The main lessons for ED:
- If the ship is the player's avatar, it should be nameable. You want the player to be able to develop a relationship with the ship.
- If the pilot is the player's avatar, it should be 1. present (I mean, empty chair? Really?) and 2. customisable. Player needs to identify with the avatar.
- If the game puts newbies and advanced players in the same space, there need to be safe havens for the newbies to learn and hone their skills. Secure democratic systems need to actually offer security.
- Technology rules must have game play reasons. The 'no artificial gravity' rule makes no sense. The 'no AI' rule makes no sense.
- If you are selling a stake in the on going development of an epic gaming project, don't market it as a completed game. Market it as a stake in an enterprise. That means: blogs, video logs of work in progress, RSS feed as well as newsletters and forums.
- Life = lights + motion. You want space stations, outposts and settlements to look busy? Lot's of blinking lights and moving objects: moving light cones, video advertising boards, vehicles, small maintenance vessels and interplanetary shuttles. Big cargo ships lumbering around the system. And put formation lights on the ships already. And light up the habitat rings of stations, and biodomes.
- All visuals not only need to look credible, but also convey a feeling/atmosphere. Use cold colours in space. Use warm colours close to stars. Planetary settlements should look like oases of light, campfires in the darkness. They also need to look settled in the planetary surface: sit at the centre of tyre tracks, roads, signs of activity scattered around and nearby. Planets far from the star should be dark. Planets near stars need to be bright. Don't prevent players from struggling with environmental extremes. Space is extreme.
I like the lights / atmosphere suggestions [up]