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Zitraxtoday at 9:31 AM1 replyview on HN

I feel like can also compare the difference to some rougelikes where the combos of random things can yield vastly different experiences but in NMS the randomness felt more like a skin - not affecting gameplay much.


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ethbr1today at 12:34 PM

> randomness felt more like a skin - not affecting gameplay much.

DF is a great comparison, because it speaks to the composability of properties and systems as a key requirement.

2,000+ variants that still funnel through one predesigned interaction system is not variety.

The variants need to actually compose with each other into meaningfully unique experiences / systems for the player, which is much harder to align.