I personally do not feel bored with Elite/Horizons. Tonight I have a couple of things planned for my next play:
1. Contributing to a couple of minor factions I am supporting in a few systems.
2. Investigating a minor faction that recently moved into my "home" system and is growing fast.
2a. Figure out where they are originally from.
2b. Work out how I can undermine them in the best way, to keep my preferred faction on top.
Now I grant, maybe for some players these are not really compelling types of play I'm doing. But they are somewhat interesting to me, enough that I am coming back to it each time I play. Bought/outfitted some ships to help in the job, here and there. And yes the activities I will complete in this play, most likely I have done before in my 1200 hours of play. But situationally, I am feeling reasonably engaged with the game world.
That said, I do completely agree that some elements could offer far greater depth. I personally think things like the superpower ranking, rather than all being just another completionist track to 100%, could offer meaningful blowback for choices in who a CMDR supports. A military auxiliary career path, with some perks, where a participating CMDR needs to choose between commitment to one side OR the other at any span of time. These kinds of choices are part of what drives a meaningful personal experience in the gameplay. It's part of why I am even interested in the minor factions above, choices I have made over time and choose to stick with (even though there is zero blowback in-game, if I change my mind).
There are other places I think of that could also offer this kind of meaningful division to help drive CMDR connections with their chosen path. Things like piracy/crime factions and alliances. Gaining AND keeping a reputation as a bad guy, and having that impact what and where a CMDR can do in different systems. Having some serious effort go into turning back that reputation, if a CMDR decides to leave it all behind. Sure you can back out of that old lifestyle, but old enemies do not forget overnight. Maybe they come back to haunt later, weeks or months later.
But on the larger part, I do not think that the main design goal for Elite can easily support this type of personal narrative play focus. Most of the major rank paths are generally non-committal and are not binary (supporting A doesn't annoy B), and function as independent pathways to a 100% status and perhaps some gated content access. This kind of design is more about reinforcing the gameplay activity cycle, than encouraging players to dig in deep with meaningful character and career choices, with branching paths that shape the way the galaxy responds to the CMDR in different places and times. With the present game design, a player's actions grow their play options, rather than forming walls.
Based on a few friends who play Elite (and also true for other games, too), it seriously looks like most of them vastly prefer the play cycles leading to 100% rank completion, more than wanting a "choice driven narrative" type experience. They really don't want consequences for choices they make, which might limit them doing something else whenever they want. And that is fine for them, they seem to be having fun with it.
1. Contributing to a couple of minor factions I am supporting in a few systems.
2. Investigating a minor faction that recently moved into my "home" system and is growing fast.
2a. Figure out where they are originally from.
2b. Work out how I can undermine them in the best way, to keep my preferred faction on top.
Now I grant, maybe for some players these are not really compelling types of play I'm doing. But they are somewhat interesting to me, enough that I am coming back to it each time I play. Bought/outfitted some ships to help in the job, here and there. And yes the activities I will complete in this play, most likely I have done before in my 1200 hours of play. But situationally, I am feeling reasonably engaged with the game world.
That said, I do completely agree that some elements could offer far greater depth. I personally think things like the superpower ranking, rather than all being just another completionist track to 100%, could offer meaningful blowback for choices in who a CMDR supports. A military auxiliary career path, with some perks, where a participating CMDR needs to choose between commitment to one side OR the other at any span of time. These kinds of choices are part of what drives a meaningful personal experience in the gameplay. It's part of why I am even interested in the minor factions above, choices I have made over time and choose to stick with (even though there is zero blowback in-game, if I change my mind).
There are other places I think of that could also offer this kind of meaningful division to help drive CMDR connections with their chosen path. Things like piracy/crime factions and alliances. Gaining AND keeping a reputation as a bad guy, and having that impact what and where a CMDR can do in different systems. Having some serious effort go into turning back that reputation, if a CMDR decides to leave it all behind. Sure you can back out of that old lifestyle, but old enemies do not forget overnight. Maybe they come back to haunt later, weeks or months later.
But on the larger part, I do not think that the main design goal for Elite can easily support this type of personal narrative play focus. Most of the major rank paths are generally non-committal and are not binary (supporting A doesn't annoy B), and function as independent pathways to a 100% status and perhaps some gated content access. This kind of design is more about reinforcing the gameplay activity cycle, than encouraging players to dig in deep with meaningful character and career choices, with branching paths that shape the way the galaxy responds to the CMDR in different places and times. With the present game design, a player's actions grow their play options, rather than forming walls.
Based on a few friends who play Elite (and also true for other games, too), it seriously looks like most of them vastly prefer the play cycles leading to 100% rank completion, more than wanting a "choice driven narrative" type experience. They really don't want consequences for choices they make, which might limit them doing something else whenever they want. And that is fine for them, they seem to be having fun with it.
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