To me, your post doesn't actually seem to have anything to do with the original one in the thread.
OP sounds like they are mad keen on the ED universe, its potential, its moment-to-moment
feel.
What Blackcompany is pointing out is the contrast between the extremely impressive
technical achievements FD have ticked off to bring ED into being...
...against some of the means chosen to deliver
gameplay mechanics.
OP is asserting that the
approach taken in some of these mechanics is as "tick-a-box technical" in style as the hard-engineering aspects of the game.
And what Blackcompany is saying is that
a creative approach to some gameplay content is preferable to a
dry, technical approach.
When you have a hundred bullet points on your to-do list to build, say,
a procedurally generated set of stars and planets, you work through it, assessing...
1. Key aspects of how that item should work.
2. Key aspects of WHY that item should work.
3. How that item interacts with, and influences, other items on the list.
From this, the designers can build a map of HOW and WHY they are to solve each piece of the puzzle... which is actually
one big puzzle.
It's good to look at the system as a whole before building everything. If you don't, the bits don't fit together, and your procedurally generated set of stars and planets
doesn't work properly.
Now, when you have a hundred bullet points on your to-do list for
all sorts of creative flavour, flair, content, style, personality and lore, the same basic approach will get you most of the way.
1. How?
2. Why?
3. Interaction with other bits.
But there is a lot more to it, if the things you're doing are what Blackwater called the "creative" stuff.
Like...
Finding something in space for a mission.
1. How? In Supercruise, "Unidentified Signal Sources" are randomly created. If a player has a mission to find X, adjust the RNG to make it likely that the object they seek is in the USS.
2. Why? Because players need to find the items they seek, and don't want to get bored finding large numbers of other things they aren't interested in.
3. Other impacts/interactions? Wings need to be able to work with them. Make NPC ships fly out of them, to populate the system. Give them virtual mass, so players can decelerate to drop into them.
And that ticks off one item on the list.
But...
- Does it feel real or fake to the player?
- Does it feel like it was implemented with scarce manpower resources, ie. cheap?
- Does it add cohesion to the game world?
Ask yourself these questions about the
cold, hard, engineering aspects of ED. Take Horizons' planet surfaces as an example.
- Planet surfaces don't feel fake. They feel damn real. Lighting, feel under your SRV wheels, canyons, plains, all very very very real feeling.
- Planet surfaces don't feel cheap. A huge amount of work has obviously gone into the environment.
- Planets now make the game world feel more cohesive, for sure.
This is what FD absolutely excel at.
For the USS example, though, these "extra" criteria are problematic...
- That USS mechanic
feels fake to the player.
- It definitely feels like a bit of a low-effort solution to a gameplay requirement, done with scarce manpower.
- It makes the game world feel less cohesive. The faction giving you the mission don't bother telling you where it is, as they don't know, don't care, and it's not important. The object you are looking for is not actually somewhere; you find it by going through the motions of looking. The act of looking brings the object into existence.
The pattern tends to repeat itself...
- January 2015: "Pirates" would appear wherever you dropped out into planet rings, to ask, "What treats do you carry?". It was horribly fake; Even if you just flew hundreds of light years out of the bubble, chose a random system, random planet, random ring and dropped. Hello, magic pirate!
- January 2016: Horizons "Point of Interest" spawning, for our amusement, still feels horribly fake. So much so, I now ignore them as I fly, and pretend they simply don't exist. They could be aliens, sure... but I don't want to trip over the fake feeling POIs all day while I wait for aliens to appear. They simply feel too fake.
The "cohesion" problem isn't one a new player will spot in their early game...
...but as they get drawn into the game world, and play longer, they are "rewarded" with the need to perform all sorts of mental contortions to resolve a hundred disparate things that fight against each other, instead of
building on each other.
It's not that FD aren't good developers. Blackwater is, I believe, simply asserting that the mindset and thought process behind some aspects of game mechanic construction could benefit from a fresh perspective and approach.
Personally, I would suggest that FD take a step back and reassess some of the things they had to implement in 2014 under immense pressure. Look again with fresh eyes at anything that reduces game world
solidity and cohesion. If it feels fake as hell to the player, put in on a "second look" list. Put those mechanics on notice, and find truly inspirational alternatives, which build a stronger feeling galaxy for us to play in!
tl;dr...
I like turtles.