For Purposes of Avoiding a wall of text i'm gonna split this post in two via spoiler tags.
No Man's Sky is at the end of the Day, a Minecraft clone who's gimmick is to double down on Randomness, the same way Wow clones always found some sort of gimmick to try and seem different. However No Man's Sky has all the problems of Indie game but now with the added pressures of being a AAA release, No game would have survived that.
As far as the Mechanics however it shows that went went too Random and ran straight into a brick wall of limitations but by that point it was too late, the cat was out of the bag, this was the prophesied Procedurally generated Mount&Blade/Star Trek Hybrid. However then the studio ran into other issues and the randomness was the only thing they had for launch and we have a good example now to look back on and see that Randomess alone doesn't make a game. When all you have in Randomness the game mechanics cant plan ahead for anything which means you cant really do anything becuase doing something would mean knowing in advance what's going to happen.
Keeping with the Minecraft example, A player comes in knowing they need to survive, once that's done they have a progression, Get Iron, then Diamonds then Ender Eyes, Then Kill Dragon. The rewards being that new area's of the game are unlocked as you go, Iron=being able to actually build Diamonds=Mid Game(Enchanting, Nether, Withers) Ender Eyes=Endgame stuff (The End, High level Enchanting, The Dragon fight) The randomness here is the world itself and really only that, It makes exploration unique and the first half of the game relatively diffrent every time but otherwise it's used sparingly outside of being used to balance things.
A Dwarf Fortress Example is obviously, Survive at any cost which requires going deeper and deeper into the world to get better/more materials to defend yourself until you activate the HFS. With the game getting progressively harder and more 'fun' as you progress. The Randomness element here only comes into what the game throws at you to try to make you have 'fun' and what resources may or may not be available to you in the world.
In No Man's sky you never 'unlock' or progress, you are in loop, Get to Planet, Do the same thing you do on every planet, then go to another. The Randomness here is the same as the above two examples, except there's no sense of real 'progression, nothing like "I need A so I can B which makes me C so I can D and eventually E"
Now this is fine, if NMS was more of a Star Trek game (or to be Dwarf Fortress Adventure Mode in space which would be fairly close) where exploring the random and interesting worlds Was the point but that clearly wasn't since then there would have been more focus on the Templates and namely the constants that define every game like the alien factions. It tried to be the prophesied procedurally generated Star Trek/Minecraft/M&B hybrid and found real life waiting for it.
As far as the Mechanics however it shows that went went too Random and ran straight into a brick wall of limitations but by that point it was too late, the cat was out of the bag, this was the prophesied Procedurally generated Mount&Blade/Star Trek Hybrid. However then the studio ran into other issues and the randomness was the only thing they had for launch and we have a good example now to look back on and see that Randomess alone doesn't make a game. When all you have in Randomness the game mechanics cant plan ahead for anything which means you cant really do anything becuase doing something would mean knowing in advance what's going to happen.
Keeping with the Minecraft example, A player comes in knowing they need to survive, once that's done they have a progression, Get Iron, then Diamonds then Ender Eyes, Then Kill Dragon. The rewards being that new area's of the game are unlocked as you go, Iron=being able to actually build Diamonds=Mid Game(Enchanting, Nether, Withers) Ender Eyes=Endgame stuff (The End, High level Enchanting, The Dragon fight) The randomness here is the world itself and really only that, It makes exploration unique and the first half of the game relatively diffrent every time but otherwise it's used sparingly outside of being used to balance things.
A Dwarf Fortress Example is obviously, Survive at any cost which requires going deeper and deeper into the world to get better/more materials to defend yourself until you activate the HFS. With the game getting progressively harder and more 'fun' as you progress. The Randomness element here only comes into what the game throws at you to try to make you have 'fun' and what resources may or may not be available to you in the world.
