Is it just 'grinders' who feel the game lacks depth?

hi, the person you insulted here, guess you wanted some clarity or something on my "pvp" skills and this is actually a thread that is pretty on topic about this, kind of?

In the other thread i was talking about analysis work, i am the analyst for the Elite PvP League in Elite Dangerous, i think this game has great depth if your spade is sharp enough.

However, every match in the EPL is the same thing over and over, people using rail guns and then on their off time sitting at the barnacles grinding materials and robigo missions for their next match.
In some of the balance changes to this game make it quite the grind for certain things. Theres no balance in ways to make money or get materials, it's just robigo and barnacles, nothing other than that. There should at least be some variety in ways to make money.

Overall, nah, i dont think this game is shallow, we can make our own content, like a PvP league. But to keep it up, it does require a huge grind of resources in the off.
 
Wow- this thread has legs! :D Thanks to everyone who replied- I ran out of rep pages ago, so everyone have a +1 until I recharge.
I've got a few rejoinders, if anyone is still interested?

It's a valid argument, and one I personally sympathise with: we could all do with being less goal oriented when gaming, and enjoy the journey as well as the destination.

However, a well designed game accommodates both players who consciously aim for good gameplay experiences, and those that want to achieve personal progression goals.

Indeed, it is my opinion that the best games are the ones that utilise their progression systems so that gameplay oriented players end up experiencing meaningful progression inadvertantly, and that progression oriented players experience good gameplay by the same mechanism, thus meaning that players get enjoyment out of something they didn't necessarily plan.

This is where I feel elite fails: those who value progression will not have a good gameplay experience, and vice versa. Part of the balancing process (and the reason I advocate buffs to underpaying professions and missions) is to bring those positive experiences together, not separate them as Elite does currently

Things can always be done better and I sincerely hope FD will improve every aspect of the game in the coming years. However, as the game stands, if only in my opinion, it's doing a stand up job of the part in bold. I have a fleet of ships, cash in the bank, rank with both Empire and Federation and I'm even closing on those oh so shiny shiny Pilots Federation ranks. It all feels very natural to me- I deserve these rewards because of the things I did to earn them. More on that below.

If you're happy with the current state of the game and you've found activities that you enjoy then that's great. Some of us want to experience flying the endgame ships or have a fleet of ships. The only way for us to eventually get to that point is a ton of credit and rank grinding. For a supposed sandbox game where you can blaze your own trail I find it unacceptable.

I'm sorry you feel that way mate, I really am. I also want to experience what the game has to offer, including those end game ships. The differance is I know that I'll achieve my end game rank and privilege at the end of a long and eventful path, having 'blazed my own trail'. The journey to that end game is what I bought the game for, not the end game rewards themselves.

Well, no. The game does lack depth. If you think of a game's logic as a flow chart, you could define the game's breadth by the range of actions/choices available to the player; and the depth is the length of each decision tree, the number of branching decisions, and the impact of each decision on the player and/or his or her environment.

In ED, there are many things to do (breadth); but with no consequences, few follow-on choices. Take exploration, jump into a system, honk, point at a star/planet until you know its name. Then what? What consequences are there to that action? What new decisions has it opened up? How has it improved/disimproved the lot of the player? What has the player learned? It has improved a bit with Horizons (ability to detect which planets can be landed on, can approach and land on them, find points of interest, mine resources) so you're not just finding and tagging randomly coloured balls, but it still has a way to go.

Note - I'm not say the player needs to be some 'hero' that affects the entire galaxy, but there should be more impact from his/her actions and consequent decisions/actions arising from them.

If you need me to explain the attraction of exploring in Elite then you're not going to understand the answer. I'll stick to the benefits for everyone else. We, as members of the Pilots Federation, get a small cash payment for survey data. This benefits the rest of humanity who don't have to buy, man and maintain fleets of survey vessels. It also benefits us in game- I can't be the only person on this thread who's ever bought survey data, surely? Time is precious, but a few hundred credits aren't, when you're deciding on your evenings plan and realise it involves 'here be dragons' gaps in your galaxy map. The ability to purchase the data goes from 'handy to know' to 'prety much vital' when following certain paths, such as the recent pristines CG. And as you say yourself, we're at the start of the process- there's more to come on the exploration(or space tourism!;)) front. Personally, I've wanted to fly inside the atmosphere of a Jovian since I was a small boy and Arthur C Clarke told me a tale of vast flying creatures living their clouds. Off topic, I know, but ED might allow me to do that at some point. I'm not aware of any other game that's even considered it.

