Hi folks,
Here's some thoughts on the different pros/cons of the different options open to FD on this (that I can see)...happy reading!
In summary, option 1 or 3 look viable.
Five options open to FD are:
1) Keep it as it is
2) Force all into OPEN PLAY
3) Force decision to play Private/Solo or OPEN PLAY at start
4) Force decision to play PVE or PVP at start
5) Undefined other approach…
1) Keep it as is
Short term: est. 1-6 months
Pros
- Expectations of the greater portion of embedded community are kept in line with original sell
- No change or diversion of ED development resources from planned to unplanned work i.e. more in-game content sooner for players
Cons
- Lower overall player base. PVP MMO players disaffected and worst case quit playing (big assumption: smaller group of players)
- Reduced interaction in one of the key pillars for the remainder of players in OPEN PLAY
Medium term: est. 7-24 months
Pros
- OPEN PLAY perceived to be more enjoyable and worth taking risks for. Therefore, significant increase in OPEN PLAY player base.
- New PVP orientated players (or old who decide to come back) join due to new content which opens up new game horizons for all players (i.e. planetary landing / out of ship experience)
Cons/risk
- Stunted potential of ED player base numbers. Star Citizen and other competing games possibly able to retain players through negative feedback on ED. Likely due to general verbose negative feedback from initial PVP player base who do quit ED. Time is precious to all players and those cash rich are generally time poor.
2) Force all into OPEN PLAY
Short term: est. 1-6 months
Pros
- PVP player base increases significantly and lots of happy campers!
- PVP verbose community attracts further players of like mind to join ED – significant increase in player base as a secondary effect of the first.
- Background simulation design unaffected.
Cons
- Solo player loses some key options of previous game play. Limited solo open player movement unless member of unofficial PVP group: Key solar systems and core systems under player domination and lock down.
- Original vision of ED under pressure to change. Ever increasing PVP player base results in ever increasing pressure to introduce unplanned PVP related functions (player guilds, corporates, etc).
- Lower player base as possibly small but not insignificant exodus of PVE style players. Expectations of the greater portion of existing embedded community are let down by FD. (Big assumption: most PVE players will stick it out for planetary landings/out of ship experience to decide whether to continue or quit).
- New content slow down. Diversion of ED development resources re-scheduled from original plan baseline to new PVP orientated functionality development
Medium term: est. 7-24 months
Pros
- ED becomes an intense game for all players producing plenty of positive press.
- Continued growth of PVP orientated players with introduction of new content which opens up new game possibilities.
Cons/risk
- Again, significant stunting of potential of ED player base numbers. PVE orientated players continue to forsake ED as PVP players establish ever growing footholds across Milky Way.
- Design of ED does not resemble original vision. Space is not quiet. You do not feel alone in the void. Space is small for those places that count. Circumspect reviews may pick this up as a ‘failure’ by FD to keep true to their vision.
- Reduced game shelf life as original game ‘uniqueness’ is largely removed. PVP player base possibly starts to lose interest six months after v2.0 arrives (planetary landings…) as they become slowly bored and SC takes off along with other competing games.
3) Force decision to play Private/Solo or OPEN PLAY at start
Short term: est. 1-6 months
Pros
- Significant percentage of player base opt for OPEN PLAY. PVP player base increases reasonably and are reasonably happy campers!
- PVP verbose community attracts further players of like mind to join ED – significant increase in player base as a secondary effect of the first.
- Background simulation design unaffected.
Cons
- Loss of the generalist player, who likes OPEN PLAY as it is today but uses Solo/private at times, loses out on PVP interaction (other than faction wars). Worst case quits game.
- Original vision of ED under pressure to change. PVP player base has greatest direct impact to other players in OPEN PLAY resulting in an ever increasing pressure to introduce unplanned PVP related functions (player guilds, corporates, etc).
- New content slow down. Diversion of ED development resources to enable and manage unforeseen PVE and PVP functional and in game impacts.
Medium term: est. 7-24 months
Pros
- ED becomes an intense game for all players producing plenty of positive press.
- Continued growth of PVP orientated players with introduction of new content which opens up new game possibilities.
Cons/risk
- Loss of players from OPEN PLAY. Haemorrhaging of PVE player types and generalists reverting back to Solo/Private (could be avoided if multiple character functionality is introduced however this comes with additional implications/impacts i.e. players do not want to necessarily split their time across multiple characters and therefore ruining the game for some).
- ED vision at risk. Overall risk of plunging more development resources into PVP aspects of the game to keep the vocal PVP player base satisfied…reducing FD ability to introduce other game design implementations planned. This could lead to frustrations within the the solo/private group player base that they are not being catered to and worst case further players quitting.
4) Force decision to play PVE or PVP at start
Short term: est. 1-6 months
Pros
- PVP player base increases reasonably and are reasonably happy campers! (big assumption: PVP player base happy that folks cannot leap into private/solo modes to bypass them and they can now impact environment).
- PVP verbose community attracts further players of like mind to join ED – significant increase in player base as a secondary effect of the first.
- PVE players can play without unpredictable player driven interventions to worry about.
Cons
- Loss of the generalist player, who likes OPEN PLAY as it is today but uses Solo/private at times, loses out on PVP interaction (other than faction wars). Worst case quits game.
- Background simulation review to determine whether there is a critical need to separate out PVE and PVP into separate instances. Impact analysis on immediate upfront and longer cost implications to implement and sustain. May not be economically viable but at the same time managing Background Simulation unwanted quirks driven by two significantly different styles of game play causes an unsustainable setup.
- Original vision of ED under pressure to change. Ever increasing PVP player base results in ever increasing pressure to introduce unplanned PVP related functions (player guilds, corporates, etc).
- Lower player base as possibly significant number of generalist players quit. Expectations of the greater portion of existing embedded community are let down by FD. (Big assumption: most generalist players want the ability to play in OPEN PLAY as it is today and would not welcome a change forcing them to one style of play or to another). Possible perception that FD are pandering to a ‘minocrity’ and will continue to do so.
- New content slow down. Diversion of ED development resources to enable and manage unforeseen PVE and PVP functional and in game impacts.
Medium term: est. 7-24 months
Pros
- ED becomes an intense game for all players producing plenty of positive press.
- Continued growth of PVP orientated players with introduction of new content which opens up new game possibilities.
Cons/risk
- Implications to PVE environment of PVP driven changes…where does FD focus development time between the two different player bases? ‘Them’ and ‘us’ mentality ripe to grow on Forum etc.
- Significant slowdown on new game content. (Big assumption: Dual designs, development, support required to maintain two separate player styles.) Significantly less work achievable for both player bases as a result.
- Reduced game shelf life as player base becomes frustrated with lack of new content.