Suggestion for player driven dynamic campaign

Alekin shared this feedback 18 hours ago
Not Enough Votes

Instead of a campaign with scripted missions and cutscenes, I’d love to see a more dynamic approach where the world reacts to what the player does.


Imagine factions with their own goals, conflicts, and territories — and your actions (or inaction) shift the balance. Maybe you destroy a key trade hub, and a war breaks out. Maybe you board a flagship and trigger a power vacuum. The story builds itself based on how you play, not a fixed list of missions.


Something like what Kenshi does with world states — no set storyline, just systems that react to your choices.


To make it work, certain locations and ships (like faction HQs or legendary flagships) could be hand-placed and consistent across saves, while the rest of the world stays randomized. That way, player interaction with key assets can trigger meaningful changes without needing scripted events.

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