Elite: Dangerous is as prone to power-creep and carrot + stick game design as anything else out there. Those concepts exist solely because of what the OP described. Why should Elite's community, as a whole, be able to sustain itself upon people whom have reached their target-goal and continue to play? Keeping in mind these people are by most accounts a minority compared to their peers who reach a goal and then stop playing.
The one thing I think sets Elite slightly apart is that compared to most of the current "blockbuster" games Elites player base has a much higher percentage of us 80s kids who played the original on BBC or C64, and that player base is much less prone to the 5 minute attention span and ok I did the 8 hour story and have the most phattest of lewts time to move on to Assassins Creed 47 mindset.
This might sound crazy, but when I was a kid I played with my He-Man toys for hours on end, had a ton of fun, and never once did any of them level up or have a "target goal". The story was mine to create, the progression was mine to create, the experience was mine to create. In contrast the tools that Elite gives me are pretty spectacular. We're just products of a very different environment.
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