An open letter to Frontier

This post is going to address overarching choices in the game design of Elite Dangerous. If you do not want the game’s illusion to be spoiled for you, get out you fools.

Dear Frontier,

I would like to preface this by saying that I am a big fan of the game. I really do love it, I never really played the older games, but at some point here I’ll download the one on the store, it’s free, so what the heck right? But I picked the game on the advice of the internet and I was not disappointed. However, that doesn’t mean the game is perfect, nor that it cannot be critiqued. So, Frontier, we need to talk.

I am not going to natter on and on about all the minutia, the bull little details about this subsystem or that, I know that this is very much a living game and these can and likely will change. This letter is going focus on the big picture and where the game is going. Hopefully someone will read this and give some of the suggestions I put forward thought.

The first thing I would like to talk about is the way this game really succeeds. Elite is visually breathtaking, every minute of looking at this game is just amazing, it is abundantly clear just how much work has been put into the art direction and graphical design and the art team absolutely has my kudos. The flight mechanics are an absolute joy, so far every ship I have flown in has behaved differently and I cannot wait to get into the pilots seat of one of those big boats so I can experiment and see how those feel to pilot and master flying with my flight assist on and off, drifting in and out of the enemy’s firing arcs, maneuvering around to get onto their subsystems, sure it’s a little arcady, but it’s fun, I love it. But by far, the greatest triumph of design this game has on offer is the game world itself. I have touched on this elsewhere, but I’ll go over it again here. Elite is a small game, not in terms of a game, in fact, for a game it is extremely large. But for space the game is actually quite small, traveling thousands of light-years is a matter of hours, even in a ant little viper. It wouldn’t even really be that hard to make an enter circuit around the galaxy in a matter of weeks, maybe a couple months. Traveling thousands of light second is a matter of minutes. The speed at which you travel is astounding in this game and the result is that the game's world, as far as space is concerned, is tiny. Yet, the game world feels large. It feels like space, the vastness that should be there but isn’t comes across anyway. There are a lot of reasons for that, the changed view in super cruise, the flashy graphic for jumping makes it feel like a lot of power is being used, the vistas you’re treated to as you come out of super cruise are amazing.

A lot of work has been put into making the game, a game that is already quite large mind you, feel much larger than it actually is and that feat is astounding. The sheer perceived size of the world compared to its actual size is an amazing feat of game design and I would like to give each and every member of the Frontier team a hearty handshake. I mean that, if I ever get the chance to meet the Frontier team I would be delighted to shake your hands.

However, there are certainly areas where the game falls flat. Despite the fact that the universe is so large and the game’s sense of scale so big, there is not a lot to do. There really isn’t a way to truly interact with the game world. This has improved somewhat with the new bounty hunting mechanics allowing successful bounty hunters to alter the level of security in a system, but it isn’t enough. There need to be ways to interact meaningfully with the game’s economy and political landscape. The commodities market needs to be opened up to player inputs and the ability to alter supplies, and start businesses. As for the politics… this has always existed to an extent with the missions altering the influence of a faction and yet it seems so shallow and without real feedback. Power Play has recently been added but honestly? It has the same problems. Sure you can help this or that imaginary faction leader take over this or that system. But is that really so different from helping this or that faction take over their home system?

There are plenty of complaints about PP, arguments that the rewards are too good, or that they don’t mater, or how you get them is broken in one way or another and the reply I see pop up most consistently is that PP isn’t about the rewards, it’s about seeing the horse you backed, your favorite character win. My reply to this is twofold; first, that doesn’t address the complaint, and second, if this is so, why do all these characters have as much character as a plank of wood? The thing is, I actually buy that argument, I believe, on reflection, that PP was an attempt to involve players in the story, and I approve of that, however, reading most of the posts on the matter, this attempt seems to have largely failed. So, if that was your aim Frontier, I am going to give you some advice. There is no game mechanical incentive you can give to truly involve players in the plot of the game. It doesn’t exist, do yourselves a favor and stop looking. Of course these mechanics can help hold a player’s interest in the story, but it can’t create it, a mechanic can only create interest in the mechanics of a game. So, then, what do I believe to be the real problem?

