For those seeking answers why David was keen to release ED as bare minimum - read this

No they don't, they just hide the delays and budget overruns from you, and slash features they always planned but never publicized. Or they simply kill the game outright and it never sees the light of day.
Sounds like they're making decisions based only on money and what's best for their business.
Funny how that is, when the only thing that matters is paying peoples salaries and keeping the lights on.

Making PC games for "the love of it" doesn't give you a salary or keep the lights on, with very few exceptions, in my experience.
 
This has been the case with every kickstarter I've seen so far. All these software development kickstarter projects are proving is that publishers provide a valid role: they keep the project on time, feature complete, and on budget. Kickstarter? rarely on time, never feature complete, always over budget.

You can argue that games are terrible when done with a publisher, but at least the developer is legally obligated to fulfill the terms of the contract with a publisher involved. With kickstarter, developers slap the faces of every early backer by doing whatever the hell they want. Lesson learned. No more kickstarters for me. So much lost potential, it makes me die a little inside.

I have to disagree with your assessment regards publishers keeping things on time, budget and plan. Its my experience that they are just as prone to exactly the same issues as those that have plagued ED.
 
Then you failed with this one.

Not as far as I am concerned.

- - -

I feel these were interesting bits:

When we start bringing in assault tactics, where a group of players will attack another group and you can make it look as if it's only a single ship coming in while the others are coming in silent, that's another way to play it.


and this one:


And as the stations become larger and more complicated rather than just single installations, it becomes much easier not to notice a small ship when it's not showing on your scanner.


For me that quote is so great, because it tells me they are going to do with stations what I was wishing for all along. Some of the stations will become much larger and more varied complexes.
 
DBOBE wanted it out ASAP - in fact for a birthday? - No problem with that..

But the extremely poor expectation setting by certain agency's is unforgivable. Sack em off!

Get someone with testosterone to correctly set the expectations for this game, this forum would be a different place then.
 
This has been the case with every kickstarter I've seen so far. All these software development kickstarter projects are proving is that publishers provide a valid role: they keep the project on time, feature complete, and on budget. Kickstarter? rarely on time, never feature complete, always over budget.

It can go just as badly with publisher-mandated release schedules.

Total War: Rome 2; pushed out the door a year too early as a buggy mess by EA, in order to hit the holiday release window. Ubisoft killed off the entire submarine sim genre by forcing Silent Hunter 5 out the door way too early, and then abandoning it. Even the most recent Assassin's Creed was released in poor shape to meet that holiday schedule.

There are risks with all types of game development, whether it's Kickstarter or publisher backed. The only thing that matters long-term is the reputations that result from past performance. How many people are now going to pre-order an Ubisoft game? How many will jump on Peter Molyneux's next Kickstarter project? Considering how badly it could have gone, and in spite of frequent lapses of good PR judgement along the way, I don't think the Elite Dangerous release was so bad. What matters now is what happens next, and how quickly.
 
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Yes, this is one of those things that are often hard to understand unless you work in IT. "Release early, release often" is not a trick, it is literally a matter of life and death. Technology marches so fast that if you wait until your product has "everything", by then it will be so outdated no one will want it. Therefore you MUST release it as soon as it is working "good enough", then keep updating it adding new features and using new technologies. It is the only viable strategy today.
 
Total War: Rome 2; pushed out the door a year too early as a buggy mess by EA, in order to hit the holiday release window. Ubisoft killed off the entire submarine sim genre by forcing Silent Hunter 5 out the door way too early, and then abandoning it. Even the most recent Assassin's Creed was released in poor shape to meet that holiday schedule.

See also Ultima VIII and IX, which ended the (non-MMO) Ultima series on a horrifically bad note; it was a sad end to such a great series. On the console side, although Xenogears was one of the best Playstation RPGs out there, it was very obvious disk 2 wasn't finished, entire dungeons were cut from the game and all you got was a synopsis of the dungeon you would have played through.
 
Actually there are at least two disappointing things for me in that interview (besides the point it doesn't actually answer anything about the state of the game or the state of its release like others pointed out). One of them will make some people very happy and it is of course the reference that ED isn't going in the way of EvE on the "executive" front as DB described it. Many people are claiming for more content in the game and one thing that EvE and its "executive" approach allow is for players to create their own content - by ED keeping the direction they are going the end result will be game designers scratching their heads off at the lack of excitement the community displays in the face of "community goals" and other cookie cutter approaches of "gameplay content" that FD will keep pushing if this is the direction the game is stuck with.

The second thing I'll just quote DB himself from the article:
DB said:
we show the individual thrusters thrusting, which actually is a really good hint of what the player ahead of you is doing. The thrust fires just before he starts moving, before you would notice the offset. Things like that actually came from Frontier, but with Frontier it was a real pain. If one of your thrusters failed, your ship became virtually uncontrollable. So even in Frontier, I toned back very much the likelihood of one of your thrusters being damaged, because if you lose one or more of your degrees of freedom, the ship becomes incredibly pig-difficult to fly - and that can be a problem if it happens a long way away from a station.

