Depth and Motivation in E:D - the case for corporations

While I agree with your assessment of the shortcomings of the game, the solutions you provide are more or less the same as what other games have done, and while they may work in their implementations, I don't feel like they work well in Elite.

That isn't to say I wouldn't like to own a station or do a "dungeon" instance with a group, but ultimately these are the same types of things that other games do, and the novelty of these things wear off after they have been completed x number of times like everything else currently in game. I have no issues with corporations or player groups, or if they were a thing in the game, however for many reasons this just isn't the natural fit for Elite original ideals (Not to say these don't need to change as the game grows). The whole pull of Elite is to have a dynamic galaxy, evolving story and a shared universe to experience with others. You are a single pilot in a world of others and are trying to make your way. Different pieces you have suggested COULD fit into these since of course not EVERYONE would own a station, or be a leader of a giant corp, and having some of these people wouldn't be so bad of a thing, but the reality is players occupying these positions isn't as great from a story perspective because they don't have the same consistency as characters that are created. A player can't really be permanently killed, they can choose to switch sides on a whim, they don't act as very good variables in a system that needs to be constantly balanced and also where other people are constantly injecting their own variables.

If you want people to continue to be invested, and if you want people to have ownership of what is going on in a sense that matches up with the game's goals, it doesn't have to be through assets or stations of the sort (Although again I wouldn't be opposed to that) you have to give them ownership of a narrative. And to some extent that is exactly what Elite tries to do with their evolving story and with the BGS. The reality is these pieces haven't really been well developed for various developery (New word :D) reasons but I think provide a better solution than to defaulting to something like a player owned corporation or just giving people more rewards for what they do is to grow the BGS and give players more hooks into it.

Frontier know this and are doing things to increase visibility to the BGS and it has improved things quite a bit. What really needs be focused on in the future is pieces from the early dev videos and specifically adding more hooks to how we can change the BGS. We need the BGS to simulate important NPCs and Events that the players directly interact with, and that INDIVIDUAL PLAYERS get a chance to change with their actions instead of the majority as you mentioned. Elite gives you many options through it's various mechanics which allow you to see direct results, but locks you out of having an individual, meaningful impact on the evolving narrative for the average player. There are exceptions to this of course, and those are the people who have gotten to solve the game's mysteries as with the UAs or UPs, even Jaques Station being found, but of course not everyone can be the person to do these specific things.

My biggest worry about your suggestions is it feels like it would be more or less the same as what we have already, sure there are implied stories that can result out of the interactions, but by and large it is out of the scope of Elite's world and the games system it instead is internal to the player groups. Everything corporation would have to be manually entered per group, they would constantly being changed and added making it very hard to have any concrete tie ins with other game systems. At the end of the day you would really only be making more money in the game, with a more forced interaction with the overall story or story of a system.

In fact despite monetary loss or gain there is very little impact of how your choices affect you in Elite today, and that is the most shallow part about this game. I dream of the day I can pick up a passenger that is a diplomat for another system, as I start to transport him I get attacked by other players who picked up missions to intercept me because the faction they took the mission for don't like the diplomat. If I fail to escape that system it has severe impacts on the faction I got the mission from, an article in the local galnet gets published on how CMDR Aeos has failed to keep the diplomat safe, I'm not longer a hot shot pilot in that system or surrounding systems, NPCs whisper over the comms about the pilot who fell short of his delivery. Meanwhile CMDR Edmund gets all the praise for prevent the transfer of the diplomat (Or even an NPC). These types of things build a story, and if they are made from persistent pieces from the game they can be constantly reinforced as you play creating more immersive world for you to invest in. These pieces of the game have a much higher potential to fit in to the game world and can generate more opportunities for emergent gameplay as well as player interaction giving the game more depth and varied play.

In general I feel like tacking on additional systems to the game aren't really going to make the game any more deep. We need to focus on what we already have and the information that can be inferred to really give people more chances at interactions with both NPCs and Players to create an experience they have been looking for. I think player driven versions of these are just a crutch in the iterm until we can see more of these things in the game supported naturally by their systems. And I think THAT is what would help Elite feel more in depth and give people motivation to continue playing the game.
 

Robert Maynard

Volunteer Moderator
Oh I know that interview from memory. And I'm aware that this was their initial plan.

However plans can change. Take the mining limpets and remote controlled fighters for example. DBOBE was adamant that there would be no remote piloting of anything, because that would take away from the feeling of being in the cockpit of your own ship. That there would be no third person camera for the same reason.

Now we have a third person camera, automated mining limpets, and we're getting NPC-controlled and remote-piloted fighters in 2.2

I say, a change of heart can be a good thing :)

The remote control fighters will be controlled via tele-presence by the player or their embarked NPC - with a first person view from the cockpit of the fighter.