Well, that's certainly not what I am looking for. I'm after more of a Middle Ground. We have the underlying "narrative" of the galaxy (as described by System States, Galnet stories etc), & players can *choose* the level to which they wish to immerse themselves in that narrative. So, if you want to fully immerse yourself into the narrative, then you can settle in a small group of systems to help <Faction Name> become the dominant power in that region, via the upgraded mission system. Or you could just casually help out <Faction Name> from time to time, as a sideline to your regular "Pirate/Smuggler/Trader" career.

Also, sadly, the military officer path still needs a lot of work before it is a truly viable option (though it is definitely on their "to do" list).

Agreed on the military progression part, but I've actually spent the last two years pretty much doing the rest. More below.

Assassination with depth: you're given a target, a location or contacts that could tell you were this target is. You need to track it down through various contacts (trustworthy or not), spend hours if not days getting used to that target's schedule, until you can seize the opportunity to kill it.
The reward mirrors the amount of work that was required to take it down. You might now have some sworn enemies that will track you to the end of the galaxy.

Assassination in Elite: you're given a target, and a location.
You get there and fly around in circles until it conveniently shows up or a NPC tells you about it, or find it in an USS like you'd hunt Pokémons. You kill the target, collect the reward and change some vague numbers in the BGS.

______

Exploration with depth: you want to travel to an unmapped system, to do so you first need to run parallax and gravitational based computations in order to even vaguely guess the hyperspace coordinates. Once there you go to various planets and retrieve various samples, map surfaces, look for that one asteroid that contains a real goldmine.
Once you get back to civilization those you sell the data to might decide to launch an expedition, and their enemies might hear of it and try to get in their way. (Hey wait, isn't that basically the DDA?)
Reaching Sg A* requires months to years of works for a hundred of coordinated players. (Hey wait, wasn't that what the FGE was about?)

Exploration in Elite: Jump! Honk!
Sg A* reached within 4 days of Gamma.

I could go on for a while.

As much as I'd like more complex 'quests', it's worth pointing out that they all basically involve going to a specific location and carrying out the designated task, no matter what game you play. Right now we don't have a mechanism for interacting with the 'he went thataway' NPC, so a multi stage mission has the potential to be considerably duller than 'turn up at the RV and slot the bad guy'. See below for more on that theme.
Exploration has already been covered earlier in the thread, so I won't labour the point, beyond stating my liking and approval of what's already in place.Making exploration more difficult just for the sake of it doesn't strike me as a particularly worthwhile goal- any more than making it easier would be. Right now you're encouraged to close with whatever you're surveying, showing you the stunning visuals, emphasizing the great distance between planets and teasing you into popping down for a closer look. The vids posted up earlier were breathtaking and will leave lifelong memories with the guys taking part. Making what they're doing more difficult to achieve, or requiring better piloting skills, or demanding spreadsheet planning between landings, or whatever else you have in mind, wouldn't add 'depth' to their experience, only complexity.

DO yo honestly think grinders like to grind? , the fact they grind in the first place is evidence of lack of depth, doing the same thing over and over just for money isnt game play, thats just a RL job sim, ild love to know why i was hired to kill some random npc, i want to know why this npc has such a high bounty and if it would be right to kill him,

See below.

rich *in* game mechanics, i.e. a lot of stuff that you *can* do, just no interaction between them, and no real reason (risk/reward/narrative/<insert your own personal motivation here>) to do them

the BGS is exactly that - background. For all the impact it has on the game, it might as well be a matte painting sitting at the back of a theatre stage, nice to look at, adds a bit of colour, but has minimal (at best) interaction with any player. I'm not suggesting that I should be able to conquer the galaxy single-handed, but if I am going to do a bunch of missions/gain rep/increase elite ranking/etc - there should be some sort of change, even if it is just down to how different governments, npcs, markets, stations etc interact with me - hence the reason I hope the upcoming npc and mission changes will be a step in the right direciton

See below.

I think it's just a matter of 'why?'.

If you can imagine a 'why?', then the game has lots to do to reach the intrinsic reason you asked the question.

If you want the game to provide the answer to your question, 'Why should I play the BGS?', 'Why is it important that I kill this NPC?', 'Why does it matter if I....<fill in the blank>? then the game will come across as shallow.