This is just to show to people that if the game feels "easy mode" to you it really has nothing to do with people coming to the forums and whine about it but because there is a philosophy of making it so at the core of FD. As I was reading that I was wondering how cool it would be (and definitely better than losing all your thrusters like it can happen now) to have a malfunction thruster 1000 LY away from civilization and trying to get back home, it surely feels like a trip to remember when suddenly exploration gets this type of danger. I know I would probably remember it much better than all my previous trips in the black consisting of "point and wait" scans.

The rest was pretty much standard stuff, would really wish that SC developers listened to DB when it comes to flight mechanics but that has as much chance of happening as ED becoming a true sandbox so I'll probably still be waiting for the game that "nails it" for decades to come. Hopefully like DB mentions in the interview the space genre gets a Renaissance and maybe I get it sooner than I expect it to.
 
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If you would like to read some horror stories of failed games from backers, go to Steam and read reviews of early access games they have. There are quite a few that are still in the store that have been abandoned with some angry people that have paid to see games develop into something and never do.

There are also some good ones too. but it's a good way to learn some things about game development process if you are thinking of backing a game and don't know much about how it works or what could become of your money. Also a good place to learn names of developers and industries just starting out.
 
I agree with Rearden, by the way. Posted this on Reddit after reading the interview:

TRIGGER WARNING: I mention EVE in a few places. Mostly because DB himself mentioned it! If you haven't played it, could you refrain from telling me how terrible it is and how stupid I am? Played Elite on the ZX Spectrum as well as all the sequels, and am a KS backer, by the way.

TRIGGER WARNING: Too much text. TLDR? Sorry.

Good interview. The most interesting quotes I found to be the following:

On player motivation:
Design is about engaging with the player. With any game, I want the player to care about what they're doing. Whether it is because they are making something beautiful or shooting down enemies, a little bit of thought gives you an edge in the game.

I played Defender a lot and I really enjoyed it. What really interested me was that there was a little bit of story that involved rescuing the people. It was one of the first arcade games that I saw that had some variation in the way you played it. You could choose to play the game and focus on rescuing the people, or you could even shoot the people yourself and bring on some changes and cause the landscape to go away and all the landers mutate all at once.
Interesting, because one of the biggest criticisms right now of ED is specifically that everything is a meaningless grind that players don't care about and that they have no influence on the world – how do you make something beautiful in ED? There are no tools for player creation of anything. How do you “mutate” a situation in Elite to experience a different challenge? Where is the story happening and providing me with goals outside some badly written text posts on GalNet?

On whether ED should take some hints from EVE:

I don't feel like that. The way I see it, the important difference between Eve Online and us is that Eve is an executive control game and Elite: Dangerous isn't. That's a big differentiator. What I see us doing is moving more into the richness of the experience and expanding the depth of space gameplay.
Executive control – well, that's a bit vague. Executive control of what? Player corporations and real market and resource simulations they can engage with? Or controlling capital ships? Funny, because one of the 4 expansions mentioned by FD is precisely controlling executive ships. And in EVE you can directly control your ship using WASD (albeit in 3rd person) and not join any corporations if you don't want to.

Is DB saying for example, that even though I can own multiple ships in different locations, in the future I will not be able to hire NPC pilots to fly these ships as my wingmen?

I sort of get the feeling that DBOBE hasn't actually played EVE. Shouldn't be surprising - he hadn't heard of Space Engine at all until some time during beta (see Scott Manley interview).

So, will expect more richness of experience and expanded depth of gameplay. Well richness can be more station and ship variety, more lore and missions, expansions. Looking forward to them.

But expanded gameplay depth without players being able to form meaningful groups that can compete for resources or influence - how?

If you think about the way people work together in squad-type games like Battlefield 4 or even in Warcraft raids, the fun of it is in playing together and actually planning a little bit ahead. I've seen it a little bit in slightly more arcadey games as well, like Battlestations Midway, where a group of four players go against another group of four players and the difference in tactics makes a big difference. It's not symmetric. Someone might go in with a big Anaconda and essentially draw the fire, but then there will be other players in more nimble ships.
Three points to make here.

1) So the increased gameplay depth means "Wings“ coop gameplay fighting PvE mobs or other PvP groups in a way where different ships play different roles, encouraging strategy and rewarding different skillsets.

Which does sound a bit like EVEs combat, which already has this for many years – getting the biggest and most expensive ship won't win you a battle, there are many counters and different roles for different ship classes and modules, and what would be great in fleet combat might be terrible for bounty hunting or mining.

