I'm not convinced any vision of the game will be achieved unless FD turn it into a platform that enables 3rd party developers to create add-ons.
A lot of this is just arbitrary, for gameplay reasons. There's no coherence.
I'm not convinced any vision of the game will be achieved unless FD turn it into a platform that enables 3rd party developers to create add-ons.
Emphasis does not confer adherence though. Some liberties do have to be taken or it would get pretty boring, pretty fast.
So, we can only harden our Sci-Fi so much before it really becomes unplayable, unwatchable and unenjoyable.
The game can function just fine without us. We're not a part of the story. Just the (potentially avid) reader. There's no coherence because ultimately the game can play itself. We're an optional extra.
I have and take no issue with data being pulled from the game, the journal was a great move forward; API would also be good. But it can only be read, never write. Allowing anyone the ability to push into the game, will not end well. There are far too many examples where this is the case, for it to ever be a reasonable take.
I'm not convinced any vision of the game will be achieved unless FD turn it into a platform that enables 3rd party developers to create add-ons.
I have and take no issue with data being pulled from the game, the journal was a great move forward; API would also be good. But it can only be read, never write. Allowing anyone the ability to push into the game, will not end well. There are far too many examples where this is the case, for it to ever be a reasonable take.
The game can function just fine without us. We're not a part of the story. Just the (potentially avid) reader. There's no coherence because ultimately the game can play itself. We're an optional extra.
I'm not convinced any vision of the game will be achieved unless FD turn it into a platform that enables 3rd party developers to create add-ons.
Agreed there's a risk if you allowed custom gameplay, but they could dip their feet in the water and provide custom station, planetary base, and outpost building kits as a starting point.
That would at least create a lot more variety in terms of destinations.
More daring still would be a ship design kit.
I think that Braben's ideas may be better than his game.
Just read it, and Braben actually goes into this himself. He acknlowedges that what he will never likely achieve what he wants to achieve, and all they can do is strive to make it as good as possible.
I wonder if part of the problem is that Frontier have been so successful in portraying a galaxy-wide dystopia that you can really only play as either an outright villain or an amoral profiteer if you want to interact with most of the game.For example, in the article (I only skimmed it) DB talks about the shaming aspect of slave trading. But really, other than a player's own feelings and potential comments on the forum, where is the shame? The player buys slaves in one system where they are a legal commodity and may get fined for bringing them to a system where they are an illicit commodity. Are there any systems where instead of a fine the authorities will just attack you because they consider a slave trader to be scum? Does the player acquire a lingering reputation for having traded slaves that persists in other interactions? Perhaps systems refusing to trade with you or talking down to you?
Agreed there's a risk if you allowed custom gameplay, but they could dip their feet in the water and provide custom station, planetary base, and outpost building kits as a starting point.
That would at least create a lot more variety in terms of destinations.
More daring still would be a ship design kit.
I believe a huge problem is not that the player cannot affect the galaxy (in a sizable/hero way) but that the galaxy does not affect the player. It's too sterile. The player can try to build their own connections with elements of the galaxy, but the game does not really attempt to reinforce - or challenge - those connections.
Why is it that a reasonable reflection by the OP does nothing but draw out all the malcontents?
Elite is a better game, much better, for me than it was in 2015. Development could be faster, but it is all too human to want it all NOW, patience is a virtue that seems much more prevalent in the SC universe.![]()
Let's see where the next 12 months will take us.
In this sense, Elite is akin to a cross between a narrative driven game like Star Citizen and a virtual world like Second Life.
I think this still has to be gated through frontier; we can read, but we cannot push anything into the game world; this is very important because if you can push, you can then compromise/ break. This is a road that ends in a bad place. So sure, some tools to create cool stuff, that can be submitted for review, and then added by the developer. Remember, this is a shared game world. We cannot realistically expect it to not be immediately compromised if we can place custom assets, at any point. API. Journal, creator kits that can be used to submit concepts.
But, as much as this adds potential for much needed flavour? Which would be very cool? It's still just stalling for time; because it doesn't matter how much Frontier adds -- or even really where it comes from -- if it's ostensibly forever going to be set pieces and we simply will never be able to help shape the universe we are in, the game will dead-end.
It is possible for Elite Dangerous and the community to grow and thrive for another 5 to 10 years. This is ONLY possible if Frontier adds Space Legs (EVA), Atmospheric Landings and sandbox features to improve the core-game (in-game socialization, emergent gameplay, player groups such as guilds).
Without deeper sandbox and social tools the community will stagnate. People will complain or stop playing due to a lack of depth.
Space Legs is a new level of immersion and promised during the Kickstarter. It is like putting a game within a game, but absolutely necessary to attract new people to buy ED. These are gamers who play first-person shooters and survival games. Most of them haven't yet gotten into Elite Dangerous due to the lack of EVA.
Atmospheric landings is also a kickstarter promise. These are massive additions to the game, so Frontier should add it gradually with several major updates. Many people will buy EVA and Atmospheric Landings for sure.
Many people pledged and bought the game solely for these things that were promised. So Frontier must deliver it to retain their reputation. If Frontier doesn't add Space Legs and Atmospheric Landings then the backlash will be immense. Frontier would lose loyal fans, customers and players would leave for other space sims.
If Frontier has financial issues with Elite Dangerous they must use new strategies to generate revenue like in-game advertising, more cosmetics to customize ship interiors, personalized hangars (player housing), maybe premium membership.
Other space-sims that are coming (such as SC) should not be underestimated. Elite Dangerous must be able to hold its own ground to retain fans and the player base. Therefore EVA and atmospheric landings are vital for Elite Dangerous to survive and thrive.
In this official video The Future of Elite Dangerous (7 November 2014), 9 out of 15 developers say they want to walk around, move in zero gravity. Even Braben says he loves the idea to walk around inside the ship and space stations.
https://www.youtube.com/watch?v=8yd-m9AR7mY
I kind of agree, for now what kills the game for me are simple things, like I need to press (J) every single time I need to go somewhere.
2 - 5 jumps is ok, 25 - +800 is not, I need a navigator NPC besides me who will do these repetitive tasks.
This.
The Problem with Elite, is that there's a game Braben BELIEVES he has made...the one he waxes on interviews, full of social interaction, choices and consequences and a thriving, dynamic galaxy.
Then, there's the game Frontier has ACTUALLY made. Which has none of those things, at least visibly, and instead is just a free to play mobile game RNG grind with a side flight model.
As long as Braben continues to delude himself into this king that the latter really IS the former, this game is Dead Man walking in the long run.
You've just proven why more funds doesn't necessarily fix anything.
SC has the funds, and yet has failed to deliver anything close to a playable game.
Adding large chunks of unallocated funds seems to have the effect of "hey, now that we have all this money, we can try to implement (insert pie-in-the-sky idea here)"
I'm sure someone can write a programme that will randomly activate your jump drives so you don't have to![]()