this post was submitted on 01 Dec 2024
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So the gameplay loop has changed since launch? Or did they simply make the shallow puddle wider?
In the way a sandbox should, yes - better exploration, mechs, expedition stories, freighters, better base building, etc. It's a sandbox game, it's not feasible for a game to be as deep as a rpg and wide enough to do anything you want without adhering to a story or dev-induced goal. Dwarf fortress might come the closest to that, but that's only because they have a super wide fortress mode and a super deep adventure mode and they are fully separate.
If you want a deep gameplay loop, play a game meant for it like a rpg. Those are meant to be deep but relatively narrow to keep you on the story. If you want a wide pool to do whatever you want, play a sandbox like NMS or Minecraft.
I just want a sandbox with meaningful town NPCs, not just a placeholder for a menu.
there are towns, though when I last played the only interactions were really the conflict event thing, and I don't think it really did anything. I'm curious by what you're thinking is meaningful for the NPCs to do. Something like DF where they build out their own skills/story?
Entity Urist was taken by a fey mood and locked themselves in the refiner room.
They said they require Gek bones.
I haven't played DF, but I imagine it's a bit like Rim World where your citizen gain traits, develop relationships with other citizens and have varied skills.
It doesn't have to be deep. Palworld has a pretty basic system where Pals can have traits, they have skills and they move around the encampment somewhat organically. It isn't complex, but at least it feels like my choices makes my camp different and I want to find the Pal that has the skills I require with good traits.
People build crazy things in Minecraft, but no matter what you do, buildings feel empty.