Well, what you have to remember is, that a game’s world isn’t real, a shocking revelation I know but it’s true. It’s a simulacrum of a real world. A fake, and for as much effort that has been put into making the game world feel large, it almost seems like none has been made to make the game world feel real, feel alive. This is, in my opinion, the greatest failing of Elite.

Let me give an example. Anyone who’s played Fallout 3, think back to your first time though the game, you’re exploring the world, and eventually you start heading toward the capitol. You’re listening to the Radio because, well, what else is there? The game doesn’t have much in the way of background music otherwise when suddenly you hear THREEEEEEEEEEEE DOOOOOOOOGGGG! And the game world suddenly takes on a new layer of depth and charm.

The story of Elite Dangerous is brought to us though news articles on Galnet and these stories are actually very well composed. But they are still news stories. They lack charm, they feel sterile, and they don’t have the power to engage people on their own. At this point it would be impossible, really, to change the mode of the story’s conveyance completely, it would be too jarring so what needs to happen is that more depth and color needs to be added to Galnet itself. Adding an audiovisual element to the bulletin board and news section would be a good start, but what really needs to happen is that new kinds of stories need to be added, we need to hear more from Galnet, we need to hear the propaganda pieces from the station we’re in, we need to hear about the faux pas made by these political leaders we are ostensibly supposed to care about, we need the political pundits to be given some time, to hear the opinion pieces and advice columns. This would represent a lot of work, there would need to be a dedicated team working just on writing for Galnet. Hire a writing team, this isn’t something that would require any programing work, and it would greatly improve the quality of the game.

The ability to form large player organizations is also sorely lacking. Wings are a good start but we really need a player faction system. Clans or corporations, the big advantage of an MMO and that is what Elite is, is that people can gather into large groups. They can organize into their own factions, why is this not being taken advantage of? I have seen people doing this on their own, but a codified method to start and join player groups would be such a powerful tool for the players.

I’d just like to say again, that despite my complaints here, I love this game. I say these things because I care.


Stay frosty,



Cmnd Fulsom




EDIT: Adding a cliff notes version

Great game, with really well done core game design but lacking certain features such as player run businesses and the world reacting to player input meaningfully, and with weak story elements which could be improved with more diverse background writing.
 
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Well, what you have to remember is, that a game’s world isn’t real, a shocking revelation I know but it’s true. It’s a simulacrum of a real world. A fake, and for as much effort that has been put into making the game world feel large, it almost seems like none has been made to make the game world feel real, feel alive. This is, in my opinion, the greatest failing of Elite.

Until efforts to join dots via a working supply/demand economy take place, the world just isn't going to feel like it should. The aluminium being traded in your ship needs to start behaving like aluminium- then we will have the beginnings of a world with substance.
 
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Robert Maynard

Volunteer Moderator
The ability to form large player organizations is also sorely lacking. Wings are a good start but we really need a player faction system. Clans or corporations, the big advantage of an MMO and that is what Elite is, is that people can gather into large groups. They can organize into their own factions, why is this not being taken advantage of? I have seen people doing this on their own, but a codified method to start and join player groups would be such a powerful tool for the players.

The discussion on Guilds in Elite: Dangerous is here.
 
Until efforts to join dots via a working supply/demand economy take place, the world just isn't going to feel like it should. The aluminium being traded in your ship needs to start behaving like aluminium. Then we have the beginnings of a world with substance.

I don't believe this is necessarily true, or perhaps more likely you are referring to a different problem than I am., Let's be clear, you don't actually need the game's world to be substantive, it only needs to FEEL substantive. And to do that the world simply needs to be engaging from a narrative standpoint. To do this a story teller really needs to put effort into the details of the world, the people that inhabit it. This is especially true of video games as they are so personal that lack of these detail elements is especially jarring. Even if the game's mechanics aren't all there yet, simply making changes to how the story is told will make up for that in large part by creating the illusion of depth just as the game's actual design creates an illusion of size.

Robert, the intent of this really wasn't to have an in depth conversation about things like clans and the like. It's simply not within the scope of my intent. I'm simply trying to convey some opinions and suggestions. I understand if you don't want the conversation on that to get split up, I'll say no more about it.

