Earlier quoted context omitted.
> is that not enough? what else do people want? I've bounced off NMS several times, despite having tried quite hard to get into it. So, my take is based on ~20 hours of early game, from 2025ish. Probably the best parallel I can draw is to Elite: Dangerous, which I played for several hundred ours before getting bored of it. What I find lacking in both games is that there's no _meaningful_ emergent gameplay that spawns…
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.
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.