Where Elite Went Wrong, or: How NOT to craft a Sandbox Experience

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This is not a salt post.

By now we have all heard the "Mile Wide, Inch Deep" description of Elite. But I want to say a few words about WHY we here it so much, common rebuttals and why they are (objectively) wrong.

===================
Hand Holding vs. the Sandbox
===================

Well, Elite doesnt hold your hand. We have all heard it. What is perhaps the number 1 rebuttal of the "inch deep" claim. But the problem is, no one is asking for hand holding. Quite the opposite, in fact. People are asking for something to do, and something WITH which to do it.

Consider a child in an actual, real sandbox. Put them in, and they will just sort of...sit there. Maybe kick the sand around a bit. But a child in an empty sandbox isnt going to get their hands dirty doing nothing. So throw in a bunch of really cool looking statues and static objects for the child to navigate between, and watch them...still sit there, now looking at YOU like the idiot you have proven yourself to be.

But throw in a shovel, a bucket and maybe a rake or two. Add a couple of other buckets...perhaps in different shapes...and watch the child go nuts with joy. They will play with those toys, because those toys allow them to SHAPE the sand. With such powerful tools, the child can leave an indelible impression upon the sandbox. They can make their mark, and see the results of their actions with their own two eyes. It is this ability to shape the contents of a sandbox to one's own whims that makes a sandbox so compelling, and it is this that Elite lacks.

Elite has sand. It has static objects around which that sand is piled. Those static objects are gorgeous. And getting from one to the other of them is even mostly fun and engaging. All of which is good...for a short while. But until - and more worryingly, unless - Frontier see fit to allow us to actually shape the sand in ways we can see and experience, its not going to matter. Because a game calling itself a sandbox while refusing to allow players to actually play with the sand, wont last long. It will gain players sporadically, and lose them quickly, once they realize just how off limits the sand in the box really is to their influence - and we have seen this already, with massive refunds following sales, and steady declines in the player base following purchasing periods such as the holidays.

tl;dr - Sandboxes: If you want people to enjoy a sandbox, you have to give them methods for interacting with the sand in ways that are clearly reflected, visible and affecting to their experience. The more unique to each participant the shaping, the more appeal your sandbox experience offers. Elite is severely lacking in this regard.


====================
Rebuttal - What about the BGS
====================

What about it? Even if one has the patience to wait on Elite's once weekly, manually induced "tic" it changes nothing. Alter all the systems you wish; your player experience might change superficially, if at all. A few different missions on the board. And...that's basically it. Nothing you do will change. Nothing you see or experience while out flying is in any way altered by altering the BGS...if you can fathom how to do it without spending entire nights "playing" the game using Alt+Tab and websites as opposed to, you know...the game itself. Good luck in your futile quest for influence over your own play experience in this "sandbox" environment. Whose sand is in fact glued to the floor, and completely unavailable for influence by you, the observer.


=========================
Rebuttal - You just dont Put in the Effort
=========================

If by effort, you mean endless nights of performing the same rote tasks while watching Netflix on my second monitor, you're right. I dont put in that. But "effort" isnt the word you are looking for time. That word, is time. Dont conflate time spent with effort. They are not even remotely the same thing.


=======================
Loot and Elite - Why its Not Working
=======================

People love loot, right? I mean, play the game, get rewards. That's a fun game play loop. Works all the time.

Why, then, is it NOT fun and engaging in Elite? I mean, Skyrim players LOVED obtaining material for crafting their "modules." So...why do Elite players NOT enjoy it nearly as much?

Easy: Skyrim awarded you for playing the game. Your own way. For shaping the sand in the sandbox to the greatest extent possible in the ways you wanted to shape it with the tools on hand. Tools including mods, of course. In Skyrim, a Stealth character, a warrior...even a mage or trader/explorer can obtain the materials needed to craft rewarding loot, by playing the game the way they choose to play it.

Moreover, they can ALSO obtain rewarding loot simply by playing. No go betweens. No time sinks. No delays. Kill enemies, get cool and immediately useful stuff. Condensing the loop to the minimum number of steps required to provide a fun feedback loop remains, after all this time, a smart play.

Unfortunately, Elite does NOT reward you for playing the game your way. Want to be a trader? An Explorer? Strictly a miner or combat pilot? You are going to miss out on key materials needed to improve your ships. Period. Because certain mats are locked behind mandatory play styles, playing your way means missing out on content.

And this is why people were just fine with needing to level every sword and shield in Skyrim from Tier 1 to the highest tier, one at a time...while (rightly) despising the same system in Elite. Because Skyrim awarded those players for playing their way, while Elite punishes them for doing the same.

