Still trending $$$$$$$$$$$$$$$$$$!
Seriously, that whole "you cant remove a feature because players bought the game for it" argument is the most ridiculous i've ever heard.
It's actually the opposite of the truth.
People who like videogames buy games for a conceptual proposition.
Let me explain.
All good games in the history of PC gaming share a common feature: they're the brainchild of a very limited number of people, with a very strong vision, people who didn't listen to players apart from bug report and occasional good ideas.
Those people have a lot of culture in tabletops and digital games, they know HOW TO TELL A STORY perfectly.
If you are a serious game dev, you know what you want, how to achieve it, and you even know how to backtrack on a bad idea if necessary, and Elite is as full of bad ideas as it is of good ones.
Most players on the other side (and an increasing number of devs) have a very limited culture, and will want to reproduce the mechanisms in the most-sold games of the moment.
"i want a craft system", "i want achievements", "i want that or that mode", and all those things that PRECISELY allow people with culture to instantly recognize lack of imagination, herd mentality and progressive dissolution of concept.
If you count on them to do the thinking, you'll end up with World of Warcraft every single time.
It is entirely possible that Assassin's creed, in example, has one the worst game design ever JUST BECAUSE the team is too big, too spread around the globe, too busy trying to convince themselves that the whole "eagle spot" thing is a modern game design concept, that you can target casual gamers without sacrificing quality, or even worst, that you can have 1000 people with what it takes to make a good game in the same company.
Let me put an end to the misery:
The entire theory of gameplay evolves, meaning that (example) Age of Empire 2 is now a bad joke for people who really enjoy strategy and take interest in understanding core mechanisms.
Company of Heroes is one of the most ambitious propositions in term of depth, but how many people know that?
What the point of building an art if people are never told that Bob Dylan is more important in its history than Backstreet Boys?
Even the actual artists of the art?
The (advertised) proposition of Elite is a 1:1 world with player-driven interaction (the pirate concept, in example), not a "a mode for everyone", cause "a game for everyone" is just not a game design proposition, plain and simple.
"To each its own" is the proposition of a game selling company, like Steam, who actually have a game for everyone.
The goal of a developper is to taylor the gameplay so that it matches quality objectives, and allow players to believe they're "living" inside the initial concept proposition.
EVE Online should be the golden standard for a game such as elite, to be improved as much as possible, and if possible completely beaten in every sector of game design.
If it's done correctly, any given game will only have a single "balanced state" in which every mechanism works.
This means that Frontier have to understand that either their game is made to be driven by bots, solo being the best mode in this case, either it's made to be driven by players, and open is the holy grail.
If the game doesn't have a "ideal" mode, it isn't a game.
A game has mechanisms, and they are designed to work optimally in one setting, not two, nor seven.
It's actually very pretentious to pretend anybody will ever be able to achieve that.
It's possibly impossible, and in any case EXTREMELY unlikely.
One ideal state is difficult enough to make, and most game devs, in their entire lifetime, won't be able to produce a good one cause they'll never be able to combine concept, interaction, depth, quality and art direction.
This should be the objective of Frontier: dropping their "modular" bull immediatly, and have the humility to recognize that for the moment, they have 0 gameplay-finished mode.
This game can become fantastic, but the design is being impaired by this "people won't like it" nonsense.
To hell with people, let's make games.