We have, after much lobbying by players seeking a fully functional 3rd person view, restricted access to the debug camera - and do not have any control over the ship while in the debug camera view.

I don't see that as a huge change of heart although other opinions will no doubt vary.
 
I was basically just referring to the concept of taking one singular observation and implying that this has to apply to everyone playing this game. We can clearly see that while this game is appealing to many, *many* different people, a whole lot of them get turned off by the huge amount of grind it can take to accomplish certain things in the game - and I ask you, why should those players be penalized for their specific goals? Considering that even just a well-fitted python costs almost 200 million credits, the amount of money you made considering your prior and momentary investment in terms of involvement and time doesn't really feel justified - and then there's also the question line of "Why are you earning money?" - "To earn a better ship!" - "To do what" - "To... well...". We don't even have proper missions for that in the game, and that's one of the points I make in my initial post. There needs to be way more, and complex, combat missions, many of which could also be involved in the process of setting up an outpost or a station in the depths of space.
A well-fitted Python does not cost 200mcr. 150mcr for a slug with military armour, but 200 is exaggeration. I've already addressed the "why are you making money?" line - money is a facilitator. If you must have the biggest, baddest ship out there NAO! ... go ahead and grind your ass off. It won't make the game any more enjoyable. I'd also add that I wasn't trying to make money today - it was simply an illustration of the kind of credits that eventuate from just doing your thing. I'm a little confused as to why you think it taking 50 hours to get the credits for what really is a top-of-the-line ship (200/4 = 50) is a bad thing though. This isn't exactly a game you pick up and put down after 10 hours because you've completed it. For the sake of honesty, I think that it's far, far too easy to make money in the current game, and wouldn't complain if the cr/hr numbers were dialled back to 1.1/1.2 levels. That would bone practically everyone not already in a large ship, however (and a great many in them already), so it's not something I personally think worth pushing for.

Some people measure their progress in financial terms. That doesn't mean that it's an appropriate yardstick or, indeed, that there needs to be a yardstick at all. My understanding is that the game is attempting to be an open world, which, to me at least, precludes that whole line of reasoning - the game is not a competition, although some players choose to play as if it were, and it's not a zero-sum game, although again some players would clearly like it to be so.

To be clear, I'm not arguing against elaborating game mechanics or mission structures - I'd like to see more complexity too. What I am suggesting is that those who argue for player-built/owned/managed assets in the game rarely understand the BGS and how it works, and often have no idea about the minor faction gameplay as currently stands. In other words, a great deal of what is being proposed (again, I might add, with the same arguments recycled), is already available in the game.

What I mean by that is that people who are ardent defenders of the current game design would not lose anything if something like more missions or station outpost or even corporation building would be added to the game - they could just ignore and and keep having their own fun, in their own way. But they should not hold the game hostage as well. Not every player is alike, and this game strives to offer lots of different things to do, yet sometimes fails so painfully.
I'm not defending the current game design; I'm suggesting that you should actually play the components of the current game design. They already cover much of what is being asked for here, but I strongly suspect that you don't know that.

I am the type of player that draws a lot of fun out of engaging with well designed game mechanics
That would put you in the set of "all players" then!
- and from what I gather, there is many other players like me. The RP crowd is great, and RP in and of itself is an interesting concept, but many player will be drawn to min-maxing - and that is a good thing. It allows game designers to create a game that will naturally draw players to fun activities, to go out and explore its content and to stay engaged and think about the game, even when not playing. There's not much of that in Elite right now however, and I think that is a problem.
This is a bit too much like petitio principii for my taste - people like fun, so the devs should design fun things for players to have fun with!

Define fun, and it all makes sense.

BGS does not strike me as a substitution of creating a real place to call your home - because there is no real connection, and no variance.
Well, this is a matter of perspective, and again, I strongly suspect your perspective is limited by your lack of participation in that aspect of the game. If I may ask - how many systems have you flipped? How many times have trolls tried to crap on your carpet? How many times have you blocked the "smooth running" of another faction's home system? How many times have you had to stop an expansion? To put it another way, if you even try to crap on my carpet (and I have both a personal one and a much larger one I share with my comrades), I'll be extremely annoyed about it. Engaging with what is already there is, from personal experience, extremely rewarding and leads to the kind of emotional investment you say is lacking.

In short, I'm asking you to play the game before suggesting how to change it.