Not sure it there is a right or wrong here...it's just a matter of personal feelings towards what a game does. This game does not give you any reasons for 'why?' whether you enjoy creating those reasons or not is entirely up to you as a player.

See below.

Been thinking about this a bit lately. I think those who find ED 'shallow' are those who treat it like a game (that's what it is after all). They see a thing that needs to be achieved and go about achieving it a quickly and efficiently as possible. Unfortunately this often involves 'grinding' and rather dull, repetitive actions. Others though, treat ED more like a hobby (I am one of those and I suspect the OP is too). What I see is interesting things to do, so I go and do them. It keeps me entertained, but for the most part does not achieve much in the way of advancement. Personally though, I don't much care about that. I'm having fun.

:)

That's pretty much my experience too, mate! :D

On depth. A common feature in many of the posts on this thread seeems to be that some things are simple to achieve in Elite. They should be harder, or more complex. This would add challenge and require greater skill. While that's true enough, it wouldn't add depth. You would still be doing the same thing, but while it might take more effort and you might enjoy doing it more as a result, there wouldn't be any fundamental differance to the activity or it's effects.

I'm not sure some of us understand the effect we already have on the game, though.

Apologies in advance to Jex =TE= . None of this will impress you in the least... [haha]

Consider a simple mission. Assassinate an NPC, reward 100k. It's RNG, the mission will come and go, although the name and ship might change. So far, so shallow and grindy.

Commander Kudont Kareliss takes the mission, gets 100k for a little pew pew and goes on his way. About a month later he comes back to the same station and runs a few charity missions. His impression is that the game hasn't changed in the slightest. He has no idea he kicked off a four week civil war, or that the charity missions he's now farming are a direct consequence of that war. But what if another player got there first?

Commander Kare Bare arrives in a system and checks out the bulletin board. He's up for a bit of pew pew and the 100k looks like easy money, but before he accepts the mission he takes note of the faction wanting one of their own terminated. He looks at the system status board and is appalled to see that they're only 6% from their closest rival- incresing their rep by a single percentage point would plunge the system into civil war! There's no time to lose, he stacks both the BB missions showing for the other faction and boosts like a bat out of Hell. Feeling a little calmer he decides to abandon his earlier plan for the evening and sets himself to increasing the rival faction's influence. Each mission he sucessfully accomplishes increases his standing with the rival faction; pretty soon he's Friendly, then Allied. Now they're offering him high value missions, with rewards of well over 100k. His standing with their Patron State increases too, albeit at a lower rate, but it's just enough to get him his next rank- he was pretty close before. When he powers down for the night, he can sleep easy, he knows that his actions have created a safe buffer between the factions, he's averted a civil war that would have killed thousands and impacted on the lives and well being of millions. His impression is that the BGS is working as intended, because by chosing to let a powerful dove in the ambitious faction live, while strengthening their rival's position, he has had a solid and positive effect on the system's future.

You can always posist a Commander Darth Grizzly, if you prefer a darker, bloodier outcome! ;) But what if our player isn't remotely interested in role play?

Commander Album Equae is a PvPer with a player group that enjoy protecting and teaching new pilots. She has a novice wing she wants to teach co-operative dogfighting tactics to, but knows most of her group won't be available until the weekend. She visits nearby systems until she finds ours, with two factions close to civil war. She takes in the bulletin board and selects the assassination mission, knowing that as a high value mission it will have a small but significant effect on the sponsoring faction's reputation. She returns and monitors the faction spread; she doesn't want to over egg the BGS and have 'her' faction overtake their rivals by more than 5%, a possibility in busy systems where Commanders are accepting missions willy nilly. She's in luck, no major changes effect the BGS and the following morning the system is at war. Over the next few days she and her wing alternately declare for both factions, keeping the BGS at a stalemate. With careful monitoring she knows she can keep the war and it's CZs going for 28 days before the game will end the conflict, giving her a potential four week window to use her self generated training aid. She doesn't much care whether this was FDs original intention; she needs to bring her trainees up to speed and a large number of AI opponents to practice on helps enormously.

Now adding some whistles and bells to the BB, putting faces and names to those offering missions, increasing their complexity and so forth, wouldn't be a bad thing in my book. But I don't think it'd increase the depth of play available. On the other hand, right now, with the game in it's current state, you can control who rules systems, increase and decrease your standing within them, change the mission board you see, eventually make mortal enemies and steadfast allies, with an impact in every other system they visit. Like I said at the start, it's not the best way to grind up to an end game ship or a fancy title, but I don't see that as a problem when chosing a different path can give you real power and influence. Lore claims the Pilots Federation are known as the Knights of the modern era, accomplishing great things for the benefit of all humanity- the reality is we can do that, or we can do something else. We're the Elite equivalent of Templars; this sanbox is a world we control, or chose not to, as our mood or conscience takes us.

