This is where I can only think of Arf suppressing an evil cackle while expressing how much the team looks forward to seeing how we work this out and what we do with it ...
But, in fact it is kind of fun investigating and watching the collective understanding evolve. It's not the traditional perfect information scenario that's often assumed in gaming, but it has its own aesthetic I guess.
I agree...
but there's ddefinitely something to be said for design goals and user experience.
Take Papers Please, for example. That's a great example of by- design poor/ hostile user experience. I got a couple rounds in and went "damn, this game really needs some shortcut keys..." and literally the next level, i found that was a literal purchasable upgrade.... without spoiling, putting that behind an upgrade you need to buy with in- game money was devilishly good design. But that's what the game is about... combating a clunky interface in order to work optimally.
But is ED so much about the opacity of the BGS that permanent facilty choices - which can take days to weeks to build, let alone architecting a system over the course of potentially months - need to have their effects be described in a vague and difficult- to- discern way? I'm not sure.
The BGS was always meant to be opaque, such that it would generally reflect the actions of players, but shouldn’t be gamed. As such, there's not much need to give players the understanding, as the design doesn't include players shaping the universe to their vision directly. But the goal of colonisation is literally to shape a system according to their vision.
These two things seem quite at odds with each other (a reason why i didn't want colonisation, but that's by the by).... and so i think FD need to think very carefully about what their actual design goal is here.