Aegir86 wrote: ↑Tue, 12. Aug 25, 19:45
But what can the game do to make this an interesting experience?
As mentioned before, it can focus on activities that can last past the player's rise to power. Station building is infinite, for example.
> Its mechanism to prevent the player from steamrolling. That is precisely why Starsector implemented
It is impossible to prevent the player from steamrolling, and this game is not Starsector.
> You can argue that its not what X4 is about, but why bother with player sectors then?
Because "why not". It is possible to capture a sector and make it yours. There's not much point in that mechanically, but you can do that. IIRC people want this feature in X3, and they got it. But map painting is still not the game's central point.
> If my memory serves me right theres literally narrative in the game when you claim your first sector that all eyes
Not really. There is Heretic's End, and if you claim that, you'll get an email. This sector is in status quo meaning nobody dared to claim it. When you claim it and RELEASE it, factions begin to fight over it. IIRC currently it leads to ZYA being obliterated by borons. Nobody cares if you claim any other sector.
> Why bother with contested territories? Hell, why bother with a huge update focused around diplomacy?
For fun, of course. It is "messing with the sandbox" feature I outlined before. Diplomacy obviously extends into "postgame" where you've already reached max power. Because you can mess with the universe indefinitely. So diplomacy is a very smart move, because you can continue making a mess for a very long time.
Meanwhile something like xenon crisis will give you a few hours of gameplay at most. Same goes for the "naval treaty".
> It seems like the game has a very confused identity.
Its identity is "universe in a box". It does its role perfectly. There are many things that you can do but don't have to do. To the date there's still no other game that does the same.
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The key problem here it is impossible to prevent player from becoming overpowered. And if you attempt to do that by adding an extra challenge, you have only two outcomes;
* Player steamrolls the challenge in about 15 minutes.
* The challenge becomes a persistent, annoying and unavoidable chore. Like babysitting xenon so t hey don't die, or playing "whack a hive" with khaak hives which never end.
Neither of those outcomes are fun. If you get lucky and a challenge becomes finite but lengthtier, the player STILL will overcome it in the end, inevitably and then it will become a solved problem that is no longer interesting. Because the player learns and keeps refining strategies, it is impossible to provide challenge that scales with player knowledge, remaining fun forever. As such there's limited incentive to pursue this angle.
The game as is, presents significant learning curve, andovercoming that curve and figuring things out is fun. But the curve is finite in length, and eventually it will end. Then what? The game should remain playable past this point. And features should be interesting past this point.
That's how I see it.