Bruno Dias's space-text-RPG
Voyageur was released this week. I spent a bunch of time playing it, which reminded me that I'd just spent a bunch of time playing
Out There, and a bunch more time last month playing
FTL. Three games about flying through space -- a
randomized construction of space, with many hazards between you and your (distant) goals.
Let me start by describing each game. If you're familiar with all of them, skip on ahead to the comparing and contrasting. :)
Voyageur is prominently tagged as "procedural". That is, every planet you land on is described by a little paragraph:
The spaceport district you land on is busy, and surrounded on all sides by endless cityscape. You hurry along the roads past a group of threatening-looking locals. Crimson political graffiti is sprayed across the walls, although you don't understand the context of the slogans. Trash piles up on the roads, sometimes collected by sullen-looking recycler drones.
The sentences and details within them are randomized, based on a set of general stats about the planet. (Urbanized/agricultural/industrial, terraformed/desert/iceball, and so on.) The markets are loaded up with randomized goods ("high-grade computers", "cheap whisky", "curious gold ore", etc). And each planet might have one or more special features: religious centers, alien satellites, universities.
What you do: travel, trade, try to accumulate enough money to keep going. Long-term goals involve accumulating enough special items to make life-changing science-fictional discoveries.
The solar systems in
Out There are also randomly generated, but without the detail of
Voyageur. Each one has basic stats (rocky, gas giant, or habitable; high-resource or low-resource), but the only distinguishing marks are special events which might pop up:
The gravitational waves in this area have played havoc on my equipment. I fiddled around and some of it is working again, but the rest is completely out of order. What a mess--
These text paragraphs are
not procedurally generated; they're selected from a large database, effectively a library of micro-sci-fi stories. On the other hand, the
effects can be randomized. In the above example, a couple of your ship's systems are randomly selected to take damage.
What you do: travel, mine, try to gather enough resources to keep going. Long-range goals involve reaching various distant points on the map, where life-changing science-fictional discoveries are hidden.
Finally, we have
FTL, which is much less textual; you spend most of your time fighting hostile starships. Small textual encounters are frequent:
A Rebel captain appears on the screen. "I thought we had been doomed to backwater assignments. This is my chance to get back in Command's good graces! Charge the weapons!"
Some of these offer choices (trade with a smuggler or attack him?); others, as in this example, are simply announcements (time for a fight!). In either case, you spend much less time reading text than you spend on the action (combat, upgrading your ship, etc).
What you do: travel, upgrade your weapons, try to gather enough money to survive the fights. The long-term goal, which is presented up front, is to reach the final sector and defeat the Big Boss Rebel Flagship.
Each game offers short textual riffs, but the texture of the texts is quite different.