Dynamic content is one of those things that is interesting conceptually but generally doesn't play out in a way that makes the experience truly different in the long term. Unless FireFall had a super special secret update for its dynamic events that would have made them more interesting or more dynamic, people who had played the game for a week likely would have seen all the relevant content.
Additionally, adding a war only works circumstantially, and is only necessarily different in the sense that it's PvE instead of PvP. I think the core gameplay loop needs to break out of MMORPG but you aim guns now, or Overwatch/Global Agenda/Paladins but now in a proper open world. The base building stuff could be a way into that, as few games have scratched that SWG itch for more socially inclined users, but I think having a game that requires minimal hassle for new players to become useful to the overall playerbase is exceedingly important.
Ember's core gameplay loop is heavily defined by the relationship created by dynamic content and the war. I'll break that down. (note: firefall barely scratched the surface of how that was meant to work)
Make no mistake, there is no way to avoid players seeing everything there is to see, doing everything there is to do, at some point. The more stuff you can put in the game the longer that will take but it will always be limited. There will always be the need for new stuff. What dynamic content does is take the same amount of stuff(number of variables), and then moves them around into more possible combinations than static content would.
Dynamic content is build on a set of modular pieces. By using modular pieces it raises the number of potential encounter scenario's exponentially compared to static content. That extends the amount of new factors one has to account for as well increases the unpredictability of when/how they will arise compared to static content. This is it's value.
Now add to that, this is happening in a sci fi-actiony version of a simulated War. War, in this case, is a reference to there being a larger, fully relevant, conflict the player is involved in. For one thing the utilization of player-built-bases and player-built-vehicles increases the moment to moment variety. But even more than that it means that, where many PVE games place you in the thematic setting of a war, the battles will ultimately be fixed scenerio's.
In most PVE games failure to stop the enemy from building a tank manufacturing plant doesn't actually result in their being more tanks in the game world. You just do the mission over until you do stop the manufacturing plant from being built. Some games offer a few different outcomes but for the most part there is a lack of changing consequences based on the players victory or failure conditions. The most common exception to that would be the RTS genre. If you fail to take out a particular manufacturing plant the battle doesn't simply end, you now deal with more tanks on the field. That is the an example of a dynamic war.
You see, playing as a character in a Massive planetary wargame is a lot like being on foot in the middle of an active RTS. This is one of the things that will set it apart from most games right out of the gate.
It is in that setting that the great movement and sharply tuned shooting will thrive.
All tied together by a resource based economy built to connect the fighters to the territory itself. That's all interesting stuff and we haven't even talked about whether it would have character/class customization yet.
Now a point about "nooby traps" and "learning curves".
Progression systems exist for a few reasons. Two primary reasons are to extend the life of the game and to give the player time to learn. I want to focus on the latter.
If there are a wide variety of options that a player can play with they arent all given at once. That would be overwhelming. But for the long term player, additional gameplay options to access can be nice. So we need to differentiate between what customization is, and what creates nooby traps.
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Customization happening during or before the match is the ENTIRE point:
Is it now? So then, if this is an important distinction to the matter at hand, youre saying that customization and counter builds are fine with you as long as they happen AFTER the battle starts? Right?
Well in a persistent open world full of dynamically generated war, a player can disengage from the fight, swap builds, then go back to battle: does that count as "pre-mission" or "mid-mission"? Do you put that in the same category of "mid-battle" like a dota clone because you can go back to base for items/gear but the fight still rages on? Again, playing as a character in a Massive planetary wargame is a lot like being on foot in the middle of an RTS. The battle is on and constant, reprieves are more like the calm between enemy waves, the only question is whether you are in the fight or on the sidelines at any given time.
Also, would Ember count as a game with moment to moment customization, a game with long term customization,or both? If you can freely go and swap between multiple builds and loadouts, utilizing everything you have unlocked, then what would either of those systems offer that Ember does not?
Does all that seem like needless categorization? lol. Thing is, you either stand by the blanket stance that "customization limits choice" or you acknowledge that customization being good or bad for choice depends on how it is executed. The whole pre-mission and mid-mission distinction get's pretty muddy in a persistent world at war.
The existence of mechanics is ultimately a result of the non-existence of other mechanics, unless you have infinite resources.
This is true. The problem, however, is that you are speaking as though a customization system is simply more work without any tangible benefit to the efficiency of reaching a minimum viable product capable of achieving financial success. That is very much in contention.