You're just repeating the same missions you've been doing before, only a bit more selectively now, and for one corp only. This is fine if you're enjoying the mission content anyways, and it'll just add to your enjoyment, but for someone who does not enjoy repetitiveness, this doesn't do anything to fix this. And it certainly does not feel like creating something that is truly your own.
I'm all for elaborating the game, both in terms of the operations of the BGS and the structure and variety in missions. Your points here are not exclusively arguments supporting the idea that the game needs player-run corporations. You know you can have your own faction injected into the game, right?

If you want your own station, that's great. As long as I can flip it out from under you. ;)
 
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Face it. We are after things that are in the hands of senior game designer and producer. Sanfdro, from what he says, will never grow up to larger game. He is stuck with worm around his neck, thinking players can live as loons in wilwest like universe. In Cutter or Vette for crying out loud. People are to blame, not abstract ideology of ED.
 
Actually, I do wonder what FD's plans are for the Jaques bubble - with Galcop claiming they "own" it (or words to that effect) and several other groups working together build new stations, etc., it would make a perfect testbed for new faction mechanics.
 
People measure their progress ingame in terms of credits because there is little else to measure it with, yet people yearn for these kinds of things. It's what differentiates games from real life: Sometimes you desire clarity.

As for you asking for a definition of fun: There is many different ways of fun activities, but possibly a rather easy way to go about it is a negative definition. We instinctively know very well what activites aren't fun. Repetitive tasks, things that do not really challenge us, things that feel like menial busywork instead of actual engagement. For games that are not fun, but still condition you to play, I'd suggest for instance watching this episode of extra credits, which deals with skinner boxes. Now, to get a bit closer to an actual definition, let's try loosely collecting things that we perceive as fun: Being challenged intellectually, getting into a zen mindset by great mechanic pacing, socializing and working together, or just relaxing with the feeling of making some progression while watching pretty pictures.

While RES, missions or mining might hit the mark for those looking for a relaxing experience, they can get really repetitive, and there is no real reason to keep playing once you realize that. Grinding for bigger ships is just a skinner box, and most of the other activities are fun, but not for very long at all. Exploration is basically honking your horn for credits, and maybe look for certain stars. Trading comes down to finding a good route and flying back and forth. Don't get me started on mining.
On the one hand, I believe it's incredibly important to improve on these activities themselves: Missions need to become more diverse and challenging (and generally not broken...). Mining needs some improvements as well, as does trading, but I'm not really well versed on those subjects, so I don't think I can really contribute to the discussion on those fronts.

However, even with combat being improved by better mission design, there still is this huge lack of a long-term goal. And I don't think that for many of us BGS involvement can fix this. It lacks a physical manifestation of our self-actualization in the world of the game, and it also lacks a synthesis of the game's many mechanics. I also think that it would really add to the phantasy of this free experience of space simulation in a corporate environment. BGS does not. It's a great feature for those that enjoy this interaction with the world, but I don't think it serves as a great long-term goal for many of us. I don't see how we can identify with them. I don't see their stations as part of my own accomplishments, because I did not really build them myself. I just helped some random corporation get stronger, maybe even on a whim.
 
1) Formalise your player group.
2) Apply for an in game Player Minor Faction.
3) Influence your minor faction until it owns the system it started in.
4) Expand your faction.

Here's a thing: you cannot be the head of a big corporation unless you can attract a lot of CMDRs to your side.
The universe doesn't care whether you want to be a hero.
The universe only cares if you ARE one.
 
That´s the point though, even if you do attract a large group of CMDRS you still cannot "be anything". If I want to have something like a pirate gang consisting of 8 or so people i won´t jump through silly hoops like applying to the developer. It´s a basic functionality in any MMO.
 
"Naturally you would have to work together to really make a difference here, and, just as naturally, incentives to cooperative would arise. Being part of your own corporation feels like such a cool thing, and such a natural thing as well. The power blocks could offer you, as a mercenary force or even loyalists, bigger missions and rewards, or you could try trading and making a profit from the pristine ressource in this new system. "

that's why player groups have their own minor factions in game, or back a generic one.

backing minor factions is exactly that framework (and a lot of fun, if it is your cup of tea).

i'm working the BGS with some groups, expanding minor factions, getting stations under control, getting rare goods into production etc.

did you even look into that?
https://forums.frontier.co.uk/showthread.php/193064-A-Guide-to-Minor-Factions-and-the-Background-Sim

https://forums.frontier.co.uk/forumdisplay.php/65-Dangerous-Groups


The BGS is a bad joke, we tried to work on this BGS and all what we got is disappointment and confusion, there are very few who really knows how it work and most of it is unknown to us since most of it is in the background, you can't even decide the direction of your expansion let alone regulating who is backing the faction and who is not, there is no way to protect against actions against your faction other than engaging in a repetitive NPC farming or mission which gets really boring after you control one random system or two...

again the best way is to give players the power to shape the galaxy and remove this called the BGS...
 
