It is a factual statement but your interpretation is significantly wrong in a few aspects I am afraid. The video actually addresses quite a lot of what we have today in Powerplay.
Watch that video atentively from min 3:05 again. Or from 4:55. That is precisely how Powerplay works. Powerplay is admittedly even much more complicated than those simple statements. DB was already outlining the "aggregated population on both sides deciding outcomes" principles of the Powerplay system early on. I d say he has delivered precisely that, and more, on that front with Powerplay.
The idea is there, the strategic level is about right, but it all feels so inconsequential right now that it feels like it doesn't deliver on the video, even though, technically, at 10,000ft up, it, mostly, does.
It was not built on top of what was there, when really, I would have expected it to, to be integrated. Given the launch of Community Goals earlier and the announcement of PP, it was easy to see how these two could have sat together nicely, could have linked to the minor factions, and that's part of the frustration here.
The video talks about a famine. How do I see "famine" anywhere in the game, except buried deep somewhere in the galaxy map at the planetary level in an info page. There's no visible indication of that, anywhere. There's no visible sense of any of this, anywhere in the game. There's no big station entrance advert for "GlieseAid 3301", or power cuts on the station, or a "Death to the Gold Miners of HS 6456" graffiti in the station docking bay. Famine-related missions in the bulletin board aren't colored differently, listed as Urgent! and listed at the top, like paid ads in google. What about NPC's coming up to me directly in flight and asking for donations for food, which I can then donate to them. Powerplay boils all that good sounding stuff down to a bar graph race, doesn't reflect these issues in the NPCs or the stations, or the system. There isn't even something meta in the ship, like a sad bobblehead, or an angry bobblehead, or a change of ship internal lighting to reflect a local mood change. (If there is, apologies, but it ain't strong enough for me to tell, everything just stays looking orange, not that I'm saying the orange is bad, but if there's a lighting mood change, the orange is overwhelming it).
The cost of changing sides in PP is minimal/non existent so it's all inconsequential. Pledge, don't pledge, it's all instant, with zero practical consequences, I don't have to work for either of these. It takes some amount of time, effort and energy to Ally up to a minor faction, yet I can just pledge to a power and that's me, good to go. That's weird, and that's a disconnect. I have to be openly hostile to a minor faction to become an enemy, and it takes some amount of effort to undo my good reputation, yet I can just abandon a power ad hoc, and I don't care about any reputation with a power, I can go back any time and just start shoveling in vouchers again. Add to that, instead of simply fleshing out the CG mechanic, it strips it of the tiers, which worked well as a collective "fight", the top 10% scrambled to stay on top, while the rest were perfectly happy at 25% or 40%, but the better everyone did overall, the better the result, and that then gets reset to square 1 for the next one. Instead of that, it puts in a time-abusive rank system that gives everyone tunnel vision on doing the same undermining over and over, rather than wanting to try different things and engage with the strategy.
It would almost be better to slow it down a bit, and not always have expansions, always have undermining, always have fortifications on the go, remove the time pressure on the merits, abstract the bar graphs to be less precise, so that it seems like less of a numbers game, and let people take some time to think about what's next, instead of the mad rush for the 50,000,000 per week, and give people career specific tasks in each section, and not just "bounty hunters do undermining, which is only ever infinite-interdictions".
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