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If they ever do a NMS 2 I would like to see more than one per planet and perhaps diff species that only survive in those climates, etc. So instead of picking from a huge pool of species and splattering them about randomly (as well as fauna and vegetation) they would pick from a set of species than can survive cold, hot, radiated, toxic or mixtures therein. You could also move from a snowy area where it was snowing to a hot area with firestorms all on the same planet. The transition zones would be interesting to program for but not impossible. Also would like to see the tree placement algorithm improve a bit. There are known algorithms for creating forests and tree lines and they do pretty well. I still feel like NMS pretty much feels too random in this regard. Natural processes are not random.
Some people will say: It's same-y-ish.
Some people will say: You will always be able to find new things - new combinations, new landscapes, new things to discover.
It depends on their eye for detail and aesthetics.
For me, I'm in the third group.
In which group you would reside? This you would need to test.
A bit like real life.
I've got near 30 hours in and I agree with all your points... I can notice the repetitiveness, but I do have an eye for detail and when I look close enough I can see things are different.
Encounters initially appear to be "random", but seem in fact to be sequential, and the last one repeats forever, so as soon as you've had, for example, all "emergency beacon" encounters, every single one you get after that will be the exact same one. Same with abandoned buildings; every single console in them will have the same final text.
And similarly, if you start a new save, each encounter type will give you the same encounters, in the same order, as the last game you played, wherever in the universe you make those encounters.
I asked a similar question (what keeps people coming back?) and the answer seems to be that people set themselves their own goals (finding the perfect planet, ship, weapon, etc). Few responded that exploration continues to be interesting and worthwhile in and of itself, once you've understood the basic pattern. As Dereknor put it in another thread:
So, no, after 1k hours there won't be much novelty left (I'm around 200, there's still a fair bit, but I play slow!); but there'll still remain the appeal of opening a new unexplored gift with each new planet explored.
As for animals, we have seen in the first releases how pitiful and mediocre the resuts were if we leave PG to build them alone...Flying cows, creeping dinosaurs and other horrible misformations...So HG needs to take out of the formula a lot of things like animals, buildings, ship shapes, main textures etc, not all elements can be done with PG.
So they toned things down a lot and added more realistic animals and behaviors. They sort of went back the other direction with Origins, but it is much more stylized. The assets were assigned to specific planet types and now they can be found randomly on almost any planet type.
Unless they spent all their time making new assets, at some point you will hit the wall on what is available. Surprisingly, still have seen new things after 4,000 hours but it is rare.
Planets actually have more interest and lately more diversity in terrain. There are some very unusual planets that are very fun to discover. Krash Megaddo has a thread on their favorite.
So the answer really is how your mind works, and what feels like monotony vs maybe something interesting will show up, just hasn't yet. this is a sandbox game at heart. Your imagination is as important as the dev teams.
I don't mean it as an insult or something toward the game. Every game get to a point it's repetitive, after all.
Honestly, I consider this game to be more an adventure game than an exploration one. Play the quests, make a base, or several. Tame creatures, play with friends (or not), hunt for exotic ships.... Or simply log in once in a while to do an expedition (which is special time limited game mode).
As a game developer. I do understand the rationale for this game design decision: linear narrative was either felt to be more important, or at least easier for QA to test, than procedural quest generation.
In a procedural game, I'd hoped for procedural encounter generation, too, and was mildly disappointed because that seemed like it would have been a fun challenge for them to have overcome. But I admit, they've already overcome some staggering challenges, so maybe I shouldn't b wishing more on them? :D
So I'm not saying HG was "bad" or "wrong" - just that the result will make for more repetitiveness and less randomness, so warning that new players should not expect that.
How *could* they have done it? In the understanding that this would have been more work, across multiple specializations (not just coding, but things like writing and testing, too), that is?
One way would be to interleave random with linear-story items. Now, this already means at least TWICE the work on the part of the writers, to generate a whole bunch of events that don't need to be read in sequential order as well! Once the linear story was over, you could keep the existing "last item repeats" that they have, but interleave those with with the random ones. That's because existing system makes it very clear to the user once they have "finished" the main narrative of this event type, and that's a feature that feels worth preserving. Another downside other than the extra work, is that it'd take people more work to experience the "story" part - since most players are unlikely to finish the story already, that would likely be a poor design decision.
Another way would be to have only switch to random-ordered events once the narrative was over. Once again more work, and this time you don't get a benefit from it until they've got through the whole story, and I suspect that most people never get that far with most encounter types anyway.
And if people *do* complete the story for an encounter type, it's reasonable that the game encourages them to consider grinding something else instead, and one way is for the one they're grinding to get boring and repetitive.
So yeah, I get the design reasons: the extra randomness would only be a benefit to people who either completed the narratives, or who were playing a second time, and that is not really worth the extra work.
But having a sensible design rationale doesn't mean it isn't repetitive.