Stay frosty.
 
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CMDR Fulsom:
It is quite obvious that you care about this game, and for that reason I took the time to read the whole post. I would however recommend you to put a small TL;DR to those that don't.
If you want more audiable news and updates it's already out there, although as a community creation, and it's called Radio Sidewinder and GalnetNews. Enjoy.
 
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I never stop asking myself. Why people's write a Open letter to someone and show him in Public.


Oh.. i get now... Because it's an Open (open to public).
I know one kind of people who do that. And why.
 
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CMDR Fulsom:
It is quite obvious that you care about this game, and for that reason I took the time to read the whole post. I would however recommend you to put a small TL;DR to those that don't.
If you want more audiable news and updates it's already out there, although as a community creation, and it's called Radio Sidewinder and GalnetNews. Enjoy.

Noted and edited. Thanks, that's another great thing about this game, it has an amazing and creative community.

I never stop asking myself. Why people's write a Open letter to someone and show him in Public.

Because an open letter by definition is meant to be seen by a wide audience...

Now, you could argue that it is unlikely that anyone directly involved in the game's development will ever read or reply to my open letter and it is therefore very likely a pointless gesture, and that is, of course, a valid position to argue from. But I would say that if I don't put my opinions out there at all, then there's no chance someone with the power to make changes will ever be able to agree with them at all.
 
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Sorry but I didn't read this just wanted to say this is OPEN LETTER 46 billion.... dude post it in the GAMEPLAY FEATURES AND SUGGESTIONS.
 
I don't believe this is necessarily true, or perhaps more likely you are referring to a different problem than I am., Let's be clear, you don't actually need the game's world to be substantive, it only needs to FEEL substantive. And to do that the world simply needs to be engaging from a narrative standpoint. To do this a story teller really needs to put effort into the details of the world, the people that inhabit it. This is especially true of video games as they are so personal that lack of these detail elements are especially jarring. Even if the game's mechanics aren't all there yet, simply making changes to how the story is told will make up for that in large part by creating the illusion of depth just as the game's actual design creates an illusion of size.

I reckon though that just adding details without a logical dynamic base from which they can spring, just sets up the potential for all kinds of inconsistencies. You can have a ton of detail, but if the details don't make sense, suspension of disbelief breaks down fairly quickly. It becomes confusing. It would be better if stories could be generated from actual stuff which is going on- such as a boom in resource production in a particular system, for eg. That way, when you go to that system to find out more, things are proceeding as they should. It would be confusing to read of a goldrush in a system without a RES, etc. This kind of thing happens in Galnet and it's really hard to pick through what is described and what actually underpins what is described.
 
Because an open letter by definition is meant to be seen by a wide audience...

Now, you could argue that it is unlikely that anyone directly involved in the game's development will ever read or reply to my open letter and it is therefore very likely a pointless gesture, and that is, of course, a valid position to argue from. But I would say that if I don't put my opinions out there at all, then there's no chance someone with the power to make changes will ever be able to agree with them at all.

People's can agree with you or disagree. Some of them say nothing.
But true is: All is Developer's Will.
 
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I reckon though that just adding details without a logical dynamic base from which they can spring, just sets up the potential for all kinds of inconsistencies. You can have a ton of detail, but if the details don't make sense, suspension of disbelief breaks down fairly quickly. It becomes confusing. It would be better if stories could be generated from actual stuff which is going on- such as a boom in resource production in a particular system, for eg. That way, when you go to that system to find out more, things are proceeding as they should. It would be confusing to read of a goldrush in a system without a RES, etc. This kind of thing happens in Galnet and it's really hard to pick through what is described and what actually underpins what is described.

Again, I don't think we're quite on the same page. What I'm talking about is world building, allowing the world to take on a dynamic character by introducing voices to the text players are exposed to. Take, for instance, my suggestion of showing the political and social faux pas of the political heads that are now part of power play. This wouldn't directly relate to any missions or story events, but they would give both the world at large and these people we are supposed to care about in particular more depth and color. It would make the game world far more engaging without necessitating any mechanical change.

People's can agree with you or disagree. Some of them say nothing.
But true is: All is Developer's Will.