Now I think that's pretty deep... :D
 
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hi, the person you insulted here, guess you wanted some clarity or something on my "pvp" skills and this is actually a thread that is pretty on topic about this, kind of?

In the other thread i was talking about analysis work, i am the analyst for the Elite PvP League in Elite Dangerous, i think this game has great depth if your spade is sharp enough.

However, every match in the EPL is the same thing over and over, people using rail guns and then on their off time sitting at the barnacles grinding materials and robigo missions for their next match.
In some of the balance changes to this game make it quite the grind for certain things. Theres no balance in ways to make money or get materials, it's just robigo and barnacles, nothing other than that. There should at least be some variety in ways to make money.

Overall, nah, i dont think this game is shallow, we can make our own content, like a PvP league. But to keep it up, it does require a huge grind of resources in the off.

Princess, please don't feel insulted, you're a big roughfty, toughfty Smilling Dog, dedicated to harvesting salt. You don't have to show such weakness to a mere White Knight! ;)

You've got a point about running powerful ships. It is expensive and there really aren't a lot of other ways to keep them constantly combat ready. Having said that, it may very well be a design choice. DBOBE often mentions his stance that PvP should be 'rare and meaningful'. It's something that player groups like yours aren't buying into. I'm not saying you should, by the way. I am saying don't infiltrate PvE groups, gank weaker ships, assassinate charity streamers or otherwise behave like a reprobate, but by all means enjoy PvP against equal or at least closely matched opposition. At some point though, you're going to have to realise it's not what the game was designed for.

Incidentally, good job closing down the other thread. Well played... ;)
 
Well, no. The game does lack depth. If you think of a game's logic as a flow chart, you could define the game's breadth by the range of actions/choices available to the player; and the depth is the length of each decision tree, the number of branching decisions, and the impact of each decision on the player and/or his or her environment.

In ED, there are many things to do (breadth); but with no consequences, few follow-on choices. Take exploration, jump into a system, honk, point at a star/planet until you know its name. Then what? What consequences are there to that action? What new decisions has it opened up? How has it improved/disimproved the lot of the player? What has the player learned? It has improved a bit with Horizons (ability to detect which planets can be landed on, can approach and land on them, find points of interest, mine resources) so you're not just finding and tagging randomly coloured balls, but it still has a way to go.

Note - I'm not say the player needs to be some 'hero' that affects the entire galaxy, but there should be more impact from his/her actions and consequent decisions/actions arising from them.
what a load of      buried in some logic.

yes your definition of width and depth is cool. but what are you even talking about? you explore a system, you now have information. what can be mined. what can be landed on. you can go deeper and find out what a landable planet holds for synthesis materials. you can go to ring worlds and find haz res sites or stuff to mine. you can could discover something rare on the market place or a new trade route to make money doing trading. you can find combat zones and choose a minor faction to help control a system which affects what on the marketplace and what kind of missions you get.

Like, what mmo are you comparing elite to or are you just lies? because everything you said is pretty weak man
 

dxm55

Banned
And as for your other comment about, "social interaction" being a culprit in all this... Well, last time I checked (or at least in my personal book), enabling good social interaction was a key component of any decent game where multiplayer activity is planned to be part of its inherent depth... But I ve heard critics that ED has very poor social components and that it is really a solo game... Well, you now seem to say the opposite, so, what is it going to be?


Social content here is quite a misnomer, given that everybody is instanced and not in a true persistent single world. Those critics would be right. ED has very poor social components. And even if it did put together clan/guild/fleet play, I very much doubt that a large fleet would ever be able to play together in the same massive instance, unless FD specifically codes it to do so. And even then, a large fleet would probably not be able to do battle with a rival fleet all at once, because... well... instancing.
 

dxm55

Banned
i think there is a valid case to be made that FD bumbled the exploration side of the game a bit. Personally i think it could be reeled back in and fixed, but it would upset a lot of people (and my ideas were as often considered to be terrible as often as they were decent so I guess changes are unlikely to happen)

however I can see why some think it is not really exploration given we can open the galmap from day 1 and see an over view of the entire milky way, and just point our nose and jump...... not really any planning needed, (unlike wha was said back in KSer where we were told exploration would take planning and time before a jump could be made, and we would slowly expand out into the big black. hell iirc some players got to Sag A before the game was even 1 day into gamma. That is a huge missed opportunity imo.