The real KEY difference between Elite and EVE IMO is that in EVE, the whole “aiming, managing systems and fancy manoeuvring” is moderated through your characters skill points (RPG style), while in Elite the player is the pilot directly managing these things (“twitch” based).

So I'm not sure how it's a differentiator with EVE to have more depth in space combat gameplay. Yes, it is good and necessary. But EVE is already much more advanced than ED on this score, albeit with a different "RPG" and fleet emphasis. Just like Space Engine is a much better universe simulator than Elites “Stellar Forge”. Helps to have a networking engine capable of hosting thousands of players in one instance and a 15 year head start, of course.

2) I'm wondering though how exactly these asymmetric encounters between groups of ships are going to happen if formation flying and automated dropout in SC won't be possible.

3) This also avoids the elephant in the room, which is why players will want to team up in the first place. Instead of "kill pirate Anaconda in your Cobra by cheesing weak AI", it will be "kill pirate mob of 1 Anaconda and 2 Pythons using group tactics and stealth“?

That's better than what is there now, sure, but if it's just better RNG missions with harder enemies that need wingmen to take down, that doesn't address why players will want to care enough long term to do this. Grind to better ship? Influence factions in some manner?

The currently non-existent military missions and broken rankings could offer some chained missions of this type once they are totally overhauled and all players reset to Cadet rank (I guess around 1.3/1.4). But I'm expect this would be less coop PvE and more like the EVE faction missions for the single player, except you might start as a lone pilot doing FE2 style surveillance missions, to being a wingman in a naval assault group and graduate to more challenging missions where you can order wingmen around in bigger battles. (I.e. the TIE Fighter progression model). This would be good fun, but requires a robust mission system.

(For the uninitiated: In EVE, you as a starter player join one of four broad NPC power bloc factions, each with their own aesthetic and lore. You can then do a series of linked missions with your character in order to learn the game, build up your character and get credits (these are optional). You then graduate to more PvE or freelance for NPC faction missions in controlled space, and then you can join or found player corporations that fight over real resources and production chains in the economy in nullsec, etc. You can also continue playing as a „lone wolf“ as a miner/pirate/bounty hunter/trader/explorer/etc. - it's up to you to, er, blaze your own trail, but new players are catered for and can avoid most PVP ganking if they want to.)

I'm also sceptical about large PVP encounters past 1.2. How will they work if they keep splitting into different instances? How large can one player fleet be? What about combat logging? How will they make the stealth and heat mechanics actually meaningful? How will different ships have more defined roles - e.g. stealth or EW ships when the outfitting is so modular that most ships are in reality multipurpose?

Future plans:

In the short term we've announced more community challenges, we've got wings coming later on in 1.2, and much further down the line we've talked about having other people in your spaceship and being able to land on planet surfaces. The game is not standing still. We've already released updates and we will continue to do so.
Good that he is publicly committed to doing this. The road from 1.2 to expansions is very foggy though. Would be good to have a “roadmap”.

I think it is clear the team suffers from having no MMO experience and have been caught out with the challenge of providing a compelling core game beyond moment to moment dogfighting. So it's interesting that beyond “coop gameplay will be better”, “no executive control” and “we will continue to work on the game” I don't see a coherent plan. Maybe they're still working out a coherent time line and development of the various features, which is ok. Looking forward to future newsletters.
 
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Okay, I don't read that context. If anything he comments about historical mistakes and problems which he went ahead and repeated with ED. Actually find the most interesting comment about not placing high value on the target audience. This explains more about why the game is what it is today - not that it's a surprise but it's simply confirmation of his intended goals. Not a great message for shareholders as it basically says we're going to make a niche product with limited market demand / limited return.


Yeah i bet the shareholders are really peed off that they only made 150% profit in a year and the company didnt create new shares to create capital. I bet they wish you guys were in charge :p

In all seriousness the game is brand new. N you can be sure they will continue to expand it and create new stuff as long as its financially viable.
 
I wouldn't call it "failed" . Not polished enough :p

Nah, I would say failed also. Just my opinion though. I am playing and semi enjoying my time but definitely do agree that I don't feel connected to the world, AT ALL. That's important in a game..

Don't tell me I need a better imagination and to create my own story..that's not why I play games.
 
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I think they would have been better served with reducing the scope severely.

For instance, the whole "huge universe" is a bit problematic because you have to fill it with cookie cutter stations and content. A scenario where mankind was just starting out would have made much more sense. For instance, take this community goal of building Yet Another Spacestation.

Why should I care? There are already thousands of the things around. In a Dawn Of Mankind setting, such a station would have more of an impact because there would be so few of them. Would have made exploration more meaningful, too. "Are you the first one to find a worthwhile planet for habitation outside Sol?" sounds much better than "Discover planet No. 1,000,001 which looks exactly like planet No. 1,000,000". Explorers could also have been trailblazers - only they have the special engines to jump to star systems without a nav beacon - could have been a worthwhile mini game, too, the better your results of the game the nearer you arrive at the system (fail and end up somewhere complete different). Explorers could also have doubled as the ones who establish nav beacons in the first place. You could have a whole metagame about the establishment and destruction of beacons and finding suitable colonization points.