While Skyrim awarded both the Stealthy thief/assassin and the fierce warrior with the materials they needed for high end weapons, Elite punishes strict combat or trader or role players by withholding key materials in a desperate attempt to justify play styles that otherwise would turn out to be the wasted dev time they in fact were. If people wanted to do it, you wouldnt need to make them do it.

Elite needs to provide all players with methods for obtaining the mats they require. Reliably. Regularly. Skyrim does this, and people love it. Elite...does not. And the Broker bandaid is not a solution for this broken design. Its an insignificant step in the right direction...but its also a tiny bandage over a gaping, festering wound of poor design. This needs to be rectified.

tl;dr - Loot Is Not Fun in Elite because Elite punishes players by forcing them to play in ways they dont want to. This is anathema for a sandbox game. Its a death sentence for a game like this. Play Your Way isnt just the appeal of Elite. Its the primary appeal. The main reason a lot of people enjoy the game. Rob players of this at peril to the longevity of your game.


==========
Can it Be Fixed
==========

More complicated than it sounds, whether Elite can be fixed is a...difficult, touchy question. Because it can be fixed. But not with the current design ethos.

Changing a design here and there isnt going to bail Elite out of the mess you can plainly see that it is in, if you pay attention to feedback and commentary about the game literally anywhere on the internet besides here. Because the underlying design philosophy of Elite is fundamentally opposed to good, entertaining, fun game design.

The underpinning foundation of Elite design is based on the increasingly inaccurate belief that time sinks retain players. While this might have been true in 1984, when, if you wanted a game to play, you put up with what happened to be available at the time...now, we have Steam. And Humble. And any number of Indie titles. Holiday sales. Gamers have more options now than ever before, and a whole lot of them will simply put down a boring, tedious time sink and find other games to spend their money on.

Until and unless Frontier decide that fun and compelling game play should be the focus of the game - as opposed to the occasional, happy, coincidental result of time sink design - Elite isnt going to change. And Frontier might well be fine with this. For some studios, fun is never going to be the driving force. The bottom line will always be the primary focus, and metrics, not fun, will drive design for those studios.

And those studios wont go under overnight. They may even hang around a while. Possibly even find a niche of gamers who simply like their time sinks and content themselves with living on the edge of the gaming world, feeding off the crumbs of their tiny niche of hardcore grinders. And that is fine, when those studios are honest and up front about what they are, and what they intend to do as a result.

But Frontier promised a lot more with Elite than we have received. A sandbox game. Wherein we could craft our own experiences. Hiding in other ships. Stealing them. Shaping the sand in the sandbox to craft our own unique stories. Playing our way, without missing out.

And we havent received that game. I still hope we will. But I increasingly fear that that has gotten lost in favor of grind, because grind drives easy to see metrics, while "number of players having fun" doesnt look nearly as good on investor reports.
 

For fans of his oeuvre I can heartily recommend:

https://forums.frontier.co.uk/showthread.php/350536-Intentional-Inconvenience-is-Killing-Fun
https://forums.frontier.co.uk/showt...s-Design-Intent-Why-the-design-Creates-Tedium
https://forums.frontier.co.uk/showthread.php/400698-Still-as-Inconvenient-as-Possible-to-Play
https://forums.frontier.co.uk/showt...ns-Three-Years-in-Still-a-Terrible-Experience
https://forums.frontier.co.uk/showthread.php/350543-Why-Does-Elite-Intentionally-Waste-Our-Time

:p

Anyway, OP is deeply flawed as anyone who played Skyrim knows. As a TES fan with 1000+ hours in Skyrim alone, you dont get all stuff you need for crafting 'playing it your way'. You dont get all the cool loot by just hacking people in half. Or by being just a miner. It is simply not true. Which is fine. Because it allows you to replay in a totally different role and get different rewards. OP just doesnt like a ton of stuff in ED. Which is fine, but he is just posting over and over very lengthy OPs that basically just say "I dont like stuff that isnt fun to me, FD should add more stuff that I like so ED is more fun to me." Not that there is anything wrong with that notion... :p
 
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Okay, so what specific improvements do you suggest?

Let me make one so you can see what I mean: where a mission has a material/s as reward, let the player select which material/s (of the same 'worth', or 'grade' as offered) they receive.
 
Okay, so what specific improvements do you suggest?

Let me make one so you can see what I mean: where a mission has a material/s as reward, let the player select which material/s (of the same 'worth', or 'grade' as offered) they receive.

At that point, cant you just remove all stuff and replace them with one thing of each grade? They have become essentially interchangeable.
 
TL:DR

Look, its simple. Use your imagination, decide what you want to do in the sandbox and get on with it. For those that whine about ANY aspect of this game, tough. Its not care-bear, its not rule driven, it is what it is. You want to be a murdering SOB? Go right ahead (within TOS). Anything you want to do, do it. That's sandbox, no one leads you by the hand. Trade, explore, play solo, play private, play open. gank, murder, smuggle or pirate, just do it. its that simple.
 
