I don't mind the spaceship stuff being unrealistic, but I still want them to fly around freely in space, and I want the game to depict that "magnificent desolation". Bend the physics, but respect the astronomy. It's precisely what ED will do, and the previous games did as well, so it's not like it's something impossible to do.
Sounds good, and there's nothing wrong with that - it's how you like to play your game. I assume by "respect the astronomy" you mean realistic scales (because highways have nothing to do with astronomy). Like I said, as long as people stop claiming that highways are "unrealistic" or whatever....it's all good
And of course I can still make strong arguments for why highways introduce more interesting gameplay....but at the end of the day it's still a personal preference
You are wrong, Elite: Dangerous'
physical space is as realistic as SpaceEngine's space, other than some graphically stylistic touch-ups (exaggerated nebulas etc) and the fact that it simulates only 1 galaxy instead of a whole universe.
Please learn about the
history of the Elite games before making such statements.
No, I am not speaking of the space, the scale, distances, etc. I am speaking of the artificial constructions therein (highways, jumpgates, so on). SpaceEngine is "realistic" because it does not have such constructions. All of the artificial constructions you see in space sims are
science fiction. Not reality. So to make claims about certain constructions being "more realistic" than others, it is clearly a matter of personal opinion.
And again, there's nothing wrong with personal opinion. Nothing at all. We all want our games a certain way. But to try to make objective claims based on reality is silly when it's clear that reality is only a very loose basis of the game design. If anything, one should try to make objective claims based on the
gameplay consequences of a feature. And I still see that no one has provided a gameplay-centric argument against highways
Yes, space doesn't have supercruise or mini jumps, but they are just because we can't have time compression in ED.
Right, exactly! We introduce elements to a game because they
produce interesting gameplay. Realistic time scales in a space game, for example, are
not interesting. So we introduce methods of fast travel, jumps, etc. Not for the sake of realism, but for the sake of the game.
Ultimately we want to have a fun, positive experience playing a game, right? And that's the point
