Comment by Zitrax
8 hours ago
I feel like can also compare the difference to some rougelikes where the combos of random things can yield vastly different experiences but in NMS the randomness felt more like a skin - not affecting gameplay much.
8 hours ago
I feel like can also compare the difference to some rougelikes where the combos of random things can yield vastly different experiences but in NMS the randomness felt more like a skin - not affecting gameplay much.
> randomness felt more like a skin - not affecting gameplay much.
DF is a great comparison, because it speaks to the composability of properties and systems as a key requirement.
2,000+ variants that still funnel through one predesigned interaction system is not variety.
The variants need to actually compose with each other into meaningfully unique experiences / systems for the player, which is much harder to align.