Seems to be doing rather well for something that went wrong.

Maybe if we can get other things to go this wrong, they will be good too. Like governments for example.
 
====================
Rebuttal - What about the BGS
====================

What about it? Even if one has the patience to wait on Elite's once weekly, manually induced "tic" it changes nothing. Alter all the systems you wish; your player experience might change superficially, if at all. A few different missions on the board. And...that's basically it. Nothing you do will change. Nothing you see or experience while out flying is in any way altered by altering the BGS...if you can fathom how to do it without spending entire nights "playing" the game using Alt+Tab and websites as opposed to, you know...the game itself. Good luck in your futile quest for influence over your own play experience in this "sandbox" environment. Whose sand is in fact glued to the floor, and completely unavailable for influence by you, the observer.
.

This is incorrect on a number of levels.

1) The tick is daily/roughly 24 hours, not weekly. You're thinking of PowerPlay
2) Station announcers change, stations change lighting and marker text. Security levels can change (certainly when involving an anarchy). Black markets may open or close. Particular commodities become legal or illegal. Some ships may or may not be available. Certain states shut down mission board and outfitting, nav beacons can get compromised or uncompromised, etc.
3) Ever been to Ross 128? The Federation permit system you can go to once you got enough rank for a FAS? "Welcome to Alliance Space, CMDR"
4) You can see here: https://eddb.io/faction and sort on Controlling. The top 10 factions in the game all rule over 30+ systems. That only happens because of concerted and sustained focused player activity
 
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This is not a salt post.

By now we have all heard the "Mile Wide, Inch Deep" description of Elite. But I want to say a few words about WHY we here it so much, common rebuttals and why they are (objectively) wrong.

First let me say I'm a big Elite Fan.

That said, I also can say I agree with much of what you wrote.

If I were to look at it, here's what I would say:

Combat:


Elite excels at providing fun combat gameplay.

Solo, in a Wing, or in Multicrew it's a blast to fight in RES and CZs.

But is that a deep enough experience? Would it be deeper if CQC Zones were brought into the main game?

Since I only occasionally engage in combat, I don't honestly know if it's an inch or mile deep?

What do you guys think?

Exploration:

I believe by the end of the Beyond series Exploration in Elite will be as rewarding as many other games.

It's current pretty cool, but all the beige planets does get old, however the additions being added in the fall should really fill out this role.

Exploring in a Wing is also fun allowing for shared scans, etc. But honestly Wingman Nav Lock needs improving.

Exploring in Multicrew is sad because as I understand it, you can't share scans (i.e. make money) and can't use SRVs.

Trade:

This is what I spend most of my time doing to gain rep and cash.

And I think it's the most in need of love, and would love to hear peoples ideas on how to make it more engaging versus being a chore.

One issue is I'm offered cargo missions of 200 tons worth the same as 2 ton cargo missions new players are offered. Sad. I really feel the credits per hour, per ton, per rep needs to make more sense.

However with Wing Missions coming, it'll now be viable to work as a wing towards a common goal which I look forward to. But will that make it more fun?

Again, wouldn't it be great to trade in multi-crew AND make credits? One person flys, one plots and requests docking, one person handles cargo, commodities, and the mission board. Maybe someday.

Mining:

We know mining is going to get a lot of love this year, and currently I just find it kind of boring. A lot of that has to do with credits per hour being so low compared to everything else.

Loot Loop:

I enjoy gaining rank and buying new ships.

But I think each new rank should be made more meaningful in the game, with it's own congratulatory cut scene explaining what you've unlocked. And those unlocks should be cool.

I also like collecting ships, but only fly a few because only a few specs matter to me: Combat vs Cargo vs Jump Range.

Not sure what could be done to make each ship more than just a stepping stone, but it would be cool if it could be done.

I also think FDev is addressing the loot loop in part with the new Tech Trader, and time will tell how fun that'll be to work on.

Summary:

I'll say it again, I enjoy playing Elite.

But I would love to see it become even more fun to play.

Things like adding in space and srv racing would be very cool, as would adding more roles to Multi-crew and bringing CQC Zones into the game.

That said, there's enough known about what's coming in the Beyond releases to keep me interested.
 
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Again, wouldn't it be great to trade in multi-crew AND make credits? One person flys, one plots and requests docking, one person handles cargo, commodities, and the mission board. Maybe someday.

Do you think it would be fun to be the one plotting and requesting docking? It would be a minor addition to being the SLF pilot, but as an actual role on itself? [blah] Its an issue with multi-crew in general. Allowing multicrew SRV is a must IMHO, but stuff like 'navigation officer' only works in movies and books, not really in a game. You click three times with your mouse, and that was it for you.
 
