This is something that I feel that Stellaris lacks, and that Crusader Kings III has nailed (so far).
I'd define it as "the degree of freedom of approach offered when multiple mechanics and systems overlap and interact in meaningful and complex ways".
"Hooks" are a near-perfect example of this. They are an abstraction representing some leverage that one character has over another. They can be used in combination with a lot of different systems (murder plots, getting vassals to join your factions, keeping unruly vassals out of factions against you, encouraging characters to marry their children to your children in ways that benefit you, agreeing to alliances... and those are just off the top of my head, and don't at all cover everything).
Another example would be the "Stress" system. It encourages you to roleplay, but it also interacts with other systems. There are a lot of different ways to manage Stress (You can Befriend characters and take perks that compound the effects of friendships on Stress, you can pick up a trait that allows unique stress-mitigating actions, you can even EMBRACE Stress and take perks that make your character BETTER the more stressed they are).
Crusader Kings III has really nailed this aspect of gameplay, and I think it's what makes it a masterpiece.
Contrast this with Stellaris:
- Favors can be used in a few different ways, like getting an AI to agree to a Research Agreement, or boosting your Diplomatic Weight in the Galactic Community, or maybe getting them to agree to a law change. That's a great start! But the only way you can really get favors is via trading resources. Additionally, you never really see the impact of what you've had to give up to get those favors. If you want to get something done, but you aren't quite there, you open up a trade window, trade a bunch of whatever resources for some favors, and then use the favors. It's close, but not only are the uses of Favors limited, there's also really not many varied ways to GET Favors. And if an AI has Favors on you, it doesn't matter.
- Ethics / Factions have little impact on anything other than modifiers. You get faster Research Speed for being Materialist, and you get more Unity for being Spiritualist. You get some slightly different buildings (which are just more modifiers). Factions have some limited and predictable set of "Issues" that you can check off, and if you do, it boosts your influence slightly. If you don't... they are just a bit unhappy but they don't really do anything about it or cause you any problems.
- And coming up, we have Espionage. Which seems like the basis for a cool system, but again, unlike CK3 where it interacts in myriad ways with other systems, Espionage just seems to consist of one-time Operations you can run to get some bonus or modifier (or just totally ignore).
----------
What I'd like to know is: how can we create more "emergent gameplay" in Stellaris?
How can we make the mechanics and systems overlap in a way that makes the galaxy feel vibrant and alive? That makes each empire feel like a unique experience to play, and makes the player feel like they have an incredibly wide number of playstyles they can adopt, and almost infinite ways that your actions can interact and produce consequences for your Empire and for the galaxy at large?
Stellaris has a foundation of great systems, but they all feel somewhat isolated from one another. Some interact marginally, but there's so much more potential there. I'd love to hear other people's ideas on how this can be improved.
I'd define it as "the degree of freedom of approach offered when multiple mechanics and systems overlap and interact in meaningful and complex ways".
"Hooks" are a near-perfect example of this. They are an abstraction representing some leverage that one character has over another. They can be used in combination with a lot of different systems (murder plots, getting vassals to join your factions, keeping unruly vassals out of factions against you, encouraging characters to marry their children to your children in ways that benefit you, agreeing to alliances... and those are just off the top of my head, and don't at all cover everything).
Another example would be the "Stress" system. It encourages you to roleplay, but it also interacts with other systems. There are a lot of different ways to manage Stress (You can Befriend characters and take perks that compound the effects of friendships on Stress, you can pick up a trait that allows unique stress-mitigating actions, you can even EMBRACE Stress and take perks that make your character BETTER the more stressed they are).
Crusader Kings III has really nailed this aspect of gameplay, and I think it's what makes it a masterpiece.
Contrast this with Stellaris:
- Favors can be used in a few different ways, like getting an AI to agree to a Research Agreement, or boosting your Diplomatic Weight in the Galactic Community, or maybe getting them to agree to a law change. That's a great start! But the only way you can really get favors is via trading resources. Additionally, you never really see the impact of what you've had to give up to get those favors. If you want to get something done, but you aren't quite there, you open up a trade window, trade a bunch of whatever resources for some favors, and then use the favors. It's close, but not only are the uses of Favors limited, there's also really not many varied ways to GET Favors. And if an AI has Favors on you, it doesn't matter.
- Ethics / Factions have little impact on anything other than modifiers. You get faster Research Speed for being Materialist, and you get more Unity for being Spiritualist. You get some slightly different buildings (which are just more modifiers). Factions have some limited and predictable set of "Issues" that you can check off, and if you do, it boosts your influence slightly. If you don't... they are just a bit unhappy but they don't really do anything about it or cause you any problems.
- And coming up, we have Espionage. Which seems like the basis for a cool system, but again, unlike CK3 where it interacts in myriad ways with other systems, Espionage just seems to consist of one-time Operations you can run to get some bonus or modifier (or just totally ignore).
----------
What I'd like to know is: how can we create more "emergent gameplay" in Stellaris?
How can we make the mechanics and systems overlap in a way that makes the galaxy feel vibrant and alive? That makes each empire feel like a unique experience to play, and makes the player feel like they have an incredibly wide number of playstyles they can adopt, and almost infinite ways that your actions can interact and produce consequences for your Empire and for the galaxy at large?
Stellaris has a foundation of great systems, but they all feel somewhat isolated from one another. Some interact marginally, but there's so much more potential there. I'd love to hear other people's ideas on how this can be improved.
- 34
- 4