Technically right now i would say ED exploration is more space tourism rather than exploration....... and dont get me wrong, there are some great sights to behold... but imagine how amazing it would be to get to Sag A, if it had took 2 years to map a route there, and a number of different large exploration missions to actually create that route there.
(and as such how much more rewarding if when you sold that route date back to universal cartegraphics it then opened it to other players who could then visit it in the same way that they can now, but had it not been for the 1st pioneers then they would not have been able to get there.

that to me is the spirit of exploration


Exploration is usually prelude to exploitation. It has almost always been the case.
You're absolutely spot on here when you say that in ED, Exploration is basically tourism. It's similar to me taking a road trip on my motorcycle just because.

It might be enjoyable in RL, because you get off the daily grind of work and whatnot. But in a game (where you are actually getting off the daily grind of work and whatnot), you might want your exploration to be a bit more meaningful and rewarding in return.

Exploration data is OK. But getting to setup something on the planet that you explored would be more meaningful. It would probably give you a reason as to "Why you were there", in the first place.



Perhaps FD should be looking at giving players more modules to create checkpoints, base camps out of the bubble, with the implied meaning of turning these locations into POIs in the BGS. Players can name these base camps and have the opportunity to build stuff there like mining facilities, resupply bases, or even landing pads with repair capabilities. Perhaps the player won't be able to own them, and these facilities will simply be automated, belonging to no one and allowing anyone and everyone to use them.

Surely it would mean something if explorers were able to leave a mark out there.
 

dxm55

Banned
what a load of buried in some logic.

yes your definition of width and depth is cool. but what are you even talking about? you explore a system, you now have information. what can be mined. what can be landed on. you can go deeper and find out what a landable planet holds for synthesis materials. you can go to ring worlds and find haz res sites or stuff to mine. you can could discover something rare on the market place or a new trade route to make money doing trading. you can find combat zones and choose a minor faction to help control a system which affects what on the marketplace and what kind of missions you get.

Like, what mmo are you comparing elite to or are you just lies? because everything you said is pretty weak man



The building-something there part is missing from this game. There are some MMOs that allow their players to actually explore, and build something out there.

Owning.. now that is a contentious little topic. Prone to bringing out all the ugly comments from purists and fanboys of the game who are vehemently opposed to asset ownership in the game. So we shall leave it out for now.

Building facilities out of the bubble, especially useful facilities, as I have mentioned above, would be a good goal for the explorers. It might even bring about emergent gameplay where groups of explorers can each build one facility next to each other and end up creating a basecamp out in the boonies for would be explorers to hang their hat.
 
what a load of buried in some logic.

yes your definition of width and depth is cool. but what are you even talking about? you explore a system, you now have information. what can be mined. what can be landed on. you can go deeper and find out what a landable planet holds for synthesis materials. you can go to ring worlds and find haz res sites or stuff to mine. you can could discover something rare on the market place or a new trade route to make money doing trading. you can find combat zones and choose a minor faction to help control a system which affects what on the marketplace and what kind of missions you get.

Like, what mmo are you comparing elite to or are you just lies? because everything you said is pretty weak man

His definition of depth is pretty much what most of the game developers I have spoken to would agree upon. It is what I agree upon yet lack the communication skills to articulate. It's pretty much what is echoed here in this article on gamasutra:

http://www.gamasutra.com/view/feature/134273/evaluating_game_mechanics_for_depth.php?print=1

It is echoed here in this video by Extra Credits:

https://www.youtube.com/watch?v=jVL4st0blGU

From the video above:
Depth is “the number of emergent, experientially different possibilities or meaningful choices that come out of one ruleset.”

And more...

Charles Pratt at http://gamedesignadvance.com/?p=407 wrote..
When people talk about ‘emergence’ in games what they usually mean is that, unlike other artforms, games each have their own logical space of possibility. Most games have a finite number of ‘states’ they could ever possibly be in. This number of states could be incomprehensibly large or it could be inconsequentially small. These different states rise logically out of the interaction between the rules as carried out by players. Here I am defining ‘depth’ in a game to be the size of the game’s ‘possibility space’; The larger the space, the deeper the game.
 
