Take flight and experience life as a starship commander in the dangerous galaxy of the 34th century.
The game keeps the player from encountering danger, even protects them from it, and eliminates problems before the player can solve them.
example, some argue the thargoids shouldn’t affect people if they don’t want them to. Them not doing so is antithetical to a living sandbox and the stated experience the game is allegedly trying to deliver. It’d be like the bgs states not affecting commodities markets without the player wanting them to. If the game is going to function, so that as the environment changes, so too does how you react to it, then it needs to hold that theme. Diverting from it when it would be the most interesting/dangerous only does a disservice to the game, the players, and doesn’t help anyone. It’s just more elimination of possibly gameplay loops for the sake of a hand wave. This is a common theme, that backed up with grindy game design choices, that leads to uninteresting gameplay.
sticking with the thargoid example. If you were actually actively attacked and pursued by thargoids in these systems they are seiging, thargoids which can apparently take out capital ships, all of a sudden you have a problem to solves. Problems necessitate solutions. Solutions require thinking, problem solving. Thinking and problem solving creates emergent gameplay.
so because fdev eliminates the problem for you, they also eliminate everything attached to solving that problem. that is a problem throughout the game as a whole, and is why the game feels disjointed and seperate. Nothing places itself in front of the player. Or worse, what they do place in front of you is grind so you’re just dodging grind. Fdev just takes the interesting problems away so you never have to problem solve, leaving only the problem of get A for B. And that leads to stale and boring gameplay, and a dissatisfied player base, and a game not delivering on the experience it’s trying to deliver.
The thargoids are but one example, you can look all across the game see how nothing is ever interjected into the world in a meaningful way.
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