I've meditated on this OFFLINE issue at some length, and I've changed my point of view on it. My personal opinion is now that the technical decision to cut OFFLINE mode was the right one.
It's pretty obvious that communication was handled badly (cue Nicholas Cage meme), but I'm leaving that big part out of my personal deep thunks. I'm a project-obsessed techie to my bones, so I'll focus on my core competency, and save you all the grief that would come from any incompetent forays into assessing product marketing, PR, community liaison, online company communication, blah blah blah.
Yeah, so, my thoughts wandered into just what it is that FD's back-end servers do.
Beer-mat list follows:
That's just off the top of my head. There may be more, or links/dependencies may be different.
Feel free to draw your own join-the-dots picture of Elite's back end. Yours may be better than a bland bullet-point list - especially with liberal use of red and green crayon.
The fact is, an OFFLINE mode demands a repackaging of every single one of those things... and the inter-module communication... in order to bundle up the lot of it into a standalone client.
If cutting modules was attempted as a means of simplifying the task, the question becomes, WHICH modules are discarded (but have to work in online modes), and how are the inter-module communications affected by their absence (but keep working correctly in online modes)? As development progressed, I expect those questions were all building up on a to-do list for OFFLINE mode... but the answers would not easily present themselves.
I expect that, when the big "Choose Items For Release" sessions drew to a close, there was one big, unresolved list of items - the OFFLINE Mode Integration To-Do list.
What would it have taken to deliver OFFLINE mode? Well, having made my bullet point map of the ED back-end, I can take a guess:
A ridiculous amount of work would be required by the design and development team to rearrange, chop, slice, dice and repackage things into the client build...
...with the curious aim of making a less content-rich OFFLINE game galaxy...
And all the while, sucking limited resources away from the online feature set...
...thereby producing a less content-rich ONLINE game galaxy.
The decision was presumably taken that retaining the OFFLINE Mode Integration To-Do list was simply not feasible in project terms, and would inflict very real damage to the structure of Elite Dangerous - client, back-end, player experience ONLINE.
It would undoubtedly impact the timelines of all planned modules and releases, by drawing away personnel, time and so on.
And, to hazard a guess, I expect it was the team's assessment that the OFFLINE game would be sub-standard, and in no way comparable to the content and feeling of the game they wanted to make.
That's my assessment, anyway. I haven't concerned myself with how or when FD made the assessment, whether they could have built things differently up to that point, how they could have communicated more effectively, or any of that. I'm just looking at it from a perspective of technical demands, resourcing, timelines and hard-nosed business decisions based on "where we are today". How you ended up somewhere is one thing. What you do about it is another.
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Additional musings...
I cast my mind back a whole week (hard, I know), and remembered...
I'm not concerning myself with which are valid, or how many people feel that way about each point. Fact is, ALL of these things are perfectly feasible to rectify, given the resources. To me, they aren't much more than a frank assessment of a "young" game world.
However, it's hard for me to argue against the idea that an OFFLINE variant would start out with a lot less "life" and spark, from the get-go.
Attempting to bring that OFFLINE world to market in the same client? It's clear to me that it would require time and talent that could otherwise have been directed towards adding more "life" and spark to the ONLINE world. That ONLINE world has a massive advantage of a high-powered back-end... those inter-connected modules from my first list.
So continuing with the OFFLINE Mode Integration To-Do List would have meant delivering both a lack-lustre OFFLINE galaxy, and prevented the ONLINE galaxy from reaching its full potential.
So, again, it would have come back to a decision to deliver two lesser modes, or to put 100% effort into making the best ONLINE Elite Dangerous possible.
That's how it looks to me. And, yep, it's nice sometimes to have a built-in set of technical blinkers. In my line of work, you really need 'em, at times!
It's pretty obvious that communication was handled badly (cue Nicholas Cage meme), but I'm leaving that big part out of my personal deep thunks. I'm a project-obsessed techie to my bones, so I'll focus on my core competency, and save you all the grief that would come from any incompetent forays into assessing product marketing, PR, community liaison, online company communication, blah blah blah.
Yeah, so, my thoughts wandered into just what it is that FD's back-end servers do.
Beer-mat list follows:
- Stellar Forge - an on-demand star system generation server component
- Universal Cartographics - storage of every player's explored system data
- System Map - an on-demand service that hooks into both Stellar Forge and Universal Cartographics
- Legal Status mechanism - server-based storage of player's WANTED status and outstanding bounties in every system.