Dang! So, the game isn't worth playing because you don't enjoy it! Something strange here... because i really enjoy it! That either means that i'm wrong for enjoying it, or you are wrong for making such an blanket statement. Hmm.... i wonder which it could be...

And some people are happy with a sheet of paper, a pen and a couple of dice shoved in front of them, unfortunately for the level Frontier value this title at, many people including myself expect more.

This is not the game I was sold during the kickstarter. Regarding the game mechanics that are in place, other than combat I suppose, they are very much flaccid.
 

Viajero

Volunteer Moderator
*Mod hat off

Let´s take just this two aspects of exploration that you comment on (you ve left out many others I referred to aswell that also intervene and are required when exploring, but hey).

The "risks on navigating surfaces" is not exploration gameplay, you are exposed to the same risks regardless of exploration, combat, trading, mining - whatever, it is just a risk of flying over/landing on a surface. Are the risks more significant because of distance from the bubble? Yes. But the risks are the same, perhaps you pay more heed to them outside the bubble or they make things more exciting, but it is the same gameplay.

Jumponium is not deep gameplay, it is "do I need the extra jump range? Then use jumponium. If not, don't." It's not a choice that offers alternatives and different mechanisms of playing in fact it's not really even a choice. If you want to go somewhere and there is a jump too far you need jumponium, if it's still not enough try a different ship, if that's still not enough you can't go, it's that simple. I would say it's not limited to exploration because it's not but it's going to be mostly used by explorers the same way weapons will mostly be used in combat and the commodities market by traders.

And then let´s take also one of the "depth" definitions you propose:

Charles Pratt at http://gamedesignadvance.com/?p=407 wrote..

"When people talk about ‘emergence’ in games what they usually mean is that, unlike other artforms, games each have their own logical space of possibility. Most games have a finite number of ‘states’ they could ever possibly be in. This number of states could be incomprehensibly large or it could be inconsequentially small. These different states rise logically out of the interaction between the rules as carried out by players. Here I am defining ‘depth’ in a game to be the size of the game’s ‘possibility space’; The larger the space, the deeper the game."

The key here is, I think, that your point of view seems focused in a very narrow aspect of the depth offered by exploration in Elite, that of the actual explicit rules or mechanics in the game, such as synthesis / jumponium use, or refueling and the like. While handwaving (yes, you do :p ) most aspects that are not such an explicit rule, like navigating surfaces for example.

What exploration in Elite gives you precisely is all the tools, as basic as you think they may be, to be able to generate exponential layers of "states" or emergent gameplay purely created by players. Such as the two vids I posted above among others. The depth in exploration comes precisely from this emergence when players use all those in any combination, weather linear or in parallel, to perform all kind of activities, all of them completely different in context and motivations by the players performing it. The mix of those actual rules (that you considered basic) with the stellar forge makes the emergent gameplay almost infinite in number and youtube is filled with those different accounts. You can indeed create that emergence in the bubble or outside of it, but it still is exploration, weather you like it or not.

From fuel rats helping and refueling a stranded explorer thousands of light years away from home, to 2 pilots performing a daring encounter close to the center of the galaxy risking their data, to 100+ commanders reuniting in a single instance and making a hyperspace jump together, to players getting stuck in their SRV in canyons and friends trying to rescue them, to players planing journeys to visit some of the coolest nebulas around and creating blogs to tell their story, and so on... All that emergence comes from an almost infinity array of states that players have at their disposal at the moment to enjoy the depth of the system.

Actual in game rules (such as the jumponium and refueling mechanics) are indeed part of the deal but whereas you only seem to recognize those rules as contributors to the depth elements (as basic as they may be), other players only see those as a small part of the exploration depth and emergence equation and have already used the space and variety provided by the Stellar Forge mechanics to raise that basic depth to full emergent gameplay.

Can actual explo in game rules or explicit mechanics be made more complex or new ones added? No doubt, and totally agree with you in that aspect (there are still some cool explo ideas in the DDF I d love for them to be implemented). But depth and its related emergence in explo can not be measured just by those as demonstrated by many other players and their accounts when exploring the options and states allowed by the Stellar Forge in all its variants.
 
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*Mod hat off

Let´s take just this two aspects of exploration that you comment on (you ve left out many others I referred to aswell that also intervene and are required when exploring, but hey).



And then let´s take also one of the "depth" definitions you propose:



The key here is, I think, that your point of view seems focused in a very narrow aspect of the depth offered by exploration in Elite, that of the actual explicit rules or mechanics in the game, such as synthesis / jumponium use, or refueling and the like. While handwaving (yes, you do :p ) most aspects that are not such an explicit rule, like navigating surfaces for example.

