Elite's experiential more than it's goal-oriented; it's how it's built. I saw someone post a good description recently, and called it an activity more than a game. People looking for more game-type stuff in Elite are currently and fairly disappointed, because it isn't there. Experiential people conversely, are more pleased to have a galaxy to go "live" in for a while, being a Pretend Spaceman. Both general groups are pretty right and honest when they express their satisfaction/dissatisfaction.
A fair amount of friction around here is caused when people don't realize there are these fundamental differences in the way people want to interact with Elite.
It's not experimental. Its design has implemented a lot of, for lack of better phrasing, well known concepts and mechanics. What sets this piece apart is, as advertised, the scale. The concept of generation to build a massive world/universe or random worlds is not new or radical although things under the hood may be.
What you are describing is that there are people toying around with a game and they are satisfied with toying around or other people are attempting to fill in the blanks their way while some of them making excuses for the content provider.
Let us go back to that steam description and to how cutthroat can be defined; (of a competitive situation or activity) fierce and intense; involving the use of ruthless measures.
This i think is implying the concept of GAME.
Open world adventure, this implies risk and excitement.
My experience has been that this can be avoided and massive amounts of progression can be made by doing it. That's just as backwards as saying I should be paying someone so I may daydream, which seems to be a pop concept for a sum of users.
Personally I don't think toying or gaming are detrimental to each other. And it's easy to create spaces for both, tools are another story though.
However when a title is advertised in a certain way, it better deliver otherwise it deserves all the negatives it will get. I like great games, great sims, and great toys.
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A quick and dirty of my open play experience:
After I learned the core mechanics of the game I went to open for some hours a day for about 3 or 4 days without newbie stomping (don't go after harmless people) because that would yield nothing of interest. Piracy was not profitable even if everyone was to drop loot. The mechanics in place don't promote it, and the way players can easily escape and deny or reject player interaction with ease results in no depth at all without going outside the game and implementing ehonor to get a poor death match going. Over 3 days of doing different things to attempt to maximize player interaction the result was a big waste of time after learning the games mechanics. It feels like there is a huge chunk of GAME (and perhaps simulation) missing.
Yes it does have potential, and it's a great bug free high performance framework that they have, but in the end it's also not much more than that. A framework that has potential and needs 2 to 3 years of pure content production to bring it to the level of a full price game.
If it was still in beta I wouldn't have come to it at this time. Going full release is exactly why I gave elite a good chunk of a month. I wonder why (business side?) the game part of it is in this state yet they went full release and onto steam. I also wonder if its taken heat from the press. I've only seen a couple of positives that are right there with my initial feelings about it.
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