And so on and so forth. There are quite a lot of other gameplay mechanics which could have profitted hugely by reducing the _initial_ scope. Hell, if you wanted to you could've introduced a change of time with each addon - the addon is released and it's 50 years later. New systems have been colonized, the world has become larger...

A huge galaxy sounds like fun - the only problem: You have to fill it with life.

And that's something Elite currently does not manage at all.
 
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I only started playing ED recently and it might be lacking in some areas (wouldn`t mind some story exposure) or story missions, but I quite enjoy it. It also gives me what EVE couldn`t, an engaging dogfight aspect :)
 
Unfortunately FD is lacking a bit of communication skills with their community.
It has always been like that. The real interesting things are not posted within the official forums, rather being kept secret and revealed in interviews.
Happened a lot of times.

Thx for the link.

And yet strangely we know about it all the same. We can't really be expecting personal emails from David every time he thinks of something.
 
Okay, I don't read that context. If anything he comments about historical mistakes and problems which he went ahead and repeated with ED. Actually find the most interesting comment about not placing high value on the target audience. This explains more about why the game is what it is today - not that it's a surprise but it's simply confirmation of his intended goals. Not a great message for shareholders as it basically says we're going to make a niche product with limited market demand / limited return.

Well then; lets just be glad he's making the game he wants to make, and many of us want to play...
 
I think they would have been better served with reducing the scope severely.

For instance, the whole "huge universe" is a bit problematic because you have to fill it with cookie cutter stations and content. A scenario where mankind was just starting out would have made much more sense. For instance, take this community goal of building Yet Another Spacestation.

Why should I care? There are already thousands of the things around. In a Dawn Of Mankind setting, such a station would have more of an impact because there would be so few of them. Would have made exploration more meaningful, too. "Are you the first one to find a worthwhile planet for habitation outside Sol?" sounds much better than "Discover planet No. 1,000,001 which looks exactly like planet No. 1,000,000". Explorers could also have been trailblazers - only they have the special engines to jump to star systems without a nav beacon - could have been a worthwhile mini game, too, the better your results of the game the nearer you arrive at the system (fail and end up somewhere complete different). Explorers could also have doubled as the ones who establish nav beacons in the first place. You could have a whole metagame about the establishment and destruction of beacons and finding suitable colonization points.

And so on and so forth. There are quite a lot of other gameplay mechanics which could have profitted hugely by reducing the _initial_ scope. Hell, if you wanted to you could've introduced a change of time with each addon - the addon is released and it's 50 years later. New systems have been colonized, the world has become larger...

A huge galaxy sounds like fun - the only problem: You have to fill it with life.

And that's something Elite currently does not manage at all.

+1

This is something that I've been thinking about a lot lately. Building a new station really is meaningless in world that had thousands already. In fact, I can't help feeling that the sheer number of stations in the game already makes them uninteresting.

I can't help thinking how exciting an Elite game would have been if it had been set at the time human colonisation had first began, maybe just a few decades after the invention of hyperspace technology.

Instead of Elite 4, it would have been an Elite prequel.

The few space stations around back in the older days would have been unique points of interest and would have been an immense undertaking for the factions that built them. Places of real industrial pride.

NPC corporations would have been employing players enmasse as humanity begins its journey away from mother Earth. Missions to create new hyperspace routes to nearby star systems. Missions to survey for nearby resources. Scientific missions to build outposts near astronomical interests like nearby nebula, neutron stars, and black holes. The birth of interstellar trade.

I imagine that era could have been open to far more emergent gameplay than having it already put in place and built for us. In fact the current game looks like a sprawling ghetto of the same old infrastructure in system after system, surrounded by nothingness. In 3300 there isn't one science outpost to be found out at local points of interest. Not even an orbiting probe in orbit around Sagittarius A*, a place of immense scientific interest a mere 30 hours flight time away.

It seems humanity has no interest in anything outside its current borders.

But I digress...

I just hope that some of that stuff will find its way into the game, and not be put there by the lowest common denominator gameplay of grinding item x at location y, rinse and repeat. Really really hope this so called community project station build that FD released is just a place holder or content filler while they work on much more engaging stuff yet to be announced.
 
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Nah, I would say failed also. Just my opinion though. I am playing and semi enjoying my time but definitely do agree that I don't feel connected to the world, AT ALL. That's important in a game..

Don't tell me I need a better imagination and to create my own story..that's not why I play games.

No I wouldn't tell you that;...but I do notice you are "semi enjoying my time". Lets face it you either enjoy the game or not.
 
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