Captain wrote:
But it's rubbish.
😆 Exactly. The unescapable consequence of procedural generation. Lots of variations and zero meaning.
The great examples of that type of design, like Dwarf Fortress, don't really translate elsewhere because they are games that are about their own geography. The emerging landscape, its history, the consequence of setting a force in motion and then watching rivers erode and valleys emerge... it's the whole point of the game. The arising complexity is a story about the world, whereas most adventures and RPG:s are stories set within a world. They're about culture, not geography.
No Man's Sky is a game with 18 quintillion variations because it thinks a lot of 'content' is a cool thing to have, but it's obvious that it doesn't understand what makes content interesting, regardless of how much the developers tried to convince people of the contrary beforehand.