Because Frontier have made it very clear that what we are seeing now is the Release Candidate. It is what it is going to get reviewed on. It is what the reputation of the game will be based on. It's the all-important First Impression you don't get a second chance to make. Games don't get reviewed on promises or fan expectations. Frontier have our money and now they need a constant flow of new customers and a lot of us don't think what will come out on the 16th is up to the task, no matter how more committed fans like ourselves feel about things.
Bingo. I would say this hits the nail on the head.
I fully expect to get flamed for what I'm about to say, but it needs saying and that the issues this game faces at the moment fall into 3 categories:
The first and arguably mot important is
who is this game targeted at really? I have not seen once concise and agreed target audience from either Frontier or the community and that to me screams this game has an identity crisis. I've been told this game is an MMO, its not an MMO, it's technically an MMO under an older definition, its a sandbox, its a single player online, its a single player online with multiplayer elements. It's too late now, but in opinion, the developers of this game need to sit down and have a good solid think about
WHO they are going for with this game, because in its current state the only thing I'm seeing a successful delivery on is to split the player base down the middle with does no one any favours. Either this game needs to come clean and advertise itself as simply an updated version of Elite from 1984 or as a sequel that intends to go down the current MMO route. You cannot have it both ways. The game as it currently stands comes across as a jack of all trades and for me doesn't give any kind of intent as to how its going to develop. I know someone is going to say read the plans for the future, but that is meaningless if things are not implemented in line with the chosen path of the game. Having played games avidly for 15 years, this is genuinely the first that I struggle to identify with as I will normally know whether a game is right for me or not, but ED seems to give off mixed signals in regards to this. On one hand there are elements that suggest it's being targeted to attract potential MMO minded players and on the other hand it feels like aspects are implemented in a way as to not annoy the original 1984 crowd. Until we get a clear and concise answer on the above, I'm genuinely worried about how this game will be received by players on both sides of the gaming spectrum.
The second is the emphasis in the time developing the game has been on the wrong aspects. Before I dived in and purchased beta access, I was taken in by the capital ship battle trailer and the constant reminders of how we would shape our own story in a diverse, living, breathing universe spanning over 400 billion star systems. This all sounds extremely impressive on paper, but as it stands I don't personally feel the game is offering anything like that beyond a world of procedurally generated objects with re-skins. It's an obvious question to ask, but if we cut that down to 1 million systems or even 100,000 would we really notice a difference? Probably not. Having flown through 60 odd systems I'm finding myself looking at planets and stars and going "well that's just a blue version of the sun I saw in the last 4 systems" and that is not a good impression of a game that has been using the scale and scope of the universe as a focal selling point. Instead, I believe the focus should have been on the core elements of what makes a rich and enthralling multiplayer experience. I wont go into too much detail here as countless others have expanded on this in more detail, but the generics should be there such as forming wings, warping and being able to disengage together, multiple combined interdictions for group piracy and a more intuitive social interaction system beyond the cumbersome messaging window in place now. Right now, these basic functions feel to me like they were bolted on as an afterthought as opposed to being part of the core game. This in itself comes back to the fundamental question above.
Did we really need this kind of scope and in doing so has Frontier shot itself in the foot with regards to allowing and encouraging social activity?
This brings onto my next point, as someone mentioned in another thread,
does the universe at this point in time feel alive? When I go to a station I see the same 4 ships flying around in a circle, not really offering any kind of indication that the station or even system is alive with activity. Given that we're in a world where humanity has expanded I'm left with the distinct feeling that instead of docking in a large station where life should be busy with trading, news feeds and a general busy starport life, I have instead docked at the space equivalent of an old time pub where the record player stops as you enter the premises and all the punters have turned around and are staring. Planetary or even intersystem interaction feels missing and gives me very little reason to believe I'm part of anything other than as isolated facility with no connection to the adjacent bases. Back when I played Freelancer I distinctly remember seeing patrolling ships, people entering super cruise to deliver goods and the radio chatter offering an insight into the purpose of an NPC pilot or what their intention might be. Even being interdicted, all I'm presented with is a text box with no emotion or feel that pirate mc-doodle really believes in what he's doing. It almost feels like a bad movie with the enemy pilot sat there twiddling his evil space moustache and cackling like dastardly and that's not assuming I'm attacked on sight, regardless of whether I'm carrying any cargo to begin with. If the emphasis on this game is more towards single player activity rather than social interaction then the universe needs to be offer the depth required to make the lack of multiplayer worthwhile and engaging on this gamma release I'm just not seeing it sadly. To that end, missions needs to be more engaging rather than "do X" "take X to Y"; why should I care about doing this, what impact will it have? What will it lead onto? Could this help with a larger project I'm yet to be aware of? What's this pirates history? What will ending his life achieve? Where was he last seen? If I survey this planet for you what is the impact on the world around us? Currently you cannot even engage in small talk with the NPC's or have answer to the above questions, which makes mission running feel shallow, not to mention the distinct lack of mission diversity currently available.
The last aspect which I think Frontier need serious improvement with is their communication which ties in with the end of my initial post. Not even going into the details surrounding offlinegate or as its currently known refundgate, there is a distinct lack of talk between the developers and the community. Instead, I get the impression of "hush hush everything is a secret now, but trust us it's going to all work out fine!". Colour me sceptical, but I don't like this approach. Given the current s**tstorm surrounding recent events, I think that there needs to be concise and transparent dealings with the community. Whether this is a weekly report or a dev blog or a video diary doesn't matter. Say what you want about CLG, but one thing they have excelled at as been the level of transparency shown in how progress is coming along and where the project is in regards to their destination. It would also restore a lot of faith in the community to have open and frank discussions so that people can at least be aware of the current situation. Poorly handling something is one thing, but to not communicate effectively and the proceed to handle the aftermath badly is completely unacceptable for a company as prestigious as this.
Before people bash me, I'm not some hater who wants to see £50 of his own money go down the drain as he delights in the games failing. I'm a customer, one who hopefully will be around for a long time to enjoy this game, but as it stands and as the gentlemen I quoted said, this game will not be judged on its history, its legacy, its goodwill or the promises of what is to come tomorrow. Instead it will be judged on the features, playability, stability and re-replay factor in the here and now and I'm worried that with what the game has to offer now will not be sufficient or deep enough to offer meaningful content to reviewers and potential players come to the 16th. People can say what they like about what the future will bring, but if the damage is done due to poor reception and a poor reputation this game will not achieve the success it deserves. Perhaps this game isn't for me, I don't know yet, but what I do know is that no game is beyond failing before its even got going.
As always, keep the discussion pleasant since it's important for the devs that these kinds of ideas and issues are discussed.
Regards.
TL

R - Read it you lazy sod