What exploration in Elite gives you precisely is all the tools, as basic as you think they may be, to be able to generate exponential layers of "states" or emergent gameplay purely created by players. Such as the two vids I posted above among others. The depth in exploration comes precisely from this emergence when players use all those in any combination, weather linear or in parallel, to perform all kind of activities, all of them completely different in context and motivations by the players performing it. The mix of those actual rules (that you considered basic) with the stellar forge makes the emergent gameplay almost infinite in number and youtube is filled with those different accounts. You can indeed create that emergence in the bubble or outside of it, but it still is exploration, weather you like it or not.

From fuel rats helping and refueling a stranded explorer thousands of light years away from home, to 2 pilots performing a daring encounter close to the center of the galaxy risking their data, to 100+ commanders reuniting in a single instance and making a hyperspace jump together, to players getting stuck in their SRV in canyons and friends trying to rescue them, to players planing journeys to visit some of the coolest nebulas around and creating blogs to tell their story, and so on... All that emergence comes from an almost infinity array of states that players have at their disposal at the moment to enjoy the depth of the system.

Actual in game rules (such as the jumponium and refueling mechanics) are indeed part of the deal but whereas you only seem to recognize those rules as contributors to the depth elements (as basic as they may be), other players only see those as a small part of the exploration depth and emergence equation and have already used the space and variety provided by the Stellar Forge mechanics to raise that basic depth to full emergent gameplay.

Can actual explo in game rules or explicit mechanics be made more complex or new ones added? No doubt, and totally agree with you in that aspect (there are still some cool explo ideas in the DDF I d love for them to be implemented). But depth and its related emergence in explo can not be measured just by those as demonstrated by many other players and their accounts when exploring the options and states allowed by the Stellar Forge in all its variants.

You hit the nail on the head, I am only considering the explicit rules, because these are the rules that have been developed by the game developers that we have paid for in the license to the software.

Almost all of what you mention, I would not consider exploration gameplay - I would call it social gameplay. You may be performing all of those activities while "exploring" but they require the game to be multiplayer, the simple rule involved is that you play in Open or Private Group to have other players to perform those activities with and that the game facilitates your connection and interaction with them.

If you were to attempt many of those activities while in solo mode, for example, they would be impossible. This is why I don't count them, because they literally don't count; as you have stated yourself - they are implicit, they are not part of the explicit ruleset of exploration.

The game has gifted you the opportunity to make these social connections with players, it allows this social gameplay, but that has nothing to do with the rules and gameplay surrounding exploration. I am not conveniently waving it away, I am accurately describing what it is.

I would also not consider any picture or video taking for Vlogs or Blogs as gameplay. That is achievable in any game without any input from the developers. If the game allowed you to log your travels from within, including with pictures or videos - perhaps sharing them with friends and within the private group - that I would consider gameplay.
 
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Well, sometimes, the game forces you to grind, like in CG's. And in this way, you indeed feel like the game lacks depth. For example, in the current LHS 3447 metal CG, you fly to a station that sells metal at a good price, fill your cargo hold, deliver it to the correct station, and repeat n times. Pretty much the same with the BH CG. You go to a RES site, kill everything you see, collect bounty, repeat n times. At least in the metal CG, you have the option to mine for metals to sell, so that offers some flexibility, but that means you won't get even in top 15%.

Also, as an amateur explorer, if you just try to be the first at discovering systems and planets, the process is simple: you fly to the system, you honk, get close to the planets to scan, wait for the scan to finish, repeat n times. How can you say that is anything else but a grind, with no depth at all.
 
I would be able to get behind player owned assets and further game play options. It would give CMDRs something to do with all those amassed credits and prevent burnout. I recall when I stopped playing Elite 2: Frontier it was really due to having a ridiculous bank balance and very little else to achieve (for me) in the game once credits were no longer an obstacle to the biggest ships. So I moved on.

Will ED give me the same burnout once I have the bank balance to do whatever I want? In it's current state I would say it probably will. I like playing to get my hands on whatever shiny carrot the developer hangs in front of me so at the moment I'm running missions, smuggling, trading whatever to buy and kit out the top ships. But this is purely the way I want to play and I don't (currently) have much interest in the BGS or PowerPlay. Perhaps this will change, perhaps it won't.