Okay, I have seen this a lot on this forum and it legitimately bugs me. This line really reminds me of the old adage "god moves in mysterious ways" and you know what? Bull. These devs are people, likely they aren't sure how to improve their game in some ways. Sometimes everyone needs an outside perspective on things and while I understand that I don't know what they're thinking and they can't tell us everything they have planned, stating an opinion well enough can change minds.

Stay frosty
 
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The ability to form large player organizations is also sorely lacking. Wings are a good start but we really need a player faction system. Clans or corporations, the big advantage of an MMO and that is what Elite is, is that people can gather into large groups. They can organize into their own factions, why is this not being taken advantage of? I have seen people doing this on their own, but a codified method to start and join player groups would be such a powerful tool for the players.

Sorry but no way. The biggest gripes people have had with the game, the updates and changes, is that are moving away from an immersive single play experience and more towards some sort of MMO WoW in space game.

Powerplay has failed because it is a tacked on board game, monopoly by committee, and separate from the main game. The powers are all basically the same, the way they interact with each other (violence) is basically the same, and there isn't any depth or immersion to it.

Giving players the chance to set up clans called "The N00b fighterier" or "Johnsons Longs" or even "klan cartman the third" would only add to the distraction and make the game feel far more like a game, rather than another world I am taking part in.
 
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Woah, woah, woah, wait, let me get this straight, the ability to organize into groups, sometimes with stupid names, like people can and totally do in real life makes the game feel more like a game than not being able to do that because the devs didn't think of it at the time, or didn't have time to implement it, or people whined at them. You know, at least the in universe reason for being able to form groups with dumb names is "well of course you can, what are you an idiot?" As opposed to, "dunno, reasons I guess. Maybe a ban on stupid names?"

Stay Frosty.
 
Again, I don't think we're quite on the same page. What I'm talking about is world building, allowing the world to take on a dynamic character by introducing voices to the text players are exposed to. Take, for instance, my suggestion of showing the political and social faux pas of the political heads that are now part of power play. This wouldn't directly relate to any missions or story events, but they would give both the world at large and these people we are supposed to care about in particular more depth and color. It would make the game world far more engaging without necessitating any mechanical change.

Ok, I get what you mean, and I agree. I said recently that not being able to read the propaganda material that you're carting around for your chosen Power was unfortunate. Why would you do that if you don't even know what this material says? It's important if you want to feel the personalities and drives of the Power you're meant to be invested in. So yeah, that kind of thing is missing atm.

But that is not what is really interesting to me at a deeper level. Another way of wording what I meant above is, and this might sound a bit abstract or pretentious, but what if commodities began to act as the basic building blocks of narrative? At the moment, the meaning of Terrain Enrichment Systems is nothing but a price. You buy 'em, you sell 'em. Your bank balance goes up. If they actually did what they say on the tin, you would fly them down to a planet, and for each unit, the game would then calculate the effect on food production for that planet. It would be as simple as something like '1 TES = +500 food', or whatever. Food would also do what it's meant to do, which is feed people. More food = more population. You can see how, just by honouring the meaning of each commodity item, narrative is generated organically. We have a little story about a planet who's population is increasing. And the good part is, you as a player who took those TES down to the planet, helped shape that story. The best part is, that isn't even the end of the story- all kinds of things will flow from that, the story continues... higher population means that the system is more attractive to the various Powers vying for control. The little system you helped create is now a hot spot of political activity and focus. Do you like the guys who want to control it? If you don't, will you fight for the opposing Power? Etc.

Pretty substantive stuff!
 
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Woah, woah, woah, wait, let me get this straight, the ability to organize into groups, sometimes with stupid names, like people can and totally do in real life makes the game feel more like a game than not being able to do that because the devs didn't think of it at the time, or didn't have time to implement it, or people whined at them.

No.

The ability to infuse todays pop culture references in a space-fairing society a thousand years in the future is immersion breaking.

Look...

Let me give an example. Anyone who’s played Fallout 3, think back to your first time though the game, you’re exploring the world, and eventually you start heading toward the capitol. You’re listening to the Radio because, well, what else is there? The game doesn’t have much in the way of background music otherwise when suddenly you hear THREEEEEEEEEEEE DOOOOOOOOGGGG! And the game world suddenly takes on a new layer of depth and charm.

