As I see it, the truth about E : D and H is that the devs have tried (and succeeded) to produce solid mechanics. Horizons brought planetary landings, in a fully realized way - far more than FE2, because it's actually fun - yes, you can go fire up Space Engine, but nothing in it is actually _fun_. E: D is rolling out the game development in such a way that each part has a component of being an actual game. While some bits feel somewhat placeholder currently, the point, for me, is that the mechanics are solid and provide a coherent substrate. What is being built on that substrate is currently thin, and either relies on imagination or multiplayer for depth. The point, though, for me, is that it's a really solid substrate. Other games that permit you to fly in space and land on planets don't have the fully-realized mechanics of doing so - they're just sandboxes with unrealistic mechanics. Everything you do in Elite feels like you're actually doing it - flying a spaceship or driving a buggy - it's been done with enough care that you're actually doing it and grappling with the difficulty of it, rather than just changing simulation modes.
Yes, some parts are thin, such as the missions and the in-station interaction. But they really aren't any thinner than any other options you have. And again, although a lot of people have a problem with the excuse (and it is so) that you need imagination for this game, the fact is that you _do_. But if you do invest some imagination, or play with other real people, the odds are that the actual substance/substrate will provide realism, not detract from it. FD are going slowly but surely.
As an example of what is not a game: Space Engine lets you do whatever you like in terms of exploration and planetary interaction, but you just know the whole time that it isn't even trying to be real on a relatable scale. E: D gives you the fundamental reality. Yes, the missions and random USSs let you know (jarringly) that it just exists in a computer somewhere, but the underlying mechanics are robust and this, even though we're a year in, is still very early days. The emphasis on substrate is extremely encouraging, to me at least.
Those who begrudge paying 50 quid a year for a MMO are welcome to their observations, but that is basically what we are doing - paying 50 quid a year for the most advanced space sim available.
I have no real complaints.
Yes, some parts are thin, such as the missions and the in-station interaction. But they really aren't any thinner than any other options you have. And again, although a lot of people have a problem with the excuse (and it is so) that you need imagination for this game, the fact is that you _do_. But if you do invest some imagination, or play with other real people, the odds are that the actual substance/substrate will provide realism, not detract from it. FD are going slowly but surely.
As an example of what is not a game: Space Engine lets you do whatever you like in terms of exploration and planetary interaction, but you just know the whole time that it isn't even trying to be real on a relatable scale. E: D gives you the fundamental reality. Yes, the missions and random USSs let you know (jarringly) that it just exists in a computer somewhere, but the underlying mechanics are robust and this, even though we're a year in, is still very early days. The emphasis on substrate is extremely encouraging, to me at least.
Those who begrudge paying 50 quid a year for a MMO are welcome to their observations, but that is basically what we are doing - paying 50 quid a year for the most advanced space sim available.
I have no real complaints.