One point regarding the 'grind' I have is what actually constitutes grind in the first place? Is smuggling a grind because you are effectively performing the same missions with the same tactics each and every time (interdiction = boost, run away and re-enter SC)? Is exploration a grind because it's even simpler with the foghorn + scan mechanic? Perhaps a 'grind' is the simple repetition of a game mechanic. In which case wouldn't nearly every in game action be seen as a grind outside of it's own story or plot? In terms of multiplayer games EVE gives us some of the best options for emergent game play and has considerable 'depth' with it's own story and mechanics yet this game has a massive amount of 'grind'? I know some EVE players however who find the idea of orbiting asteroids to be a very relaxing experience.

I think that 'the grind' is often treated as something that is objective when in most cases, including this thread, it is actually very subjective and more an indication of boredom rather than something that is objective criticism.
 
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His definition of depth is pretty much what most of the game developers I have spoken to would agree upon. It is what I agree upon yet lack the communication skills to articulate. It's pretty much what is echoed here in this article on gamasutra:

http://www.gamasutra.com/view/feature/134273/evaluating_game_mechanics_for_depth.php?print=1

It is echoed here in this video by Extra Credits:

https://www.youtube.com/watch?v=jVL4st0blGU

From the video above:


And more...

Charles Pratt at http://gamedesignadvance.com/?p=407 wrote..
I gave him credit for his definition of depth. Why did you quote me or write all that? My post was saying that there IS depth, and his opinion is lacking any. He just defines depth, and says there is none, and is wrong.
 
This is the biggest, most open, No Goals MMO game around!
For those that want a story and structure, start following the news and start going to the systems mentioned in said stories. There is story content & community goals, you just have to pay attention.
Anyone who cannot find something to do, or feel that everything is a grind is causing their own issues. If you feel like everything is a grind, then stop grinding and do something fun. If you can't find anything to do then try the reading the ingame news, or again, try something different.
I am not a 'Fan Boy' of this or any game. If you were looking for a PVP game then they even included the arena. Sure, this game isn't for everyone, and I am sure there are some who bought it and will never like it. But this does not equil a boring game or mean it is just more grinding. So far I have not been grinding, have found more stuff to do than is possible for me in a single lifetime, and with the planned features that will be coming, along with the developing story lines, this is looking like a game I will be playing for the next 20-30years.
 
There's depth, lots of it. Just that it's not spoon-fed and pre-chewed (which is what most other games out there do/provide) - you've got to have a bit of brain to figure it out.
 
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Dearest Bill,

You are without a doubt one hugely big-fat-screaming-fanboi-white-knight-hippy.

And I salute you sir!

As for me, I'm off to NMS the very instant it arrives, although with my Lifetime Expansion Pack - "I'll be back".

All best wishes,
CMDR PiLhEaD
 
It does lack a bit of depth, yes.
What's the goal? There is no actual storyline, there is no endgame. Maybe getting the biggest ship? But after that, then what? Maybe getting the highest ranks in everything? Well then it feels like grinding.

However, I believe the slogan is "blaze your own trail". Which sort of implies you've got to make your own story. It might sound silly after all those games that take you through it's own story. But this game sort of forces you to play it with your own story in mind.

Frontier is working on giving it a bit of colour though, which is nice.

Grind or not, depth or not, when you manage to make your own story it's pretty good fun and has plenty of depth and things to do (although I can't help to think it seems a bit silly having half the game only in your mind).
 
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It does lack a bit of depth, yes.
What's the goal? There is no actual storyline, there is no endgame. Maybe getting the biggest ship? But after that, then what? Maybe getting the highest ranks in everything? Well then it feels like grinding.

However, I believe the slogan is "blaze your own trail". Which sort of implies you've got to make your own story. It might sound silly after all those games that take you through it's own story. But this game sort of forces you to play it with your own story in mind.

Frontier is working on giving it a bit of colour though, which is nice.

Grind or not, depth or not, when you manage to make your own story it's pretty good fun and has plenty of depth and things to do (although I can't help to think it seems a bit silly having half the game only in your mind).

"Blaze your own trail" This plus the DDA for me was the possibillity to be a 100% full time explorer with very cool mechanics. The reality is that "Blaze your own trail" is do everything because the activities are so shallow that it's going to be a very short enjoyment in each one.

It IS silly. You can imagine whatever you want but you can't change the rules which govern the gameplay. You can't add more complexity because the rules are fixed, like honk to explore.
 
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