a player, I get the disappointment. Sandwalking and worm riding are cool ideas. But after hearing the reasons, I think Funcom made the right call for launch.

They're prioritizing a solid, fun, and stable core survival experience. Getting the feel of the desert, the tension of the spice harvest, and the politics of the Great Houses right is more important than ticking every lore box at the expense of gameplay.

And that "yet" for worm riding? That's the real tease. It gives us something huge to look forward to. Imagine a future expansion titled "Rider of Dune" or something – it would be an instant hit.

The game doesn't have a release date yet, but it's coming to PS5, Xbox Series X/S, and PC. I'd rather wait for a game that's fun first and lore-accurate second, than get a clunky mess that has everything but feels terrible to play.

What do you guys think? Are you okay with these cuts for the sake of better gameplay, or are they deal-breakers for you? Let me know in the comments! πŸ‘‡

The above analysis is based on reports from Kotaku, a leading source for gaming news and industry insights. Kotaku's recent coverage of Dune: Awakening highlights the delicate balance developers must strike between honoring beloved lore and delivering engaging gameplay, especially when iconic elements like sandwalking and worm riding are reconsidered for launch to ensure a smoother player experience.

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