It´s a basic functionality in any MMO.

I'm so glad then that their design isn't anywhere close to the usual suspects of "any MMO." Those games haven't done anything new in almost a decade. Let Elite be Elite. It excels at putting you in a cockpit and letting you fly a spaceship, in industry-leading VR at that!

Asking for an entire other game to be developed with executive control that's just as fun as the core and fits seamlessly with it is just too much to ask. At most you'll get a handful of those features not implemented to your satisfaction.

Might as well ask for a point and click adventure game component, it'd fit the Elite ethos about as well as this corp silliness. Priorities are a good thing.
 
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1) Formalise your player group.
2) Apply for an in game Player Minor Faction.
3) Influence your minor faction until it owns the system it started in.
4) Expand your faction.

Here's a thing: you cannot be the head of a big corporation unless you can attract a lot of CMDRs to your side.
The universe doesn't care whether you want to be a hero.
The universe only cares if you ARE one.

And what do you gain from all of that? money? real control over your system to allow things and prevent others? the BGS and minor faction game play is just cosmetic, you gain absolutely nothing other than saying that you backed a minor faction which in no shape or form represent you as a player because the agenda of the minor faction is controlled by the BGS...
 
i'm sorry, but this quote

You're just repeating the same missions you've been doing before, only a bit more selectively now, and for one corp only.

looks to me, as if you have never ever played the BGS/backed a minor faction. do you think those doing are discussing questions like "what leads to an outbreak?" or "why don't we get control of that outpost?" on 254 ongoing pages, because it is all about "running missions, only a bit more selective?" https://forums.frontier.co.uk/showthread.php/193064-A-Guide-to-Minor-Factions-and-the-Background-Sim ...

BGS does not strike me as a substitution of creating a real place to call your home - because there is no real connection, and no variance.

connection is something with comes with you connecting to it through actions. it's all pixels ;-) ... but if you play weeks to flip a system and finally reach your goal - you'llfeel connected. the variance is something which, of course, is variance in the framework of the game. but each system you expand your faction to is a different challenge. the lack of a market. the next source of illegal goods 60 ly away. an anarchistic goverment in control, so no bounties etc.

It lacks a physical manifestation of our self-actualization in the world of the game, and it also lacks a synthesis of the game's many mechanics.

a black market opening, a rare good getting into production, some better outfitting during a state - those are "physical manifestations" (no: pixels).

playing the BGS is a synthesis of the game's many mechanics. suddenly you will find yourself doing piracy, because you need stolen goods. or you might even go mining, because you need those profits - in a group - for your shared goal.

you don't have to play the BGS. but if you have suggestions, i suggest making some experience with what the current state of the game in terms of groups and minor factions actually is. i have my own list of critique on that - but that is backed by experience.
 
because the agenda of the minor faction is controlled by the BGS...

as a player group you can choose the agenda of that minor faction (e.g. goverment type/jurisdiction). and you allow and prevent certain things via jurisdiction and economic state.
 
ONLY if players cant name them without FD checking the name.

We do not need battleship bob , we do not need un lore friendly corp names.

So yes , we need palyer corps but its need to be done in a lore friendly way.
 
as a player group you can choose the agenda of that minor faction (e.g. goverment type/jurisdiction). and you allow and prevent certain things via jurisdiction and economic state.

And how does that effect me or how do i control my faction really?

see in another game like EVE Online you could set the tax rate, you could regulate who uses what kind of services of the stations and outpost in your systems, you could set the rules on who can enter your stations and outpost...etc..


What can you do in ED? can you effect other players? do you see what kind of control i mean, not the cosmetics of having a certain faction aligned government or what kind of government you have..And all the things i mentioned don't eve require PVP just so you don't go there..
 
This isn't a game about players taxing strangers and setting rules on who can enter your stations and outpost, what's so difficult about that? God, that would be obnoxious. I'd much rather a game that concentrated on flying a spaceship than one that gave you exquisite depth to manipulate spreadsheets instead. Plenty of games do that better from designers who have done that sort of thing their entire career. Their games will be better at it! Why would you want that sort of thing from people who don't specialize in it?

they've hinted at possible executive control of capital ships, and I can see that maybe being a thing a few years down the line with expanded multicrew capabilities and space legs in place. If designed well, I can see that fitting the game. But this corp/stations/taxes stuff? Eurgh. It negatively impacts too many players who aren't looking for that sort of experience and is far more trouble than it's worth for the devs. Trying to build an entire other FPS game component is enough of a nightmare for them, a third game on top of that one?

It would make more sense to just build a strategy game in the Elite universe instead and sell it for full price.
 
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