It is interesting how different people perceive the same thing in a different manner. Just how it should be, I suppose.
Players primarily interested in roleplay and sandbox aspects of Stellaris have a blast. They have an ability to create unique species with unique goals and go on their way having fun, setting on their own journey. No other strategy comes even close to the level of customization Stellaris offers, especially with mods, and I see how players interested in those aspects can play for hundreds and hundreds of hours non-stop. Leviathans and Utopia focused on and reinforced this strength of the game.
On the other hand, people interested in 4X experience or even something closer to Paradox grand strategy historical experience are at loss with this game because it is undeniably lackluster as far as strategy goes. These people expect proper warfare, diplomacy, trade etc. and it looks like for those people lack of depth in this area on the launch along with lack of progress in this area for a year is enough to call Stellaris a failure.
In addition, a lot of frustration seems to come from this:
because for certain players, accustomed to more linear narrative approach it seems that Stellaris offers too much freedom and strips the game of pre-defined context making the game frustrating to them. But for the roleplaying crowd I started with, it is precisely the lack of context and endless possibilities that make Stellaris so great to them.
It is clear that there is a pretty serious clash of priorities and values (in a like/dislike sense) here. And that is fine, you can't make everyone happy.
My personal opinion is that there are enough games with pre-defined lore and goals. Stellaris should continue with its total customization and versatility approach and maybe either remove victory conditions altogether or create custom victory conditions, set by a player before the game is launched. For the time being, though, development team should bring their full attention to pressing strategic problems, namely warfare and diplomacy and immediately switch to economy and internal management afterwards. Then they can move to even more customization potential, I am particularly interested in species interaction mechanics.
Players primarily interested in roleplay and sandbox aspects of Stellaris have a blast. They have an ability to create unique species with unique goals and go on their way having fun, setting on their own journey. No other strategy comes even close to the level of customization Stellaris offers, especially with mods, and I see how players interested in those aspects can play for hundreds and hundreds of hours non-stop. Leviathans and Utopia focused on and reinforced this strength of the game.
On the other hand, people interested in 4X experience or even something closer to Paradox grand strategy historical experience are at loss with this game because it is undeniably lackluster as far as strategy goes. These people expect proper warfare, diplomacy, trade etc. and it looks like for those people lack of depth in this area on the launch along with lack of progress in this area for a year is enough to call Stellaris a failure.
In addition, a lot of frustration seems to come from this:
I think the real problem with Stellaris compared to other Paradox games is the lack of meaningful, defineable goals. Taking the rulership of a tiny kingdom and trying to become the master of all of Europe through political deals, conquest and marriages is an incredible undertaking and feels momentous and awesome to try and do. Because we have a real, meaningful way to judge what that involves. Over the course of the game you have to deal with great powers and find ways to bring them under your control and deal with them. And that way doesn't always involve conquest. You have plenty of built-in options beyond that. Maybe you want to try and unify the new world and prevent the American Revolution from ever happening, or try to undertake the problem of rebuilding the Holy Roman Empire as a lasting enduring symbol of enlightenment. These have context and meaning to a person.
Compare this with Stellaris. What meaningful, defineable goals are there in the game, really? Basically just to conquer your neighbors and control as much space as possible. In trying to provide a blank-slate galaxy for us to exist in, the game loses all of that context for action and backstory for the setting which gives those goals meaning and context to their actions. Dominating all the stars in a specific stellar cluster might be something super important to your civilization, but there's no meaningful differentiation for that in Stellaris. No context to what your race is or what their history is beyond what you provide. This lack of context, while meant to give you freedom to tell whatever story you want, also strips the game of any sense of character and personality for those involved in it.
The game attempts to get around this by giving us artificial goals in the form of victory conditions for the game. But the problem there is that those victory conditions are sparse and relatively uninteresting. Which contributes heavily to why, for instance, almost all of my games end around the point where I've successfully beaten the end-game crisis and subjugated the fallen empires of the galaxy or won the War in Heaven. Because all that's left at that point is trying to conquer the whole galaxy, which I could do, but without the feeling of that relating to anything meaningful or having a reason to want to there's just no motivation there to do it.
Before we can make Stellaris an interesting place to tell stories, we first have to provide a world to tell those stories in. Stellaris needs a default backstory, default factions and a universe which reflects those things, with reliable and repeatable personalities for AI empires, into which our custom empires can be inserted.
because for certain players, accustomed to more linear narrative approach it seems that Stellaris offers too much freedom and strips the game of pre-defined context making the game frustrating to them. But for the roleplaying crowd I started with, it is precisely the lack of context and endless possibilities that make Stellaris so great to them.
It is clear that there is a pretty serious clash of priorities and values (in a like/dislike sense) here. And that is fine, you can't make everyone happy.
My personal opinion is that there are enough games with pre-defined lore and goals. Stellaris should continue with its total customization and versatility approach and maybe either remove victory conditions altogether or create custom victory conditions, set by a player before the game is launched. For the time being, though, development team should bring their full attention to pressing strategic problems, namely warfare and diplomacy and immediately switch to economy and internal management afterwards. Then they can move to even more customization potential, I am particularly interested in species interaction mechanics.