Is the materials->crafting->building progression done well, in your opinion? That's kind of the make or break thing for me is whether all the little game loops tie back into themselves effectively. For reference I give NMS a B+ in this, Elite a D-, and Subnautica an A.
Your assessment is correct. Though I'd say based on EG's description on their Steam page
and the recent major update that finally removed the static Skybox for a proc gen universe, this put EG's fundamental game loop on par with NMS. But not ED which is more grindfesty because ED still lacks flora/fauna RNG POIs you can interact with to date.
However EG's survival game mechanic (and how this impacts the mat farming/craft loop) is what sets it apart from NMS, ED and SE. Also realistic mapping limitations like the ability to scan and discover where RNG POIs resource nodes, potentially hostile no go zones (in which territory node resources may be located), potential trade partner/enemy NPCs (whose disposition towards you is dynamic based on your reputation with them), and other important POIs like your base/temp base/hovercraft/vehicles and even original crash pod site are on the planet.
Better realism in threat analysis. Say you're scouting the planet from the surface for best location to build your HQ/base. The fog of War obscures your ability to view undiscovered POIs. And the planets are realistically large enough that Euclidian geometry can be assumed when viewing POIs like shown below:
EG's survival mechanic is also realistic enough not to be an irritating micromanagement nightmare in the game's diurnal cycle (unless you chose hard difficulty). As long as you plan ahead and keep adequate food/water/O2 provisions, weapons, survival gear etc. in your inventory (and/or ready access in the quick bar), the game's exploration loop is now well setup to support the gather resources/craft/build loop seamlessly.
So IMO your sleep/eat/drink/O2 and associated health needs (from fauna and environmental hazards like poison, rads etc) are depleted reasonably over time and seem reasonably balanced. But note this status can potentially change with the next update(s) the dev has planned in the future.
So I'd say the scavenge/harvest mats - crafting - building loop is fairly well established since its Early Access release on Steam. But this is only for single player as I've not tried the multi player server mode option. Perhaps someone else whose done the MMO side can address that.
Visually (as dated EG's graphics are) the trend is
SC (ultra realistic SHD) >> ED (realistic industry standard) >>> EG (dated realistic) > SE (superior Mindcraft voxel based graphics) >> NMS & Subnautica (arcadey & cartoony spectrum end)
Exploration game mechanic/replay value (not graphics but from a RPG perspective of how strong/weak the franchise lore & story line elements keeps player engaged/immersed in doing the scavenge mat/craft/build loop)
Subnautica (highly focused/structured RP/mission/story line end) >>> NMS (very structured RP/mission/story line end) > > EG (significantly weaker main story/mission engagement) >> ED (similar to EG with a decent lore considering mysteries like Raxxala/Guardians. But much weaker supporting and engaging story elements like PP) >> SE (non existent lore and heavy bias towards space Mindcraft style/sandbox end game play)
Vanilla survival based game play (no mods). Just how well the vanilla RP/functional survival game mechanics compliments and challenges the player while they execute the scavenge mat/crafting/build loop. i.e. features like crafting vanilla:
- gear & shelter like tents, bases etc.
- thermal/HVAC gear to adapt & maintain player homeostasis in extreme environments like space, non earth like planets, high altitude/variable g planets, extreme temperature, radiation, & aquatic environments
- using precursor craft modules to make better weapons & armor to support hunting/gathering alien NPC fauna & flora for raw food and other crafting mats.
- using precursor crafting modules to make more complex craft modules. Which can be made part of the permanent infrastructure i.e. bases/ships or mobile/inventory based. And used to make survival mechanics of food/water/O2/tools/other equipment necessary for exploration/questing loop
- using precursor crafting modules to craft/build better transport vehicles to expedite exploration, NPC trade and/or engage in hostile NPC FPS interactions in space/at surface.
- ability/flexibility for player to customize the game mechanics which affect their world/universe e.g. survival difficulty level
So IMO the survival game play support feature trend is:
EG >> SE (which lacks vanilla flora/fauna to harvest/farm mats & food to date. Fluff/RP build elements like kitchens & toilets are purely cosmetic & not functional) >>> NMS > Subnautica >>> ED (because of the survival HuD elements remain nonexistent in ED to date. But could potentially become an official feature pending space leg implementation)
Overall scavenge/farm/harvest - gather resource mats - crafting weapons/armor/food/supplies & gear - building land/space/air ships & hovercraft loop:
EG >> NMS and SE (i.e. superior due to its solid survival feature support of this loop) > Subnautica >> ED (pending how well space leg feature affects this or not)