Personally, the games that I find interesting or exciting to play have always been those which involved conflict in some measure. Either against an AI or human opponent. Though I would argue that human opponents always provide for the more interesting gameplay.
Building and exploration games can only go so far before the tedium of repeating the same old process over and over again. Games like these usually have a standard formula, even if it isn't apparent at the beginning. You'll either figure out the SOP that's provided in the game menu, or you'll find one from emergent gameplay. But ultimately, there will be an SOP or 'best practice' style that you will adapt and adopt and repeat it until you tire of the game. Civilization, SimCity (all its incarnations), Tycoon games, All the space 4X games, they end up the same when you play against the environment.
But once conflict comes into the picture, everything changes. When besides building, there is also the possibility of defending what you have built, and the chance to fail at it, and losing it, and having to rebuild it in a different way... that's when things get interesting.
Maybe what the game needs is for two of the factions to break out into all out war. All the border systems would be affected, and turned into lawless zones. Anybody, AI or Players in those systems would be marked lawless and can either pick a side in power play, or even choose to represent the faction by declaring him/herself a citizen, or be a mercenary, or just be wanting to be caught in the crossfire for the challenge. Powerplayers and PVP players could flock there for their dose of action, and to attempt to flip the system at the same time. Allow players to conflict and change the borders through their actions.
For the rest of the contented players, they could stay back in the core systems, and/or away from the conflicting systems to carry on their game of trade or exploration.
Building and exploration games can only go so far before the tedium of repeating the same old process over and over again. Games like these usually have a standard formula, even if it isn't apparent at the beginning. You'll either figure out the SOP that's provided in the game menu, or you'll find one from emergent gameplay. But ultimately, there will be an SOP or 'best practice' style that you will adapt and adopt and repeat it until you tire of the game. Civilization, SimCity (all its incarnations), Tycoon games, All the space 4X games, they end up the same when you play against the environment.
But once conflict comes into the picture, everything changes. When besides building, there is also the possibility of defending what you have built, and the chance to fail at it, and losing it, and having to rebuild it in a different way... that's when things get interesting.
Maybe what the game needs is for two of the factions to break out into all out war. All the border systems would be affected, and turned into lawless zones. Anybody, AI or Players in those systems would be marked lawless and can either pick a side in power play, or even choose to represent the faction by declaring him/herself a citizen, or be a mercenary, or just be wanting to be caught in the crossfire for the challenge. Powerplayers and PVP players could flock there for their dose of action, and to attempt to flip the system at the same time. Allow players to conflict and change the borders through their actions.
For the rest of the contented players, they could stay back in the core systems, and/or away from the conflicting systems to carry on their game of trade or exploration.
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