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Comment by Zitrax

5 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.