- Background Event Generator - creating content and events in the populated systems
- Bulletin Board - server-based creation, revision, removal of Bulletin Board missions
- Ship Positioning mechanism - server-based method of positioning player ship w.r.t. frames of reference. Patched into Stellar Forge.
- Miscellaneous save data - server-based store of credits, per-ship module priorities, fire groups, power distribution, state-of-health, cargo, ship loadout, ammunition levels, fuel levels
- Dynamic Market Simulation - server-based trade processing for the populated galaxy.
- In-Ship Transaction mechanism - server-based storage of fines, bounty vouchers, combat bonds, completed missions, outstanding missions. Patched into Legal Status mechanism, Bulletin Board, Dynamic Market Simulation.
- Galactic News Network - server-based news updates on ship movements, market updates, events, etc. Patched into the Dynamic Market Simulation, Background Event Generator.
That's just off the top of my head. There may be more, or links/dependencies may be different.
Feel free to draw your own join-the-dots picture of Elite's back end. Yours may be better than a bland bullet-point list - especially with liberal use of red and green crayon.
The fact is, an OFFLINE mode demands a repackaging of every single one of those things... and the inter-module communication... in order to bundle up the lot of it into a standalone client.
If cutting modules was attempted as a means of simplifying the task, the question becomes, WHICH modules are discarded (but have to work in online modes), and how are the inter-module communications affected by their absence (but keep working correctly in online modes)? As development progressed, I expect those questions were all building up on a to-do list for OFFLINE mode... but the answers would not easily present themselves.
I expect that, when the big "Choose Items For Release" sessions drew to a close, there was one big, unresolved list of items - the OFFLINE Mode Integration To-Do list.
What would it have taken to deliver OFFLINE mode? Well, having made my bullet point map of the ED back-end, I can take a guess:
A ridiculous amount of work would be required by the design and development team to rearrange, chop, slice, dice and repackage things into the client build...
...with the curious aim of making a less content-rich OFFLINE game galaxy...
And all the while, sucking limited resources away from the online feature set...
...thereby producing a less content-rich ONLINE game galaxy.
The decision was presumably taken that retaining the OFFLINE Mode Integration To-Do list was simply not feasible in project terms, and would inflict very real damage to the structure of Elite Dangerous - client, back-end, player experience ONLINE.
It would undoubtedly impact the timelines of all planned modules and releases, by drawing away personnel, time and so on.
And, to hazard a guess, I expect it was the team's assessment that the OFFLINE game would be sub-standard, and in no way comparable to the content and feeling of the game they wanted to make.
That's my assessment, anyway. I haven't concerned myself with how or when FD made the assessment, whether they could have built things differently up to that point, how they could have communicated more effectively, or any of that. I'm just looking at it from a perspective of technical demands, resourcing, timelines and hard-nosed business decisions based on "where we are today". How you ended up somewhere is one thing. What you do about it is another.
-------------------------------------------------------------------------------------------------------------
Additional musings...
I cast my mind back a whole week (hard, I know), and remembered...
- Beta testers' complaints that the systems beyond the core were dull to fly around - no bulletin board missions, no wars, no big medical emergencies, famines.
- Complaints that the Eranin conflict ("prototype" injected event) was static, and felt dull and fake.
- Complaints that market activity felt flat and dull, without an obvious element of background galaxy simulation.
- Declarations that finding the 50th pretty star system was not as interesting as the first, for some explorers.
- Statements that NPCs were little more than a mild irritation, and did not excite or connect the player with the experience of flying around a living galaxy.
I'm not concerning myself with which are valid, or how many people feel that way about each point. Fact is, ALL of these things are perfectly feasible to rectify, given the resources. To me, they aren't much more than a frank assessment of a "young" game world.
However, it's hard for me to argue against the idea that an OFFLINE variant would start out with a lot less "life" and spark, from the get-go.
Attempting to bring that OFFLINE world to market in the same client? It's clear to me that it would require time and talent that could otherwise have been directed towards adding more "life" and spark to the ONLINE world. That ONLINE world has a massive advantage of a high-powered back-end... those inter-connected modules from my first list.
So continuing with the OFFLINE Mode Integration To-Do List would have meant delivering both a lack-lustre OFFLINE galaxy, and prevented the ONLINE galaxy from reaching its full potential.
So, again, it would have come back to a decision to deliver two lesser modes, or to put 100% effort into making the best ONLINE Elite Dangerous possible.
That's how it looks to me. And, yep, it's nice sometimes to have a built-in set of technical blinkers. In my line of work, you really need 'em, at times!