I recently picked up The Art of Game design (pretty educating read, even if you have nothing to do with game development) and one of the first things the authors put out there is that "the game is not the experience; it enables it, but it is not the experience".
Usually, what most people complain about is "lack of depth" and "grind" even though most agree the game is visually stunning. Thinking about the experiences in ED, we have career progression - be it Naval or Rank, exploration, trading, Power Play, CQC, piracy/bounty hunting/merc.
Some, like exploration and piracy/bounty hunting/merc, are fairly good experiences but woefully under-supported by the game.
The rest are fully (or at least more) supported experiences, but unfortunately, most agree they are "grindy" and/or meaningless (PowerPlay, Naval/Rank progression, CQC, trading).
At least to me, it seems FD can't strike the golden middle - have a game that perfectly supports the experiences it wants to provide, and provide experiences that are meaningful or satisfying.
It helped me come to terms with my own disillusionment of the game...
Usually, what most people complain about is "lack of depth" and "grind" even though most agree the game is visually stunning. Thinking about the experiences in ED, we have career progression - be it Naval or Rank, exploration, trading, Power Play, CQC, piracy/bounty hunting/merc.
Some, like exploration and piracy/bounty hunting/merc, are fairly good experiences but woefully under-supported by the game.
The rest are fully (or at least more) supported experiences, but unfortunately, most agree they are "grindy" and/or meaningless (PowerPlay, Naval/Rank progression, CQC, trading).
At least to me, it seems FD can't strike the golden middle - have a game that perfectly supports the experiences it wants to provide, and provide experiences that are meaningful or satisfying.
It helped me come to terms with my own disillusionment of the game...
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