Can Frontier Compete?

And NMS is slowly but surely managing to recover form its abysmal concurrent player rates too

Did they measure that weekly, or quarterly? ;-)

Also, that recovery is due to clearing the scrum backlog within a 12 month. #justsaying
 
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That's pretty much the issue, and its not just limited to ED and related games. Online articles often come out with headlines like "Could (game X) be the (game Y) killer?"

Always amazes me because i have several old games i keep installed because they were good and have never been replaced by anything better, no matter how many times (game Y) killers have been released.

As you note, upcoming games let people fantasize about what might be in the game, and it all sounds cool in theory. Then the games are released, and reality bites, and then the critics start and the real comparisons can begin.... often i'm just ignoring all this, because i'm not playing Game X or Game Y, but Game Z that came out 10 years previously and is still far superior a game despite not have the same level of graphics.

It reminds me of the phenomenon where teenagers look at adults with regular jobs and call those adults "failures" because the teenager just *knows* that they're going to grow up to be so much cooler and more successful than them someday.
 
It reminds me of the phenomenon where teenagers look at adults with regular jobs and call those adults "failures" because the teenager just *knows* that they're going to grow up to be so much cooler and more successful than them someday.
Always a valid topic in any thread. +1
 
Thanks for making my point that this is not a zero sum game even clearer.


for me, this is redundant anyway. I'm only really interested in my game and how to progress or experience things throughout. I mean collaboration is fun when it goes right, but bringing Zero Sum game theory into it isn't really representative of anything in ED.

How can I communicate things....

*thinks*

So No Man's Sky.

Wants you to believe it is a huge expansive deep ocean of stuff to immerse yourself in. Tricks you into thinking there is a lot of content, but under anyone's definition of normal very little depth too it. Instead of almost drowning in a sea of tidal forces, it's like happily skipping down the street from puddle to puddle. Maybe even whilst swinging an umbrella and trying to sing well enough to impress your date.

By the same notion, ED isn't a load of shallow puddles. It's one massive lagoon that's 12" deep. You keep wading out expecting the drop off, but ultimately just find yourself stranded in the middle of a huge puddle. Then you realise the string on your shorts is broken and you keep having to hold them up.

If one of these games ever comes along with enough depth that you could start swimming....


Is what I mean.
 
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Viajero

Volunteer Moderator
for me, this is redundant anyway. I'm only really interested in my game and how to progress or experience things throughout. I mean collaboration is fun when it goes right, but bringing Zero Sum game theory into it isn't really representative of anything in ED.

Well, I think it is relevant if someone brings an argument that X game (pun intended) is going to kill Y game. It just generally does not work that way. The space sim market is big enough, and it has nohting to do with collaboration and more with market capacity. It has been like this since day 1 for ED, there are tons of great space sims out there. Already. Now. At this very moment. And all of those have their fare share of issues and positive differentiation factors. The next X wont be an exception.

Now if you want to discuss ED shortcomings and how to make it better, be my guest.
 
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With SC no where near on the horizon and ED with out hope for any significant expansion soon I think Egosoft has a huge chance of getting interest from both communities. And I hope it will be a solid space game, FD needs a little push imo, with no competition they just lowed down a bit.
 
X4 now has an October 2018 release date.

http://cdn.edgecast.steamstatic.com/steam/apps/256693774/movie480.webm?t=1504168210

To me, this looks like most of the things, Elite always wanted to be....with the addition of quality due to being made by Germans.

Now X:Rebirth didn't do anywhere near as well as it wanted to, so I think Egosoft will be looking to release something that really wows fans in late 2018.

Assuming all this comes to pass, will ED be anywhere near as good by then? And what if Star Citizen also turns out to be anywhere near viable next year?

Will ED be able to compete?

I truly think April-August is a red-line for ED, with something truly stable, rich in content and sustainable in development "Beyond" 2018 needed by the time X4 drops.

It's open-system sustainability may be the only differentiator ED has by the end of next year.

I love the X games, but their quality is NOT in par with ED. Lol
 
Well, I think it is relevant if someone brings an argument that X game (pun intended) is going to kill Y game. It just generally does not work that way. The space sim market is big enough, and it has nohting to do with collaboration and more with market capacity..


Oh I see! My bad, I didn't realise you were talking about the marketplace when applying the theory. I agree, doesn't work like that. I must have missed that post. Apologies.

I was just trying to convey the whole cybernetic factor dependence on reaching a level of homeostasis through environmental game design, rather than it being zero-sum, but you weren't on about that anyway.

Chuckle.

Nevertheless, I though it was a half decent metaphor?

For what it's worth, the 12 inches was an exaggeration.
 
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I liked the X games for the start and build up, but once you got a trading empire, it was pretty much game over. More than enough money to buy whatever you want 10x over, and then what? Sit back and watch your traders fly around? I had enough ships that i could fly into Xenon systems and wipe them all out. In X2 i setup a trade empire in a Xenon system where ships could pass through between non-Xenon systems.

It was fun for a while, but then ultimately i got bored.

Maybe the problem is different expectations?

I keep seeing people going on about guilds and fleets and campaigns etc, in ED, but that just doesn't really interest me.

What I want, from this type of game, is to feel like I'm actually in the game - I'm at a shipyard, buying a new ship, I'm at a a workshop upgrading it, I'm at a marketplace buying cargo and then I climb aboard and fly it.
Now, to be fair, a lot of that stuff, in ED, isn't very immersive.
I would like space-legs just so I could disembark my ship and walk around a station to "visit" the various facilities rather than just flipping from one menu to the next.
Course, OTOH, I'm not sure I'd want FDev to implement that cos, once they did, it'd probably end-up being all we got. But I digress.

