massive choices on where the story goes based on your responses,
Really? What massive choices do you make? Hunter or emissary? That just changes the last 20 minutes of the game. Before then, you have no major impact on the plot.
the capabilities to befriend or antagonize any enemy whether a human, alien, or these strange pirates
But you don’t. You can’t befriend the pirates, there arent really any strange aliens, and you can’t antagonize most friends.
You deal with politics, survival,
Do you? There’s some minor “deal with this for me” stuff from the factions, but that’s hardly politics.
And survival isn’t an issue in the game at all, even though you can see the scrapped leftovers from it.
attempting to save the galaxy while trying to discover the hidden story.
The “hidden story” is spelled out and telegraphed in the main questline. It’s not a souls like where you piece it together, they literally tell you to your face
Kolanaki@pawb.social 1 day ago
If you don’t call that generic, I have to wonder how you define the word “generic.”
PeterisBacon@lemm.ee 1 day ago
By the literal definition.
“characteristic of or relating to a class or group of things; not specific.”
Ship building alone is very specific, there are very little games that let you truly customize the entirety of the layout on your ship. On top of that, the crazy about of realism that goes into that is insane. Everything can affect something else in that. I’m also a huge fan of the procedural planets, like dozens of them, which what super disappointed me was walking for what felt like daaayyyss across a map.
So again, the concept was great, the execution was not.
vala@lemmy.world 22 hours ago
You’re describing mechanics not a concept.
PeterisBacon@lemm.ee 21 hours ago
Well, I’m celebrating mother’s day today, so I wasn’t going to even have my phone out, but since I am pooping let’s talk ‘mechanics’ LMAO.
So you’re pretending now that mechanics aren’t part of a game’s identity? That’s adorable.
Listen, kiddo, game concepts aren’t just the napkin pitch like ‘space adventure with guns.’
That’s like saying a restaurant concept is just ‘we serve food.’ 💀😂
The execution of those ideas, how deep the systems go, how player agency is handled, the SCOPE of what you can do, is the process of a concept.
Mechanics are the embodiment of concept. Otherwise, every shooter is just ‘point and click,’ and every RPG is just ‘talk and fight.’ You have to look at the HOW, not just the what.
Cheers mate, glad you have a perspective on it. Take care!