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I've already given an initial opinion in another thread, but I wanted to point out something:
Rimworld has a Bloat Problem.
Many of the players already use a ton of mods. I'm more of a purist, so I have to acknowledge I'm biased, here.
BUT, it has a ton of D:LC that add "game mechanics."
That's not something like a new Class, Faction, or Continent to explore with a few new mechanics. It's pretty chunky stuff with lots of new mechanics that the vanilla game wasn't balanced around or even intended to play well with.
That's fine and Ludeon has kept DLC fans happy, so I guess it's not that big of a deal.
But, you can only fit so many feathers into a bed. You can only put so much on a plate. You can only wind so many different strands of string on a ball up until you can't tell what color the ball of string is, much less manage to squash it into a game that's always presenting good gameplay.
I think the deviation from the standard DLC formula is a good one. I am normally anti-DLC for Rimworld, btw, so that's an opinion coming from someone who doesn't like the previous offerings for whatever reason. (Not going into that, here)
Will I buy it? I dunno.
But, I do think it's generally a good move to present some novel kind of DLC that does offer a thematically different gameplay. The others may, if one squints hard enough, but this is a pretty big change-up pitch from Ludeon.
I'd much rather see a DLC like this after all the rest of "stuff more stuffs in there" DLC. This looks like it's for occasional and highly themed playthroughs, giving players a different sort of Rimworld experience. It may not always be loaded, but I think it's a decent choice to give players something a bit special to play when their regular Rimworld runs lack appeal.
PS: I don't remember the price-point. I'd prefer to see something like this as a cheaper DLC, but I don't know how much content it actually has in it.
Compare that to BioTech that added a whole bunch of new mechanics. Children and growing up, xenogenes, mechantor. pollution, and I'm probably forgetting one or two. I bring up the difference because the "bloat" you seem to be referring to is about "stuff" and not "mechanics".
For example, Biotech can be super unintrusive if you want, because all of this stuff are mechanics and not just stuff. Don't like babies? Don't have babies. Don't like xenogenes? Have baseliners. Don't like mechanators? Never put on the chip. And eceteria. That's what makes it a god tier DLC, it can be as game changing, or not, as you choose.
However this new DLC seems like a take it or leave it deal. All or nothing. It doesn't seem nearly as deep or in-depth as Biotech, which means all the stuff you will be getting with this will just add to that bloat problem without a good reason for it (in-depth mechanics that support it).
Also, I know my post is already long, but I entirely disagree with your bloat issue. Using your analogy, you can wind up an infinite number of strands on a ball of yarn. It just gets you a bigger, weightier ball of yarn.
RimWorld has a lot, but it is great about letting players choose what systems they want to interact with, and which they don't. For example, I have almost 400 hours in it and I've never escaped the planet. Cuz I'm just doing other stuff every playthrough.
Is it adding to much to the plate? Because-- You don't technically need to have Biotech on-- or ideology to enjoy this expansion. So your example of adding to many feathers-- you could take feathers out of the bed-- and replace them with different feathers for a different feel.
Do people forget that you have near complete control over pretty much every single aspect of the game... From how often you get attacked, get sick, what specifics your religion adheres to-- etc etc etc
I too am a purist-- but I do have QoL mods, like blueprints and stuff to make the game run a bit smoother for my taste-- All my mods surround customizing my experience before I play and the work flow of the game itself... no so much adding content etc.
All that being said-- I agree with the rest-- aside from the "too much analogy" esp if the game allows you to tailor your experience the way you want it.
How? It's adding new types of enemies and some new tech related to those enemies. Honestly I feel it's not changing things up ENOUGH. It definitely changes less than Biotech did, arguably less than Ideology.
And I seriously think you are willfully ignoring how impactfull the other DLCs were. Biotech completely changes the game. With mech clusters, the mechs themselves, the whole genes stuff... ideology literally can change up the whole playtrough and force it into a theme. Royalty would arguably be the least impactfull one and even that one adds so much, it can completely change combat, and still you can just turn it off.
The only thing we could honestly do, is having less people whining about things we have no real information on. If the new factions/enemies are just like the current ones, you will be able to either not spawn them on the map (like disabling empire), or just disable whatever you want trough mods. And yet, a stream of completely pointless whine...
Anomaly, however, seems to just change. The horror flesh monsters and new events will entirely change how you are expected to approach a playthrough. It is, essentially, a different game with that DLC ticked on. Which is why I've said it is closer to a mod than a DLC.
What I, and most others, wanted was an expansion. Like Royalty. Like Ideology. Like BioTech. Instead we are getting an addition. This is different.
That's what changing the game means.
All DLCs add things to the game, Anomaly is no different. Don't be stupid.
Anyway, that's the last I'll speak on it with you. There is no point in debating someone who makes a frequent habit of missing the point.
All DLC, all QOL updates, all mods turn RimWorld into a different game.
There's a reason you got them Jester awards, son.
How can this DLC have any synergy with... anything? Maybe it'll work well with Biotech, but even then, that's the past, and the most versatile DLC possible.
That a significant problem of Royalty. It just didn't blend well with anything, and the actual idea behind it was ~ kind of weak to be honest, but it was also the first.
So, if it's going to be another themed expansion, I prefer if it does change some fundamentals. It needs to stand on it's own. It needs to have a lot of content. It needs to change the tone of the game to work.
It's difficult to pull off, but they had no shortage of time to make it work. I don't think Anomaly can work as an idea, if it doesn't change the game a lot.