Now imagine that instead of THREEEEEEE DOOOOOGGGG!!! you instead got out of Vault 101 and immediately run into MrFlubbles999 who says "lol u r a n00b u didnt chang ur armor lololol".

Contrast Skyrim with Elder Scrolls Online. Meeting that dragon for the first time vs going into generic cave 1000 with some of your mates, watching a bunch of other people go in, and then click click clicking. It's not a journey of discovery, it's a pure mechanical game.

Multiplayer isn't where the future lies. It lies in moving experiences. Sometimes multiplayer can help that, in the case of a game like Elite it can also destroy it if it's done wrong. This is doing it wrong.
 
Ok, I get what you mean, and I agree. I said recently that not being able to read the propaganda material that you're carting around for your chosen Power was unfortunate. Why would you do that if you don't even know what this material says? It's important if you want to feel the personalities and drives of the Power you're meant to be invested in. So yeah, that kind of thing is missing atm.

But that is not what is really interesting to me at a deeper level. Another way of wording what I meant above is, and this might sound a bit abstract or pretentious, but what if commodities began to act as the basic building blocks of narrative? At the moment, the meaning of Terrain Enrichment Systems is nothing but a price. You buy 'em, you sell 'em. Your bank balance goes up. If they actually did what they say on the tin, you would fly them down to a planet, and for each unit, the game would then calculate the effect on food production for that planet. It would be as simple as something like '1 TES = +500 food', or whatever. Food would also do what it's meant to do, which is feed people. More food = more population. You can see how, just by honouring the meaning of each commodity item, narrative is generated organically. We have a little story about a planet who's population is increasing. And the good part is, you as a player who took those TES down to the planet, helped shape that story. The best part is, that isn't even the end of the story- all kinds of things will flow from that, the story continues... higher population means that the system is more attractive to the various Powers vying for control. The little system you helped create is now a hot spot of political activity and focus. Do you like the guys who want to control it? If you don't, will you fight for the opposing Power? Etc.

Pretty substantive stuff!

Oh, I absolutely agree, I definitely want the game world to be more reactive to player input, especially the economy. However, implementing something like that is going to take a lot of time, it will require a major patch to the game's code. I realize that simply adding more narrative depth to the game isn't going to solve the problems in design. However, it can distract from the design problem by creating an illusion of depth giving more time for those patches to be implemented.

Stay frosty.
 
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The ability to form large player organizations is also sorely lacking. Wings are a good start but we really need a player faction system. Clans or corporations, the big advantage of an MMO and that is what Elite is, is that people can gather into large groups. They can organize into their own factions, why is this not being taken advantage of? I have seen people doing this on their own, but a codified method to start and join player groups would be such a powerful tool for the players.


As Robert pointed out, this is discussed elsewhere.
.
But my point of view on this - no thankyou! Worst thing that can happen in my opinion. Of course, there are opposing views on this, but that doesn't make the idea of player-run organisations a good thing for the game. Plenty of other games offer this - it's about time we had something like Elite: Dangerous that has deviated from that formula.
 
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I'm not interested in guilds or player organisations

but I agree with every point about the galaxy lacking life

it does feel sterile, monotonous, and shallow.

this could easily be fixed and I hope that after so much focus on everything else, Frontier do look at SOLO GAMER CONTENT in the next update.
 
However, there are certainly areas where the game falls flat. Despite the fact that the universe is so large and the game’s sense of scale so big, there is not a lot to do. There really isn’t a way to truly interact with the game world. This has improved somewhat with the new bounty hunting mechanics allowing successful bounty hunters to alter the level of security in a system, but it isn’t enough. There need to be ways to interact meaningfully with the game’s economy and political landscape. The commodities market needs to be opened up to player inputs and the ability to alter supplies, and start businesses. As for the politics… this has always existed to an extent with the missions altering the influence of a faction and yet it seems so shallow and without real feedback. Power Play has recently been added but honestly? It has the same problems. Sure you can help this or that imaginary faction leader take over this or that system. But is that really so different from helping this or that faction take over their home system?

This is the part I would highlight.
 
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