In No Man's sky you never 'unlock' or progress, you are in loop, Get to Planet, Do the same thing you do on every planet, then go to another. The Randomness here is the same as the above two examples, except there's no sense of real 'progression, nothing like "I need A so I can B which makes me C so I can D and eventually E"
Now this is fine, if NMS was more of a Star Trek game (or to be Dwarf Fortress Adventure Mode in space which would be fairly close) where exploring the random and interesting worlds Was the point but that clearly wasn't since then there would have been more focus on the Templates and namely the constants that define every game like the alien factions. It tried to be the prophesied procedurally generated Star Trek/Minecraft/M&B hybrid and found real life waiting for it.
Now Stellaris is another story altogether. The two games really aren't the same and its not really fair to compare NMS and Stellaris. What Stellaris seemed to be was either V2 or EU4 in Space depending on who you asked and what it is right now is a slightly more diverse Risk in Space.
If anyone has played old computerized versions of risk what the game would often do is assign all players thier territories, then the player was given control of their chosen color. They did not pick their territories (Though it varies, theres ALOT of online risk versions after all). The board was different every time and the AI generally had a different continent priority every time.
Thats the opening setup of Stellaris in a Nutshell. Different players are dropped randomly in the galaxy according to the settings you set up, And then you are given control of one of those countries. The players you meet and the order they come in are technically 'random' the order of your technologies are also 'random' the same way prize cards in risk are 'random' But just like prize cards there is a set amount of them in the deck and what they do doesn't change game to game. As far as the Players, they may be 'random' but they have the same general personalities as an AI risk player "This one is prioritizing South America, This one North America, Ect"
Though it should be pointed out this is also every other 4x Game from Civ-MoO2. Sure there are alternate win conditions but lets be real here, The most brutal and efficient way to win every 4x game is to just kill everyone else. MoO2 widely hailed as the 'best' Space 4x game of all time has only real win con, Kill everyone else until everyone either votes you in for a diplo victory, or you killed them before they got a chance too.
The difference between Stellaris and other 4x games is the ruleset, which is more derivative of Eu (Yes even the tech system) than any 4x game and the Starting setup which is completly randomized as opposed to much more predictable rogues gallery you'll find in something like Civ or MoO. It'll be these next few coming expansions that'll be what determines if Stellaris stays as Risk in Space which is fun in itself if a little stale after a bit, a fully fledged 4x game or a Grand Strategy game derivative of Ck2/Eu4 and Vicky.
If anyone has played old computerized versions of risk what the game would often do is assign all players thier territories, then the player was given control of their chosen color. They did not pick their territories (Though it varies, theres ALOT of online risk versions after all). The board was different every time and the AI generally had a different continent priority every time.
Thats the opening setup of Stellaris in a Nutshell. Different players are dropped randomly in the galaxy according to the settings you set up, And then you are given control of one of those countries. The players you meet and the order they come in are technically 'random' the order of your technologies are also 'random' the same way prize cards in risk are 'random' But just like prize cards there is a set amount of them in the deck and what they do doesn't change game to game. As far as the Players, they may be 'random' but they have the same general personalities as an AI risk player "This one is prioritizing South America, This one North America, Ect"
Though it should be pointed out this is also every other 4x Game from Civ-MoO2. Sure there are alternate win conditions but lets be real here, The most brutal and efficient way to win every 4x game is to just kill everyone else. MoO2 widely hailed as the 'best' Space 4x game of all time has only real win con, Kill everyone else until everyone either votes you in for a diplo victory, or you killed them before they got a chance too.
The difference between Stellaris and other 4x games is the ruleset, which is more derivative of Eu (Yes even the tech system) than any 4x game and the Starting setup which is completly randomized as opposed to much more predictable rogues gallery you'll find in something like Civ or MoO. It'll be these next few coming expansions that'll be what determines if Stellaris stays as Risk in Space which is fun in itself if a little stale after a bit, a fully fledged 4x game or a Grand Strategy game derivative of Ck2/Eu4 and Vicky.
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