Point is, ED does manage to provide that "one person and their spaceship" experience.
Games like the X-series feel more like you're playing a game of chess, but you can just hop into a "first person" view to assist with the bits that require it.
It all ends up feeling a bit abstract, stodgy and inscrutable to me.
 
That's pretty much the issue, and its not just limited to ED and related games. Online articles often come out with headlines like "Could (game X) be the (game Y) killer?"

Always amazes me because i have several old games i keep installed because they were good and have never been replaced by anything better, no matter how many times (game Y) killers have been released.

As you note, upcoming games let people fantasize about what might be in the game, and it all sounds cool in theory. Then the games are released, and reality bites, and then the critics start and the real comparisons can begin.... often i'm just ignoring all this, because i'm not playing Game X or Game Y, but Game Z that came out 10 years previously and is still far superior a game despite not have the same level of graphics.

Sometimes, pouring old win on new bottles is a good thing, i sometimes wish some of the good games made in the past had just a graphical upgrade but kept all the game loops intact.
 

Viajero

Volunteer Moderator
I was just trying to convey the whole cybernetic factor dependence on reaching a level of homeostasis through environmental game design, rather than it being zero-sum, but you weren't on about that anyway.

You sir have won the internet today! :D
 
Maybe the problem is different expectations?

I keep seeing people going on about guilds and fleets and campaigns etc, in ED, but that just doesn't really interest me.

What I want, from this type of game, is to feel like I'm actually in the game - I'm at a shipyard, buying a new ship, I'm at a a workshop upgrading it, I'm at a marketplace buying cargo and then I climb aboard and fly it.
Now, to be fair, a lot of that stuff, in ED, isn't very immersive.
I would like space-legs just so I could disembark my ship and walk around a station to "visit" the various facilities rather than just flipping from one menu to the next.
Course, OTOH, I'm not sure I'd want FDev to implement that cos, once they did, it'd probably end-up being all we got. But I digress.

Point is, ED does manage to provide that "one person and their spaceship" experience.
Games like the X-series feel more like you're playing a game of chess, but you can just hop into a "first person" view to assist with the bits that require it.
It all ends up feeling a bit abstract, stodgy and inscrutable to me.

That is why FDEV should not be so hellbent to make ED into an MMO, it will not work, they should give the player NPC crew, and start to make the player feel like he is in a world, not just a spectator to it. A lot of that could be done with the UI and how the player interact with the game.
 
I followed the run-up to the release NMS, never got around to buying it. RL interfered, amongst others.

The same can be said when ED was realeased, never purchased it then. However, a few months ago, came across FEII, and was introduced to ED again. This time I did bite, and 6 weeks later am having a ball. Yes, ED is not linear, has no "end game", and can be grindy at times (as much as you make it grindy that is, imho). The again, maybe it's just me, I had an Industrial char. in EVE Online, and loved it.

Can't comment on the X-series, never played them. SC, well, will look at it if it ever is released. But some others have already posted in this thread what I think ED is a niche game, it won't please the masses (but hopefully enough to continue development), but enough people are playing it. As others have said, ED is not a game for everyone. I have friends that I play other titles with, but won't bring them anywhere near ED. They would probably suicide their Sidewinder into the side of a station after the first mission.
 
The problem with the X games I've played is that you end up micromanaging a load of stations instead of flying your ship, that's OK if that's what you want to do. But I don't want that in Elite
 
Sometimes, pouring old win on new bottles is a good thing, i sometimes wish some of the good games made in the past had just a graphical upgrade but kept all the game loops intact.

They can't resist tampering with the winning formula though. Sometimes it works and they make a better game, sometimes it doesn't and they end up with a pile of trash. Hard to know which it will be until they are released though. An argument against paying for pre-orders for sure.

Maybe the problem is different expectations?

Can be, although not for me in the case of the X series. I played them all up to X3, where i stopped because there was something wrong with it, can't really explain, was just missing the magic of the earlier games. But i knew what i was getting into with them all. But just played them to their natural conclusion.
 
I love the X games, but their quality is NOT in par with ED. Lol
This is the sort of comment that gets labelled "fanboy". You are dismissing the X series in order to make Elite sound like the superior product. Having played both franchises since their first games (I played Elite in 1985, FEII in the mid 90's, FFE in the 2000's and ED now, X:BTF, Xtension, X2, X3TC and Rebirth when each of those came out) I can tell you both series of games have their good and bad points. You can't criticise X4 saying it's quality is not up to Elite Dangerous without having played X4 yourself.

EDIT: and if you're going to compare like for like ... then you're wrong.
Elite vs XBTF .... Elite was ground-breaking, but graphically XBTF wins
Xtension was an expansion to XBTF
Frontier Elite II / First Encounters vs X2 The Threat ... again Elite achieved things no-one else had done (or has since btw) but again graphically, the X series takes it
ditto for X3, Albion Prelude & Rebirth when compared to FEII/FFE (being third generations in respective franchises)
Elite Dangerous vs X4 .... we have yet to see what X4 will be like.


The problem with the X games I've played is that you end up micromanaging a load of stations instead of flying your ship, that's OK if that's what you want to do. But I don't want that in Elite
That is not a bad thing, it's a different style of game, and it has its attractions too. Having "yet another space sim" is a good thing, not a bad thing.
 
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If one of these games ever comes along with enough depth that you could start swimming....

Always hard to get a fix though on what people mean by depth, and often i find what people say is depth for them is not interesting for me, or even what i might call depth. Depth is a word that is thrown around far too often without any sort of meaning attached. Its like the mile wide, inch deep meme.

And the fact you think such a game hasn't been made might even be indicative there is a reason such a game has never been made. Worth thinking about.

Also worth keeping in mind that some of the most popular and top selling games have been as shallow as a puddle.
 
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