This is not a salt post.

By now we have all heard the "Mile Wide, Inch Deep" description of Elite. But I want to say a few words about WHY we here it so much, common rebuttals and why they are (objectively) wrong.

===================
Hand Holding vs. the Sandbox
===================

Well, Elite doesnt hold your hand. We have all heard it. What is perhaps the number 1 rebuttal of the "inch deep" claim. But the problem is, no one is asking for hand holding. Quite the opposite, in fact. People are asking for something to do, and something WITH which to do it.

Consider a child in an actual, real sandbox. Put them in, and they will just sort of...sit there. Maybe kick the sand around a bit. But a child in an empty sandbox isnt going to get their hands dirty doing nothing. So throw in a bunch of really cool looking statues and static objects for the child to navigate between, and watch them...still sit there, now looking at YOU like the idiot you have proven yourself to be.

But throw in a shovel, a bucket and maybe a rake or two. Add a couple of other buckets...perhaps in different shapes...and watch the child go nuts with joy. They will play with those toys, because those toys allow them to SHAPE the sand. With such powerful tools, the child can leave an indelible impression upon the sandbox. They can make their mark, and see the results of their actions with their own two eyes. It is this ability to shape the contents of a sandbox to one's own whims that makes a sandbox so compelling, and it is this that Elite lacks.

Elite has sand. It has static objects around which that sand is piled. Those static objects are gorgeous. And getting from one to the other of them is even mostly fun and engaging. All of which is good...for a short while. But until - and more worryingly, unless - Frontier see fit to allow us to actually shape the sand in ways we can see and experience, its not going to matter. Because a game calling itself a sandbox while refusing to allow players to actually play with the sand, wont last long. It will gain players sporadically, and lose them quickly, once they realize just how off limits the sand in the box really is to their influence - and we have seen this already, with massive refunds following sales, and steady declines in the player base following purchasing periods such as the holidays.

tl;dr - Sandboxes: If you want people to enjoy a sandbox, you have to give them methods for interacting with the sand in ways that are clearly reflected, visible and affecting to their experience. The more unique to each participant the shaping, the more appeal your sandbox experience offers. Elite is severely lacking in this regard.


====================
Rebuttal - What about the BGS
====================

What about it? Even if one has the patience to wait on Elite's once weekly, manually induced "tic" it changes nothing. Alter all the systems you wish; your player experience might change superficially, if at all. A few different missions on the board. And...that's basically it. Nothing you do will change. Nothing you see or experience while out flying is in any way altered by altering the BGS...if you can fathom how to do it without spending entire nights "playing" the game using Alt+Tab and websites as opposed to, you know...the game itself. Good luck in your futile quest for influence over your own play experience in this "sandbox" environment. Whose sand is in fact glued to the floor, and completely unavailable for influence by you, the observer.


=========================
Rebuttal - You just dont Put in the Effort
=========================

If by effort, you mean endless nights of performing the same rote tasks while watching Netflix on my second monitor, you're right. I dont put in that. But "effort" isnt the word you are looking for time. That word, is time. Dont conflate time spent with effort. They are not even remotely the same thing.


=======================
Loot and Elite - Why its Not Working
=======================

People love loot, right? I mean, play the game, get rewards. That's a fun game play loop. Works all the time.

Why, then, is it NOT fun and engaging in Elite? I mean, Skyrim players LOVED obtaining material for crafting their "modules." So...why do Elite players NOT enjoy it nearly as much?

Easy: Skyrim awarded you for playing the game. Your own way. For shaping the sand in the sandbox to the greatest extent possible in the ways you wanted to shape it with the tools on hand. Tools including mods, of course. In Skyrim, a Stealth character, a warrior...even a mage or trader/explorer can obtain the materials needed to craft rewarding loot, by playing the game the way they choose to play it.

Moreover, they can ALSO obtain rewarding loot simply by playing. No go betweens. No time sinks. No delays. Kill enemies, get cool and immediately useful stuff. Condensing the loop to the minimum number of steps required to provide a fun feedback loop remains, after all this time, a smart play.

Unfortunately, Elite does NOT reward you for playing the game your way. Want to be a trader? An Explorer? Strictly a miner or combat pilot? You are going to miss out on key materials needed to improve your ships. Period. Because certain mats are locked behind mandatory play styles, playing your way means missing out on content.

And this is why people were just fine with needing to level every sword and shield in Skyrim from Tier 1 to the highest tier, one at a time...while (rightly) despising the same system in Elite. Because Skyrim awarded those players for playing their way, while Elite punishes them for doing the same.

While Skyrim awarded both the Stealthy thief/assassin and the fierce warrior with the materials they needed for high end weapons, Elite punishes strict combat or trader or role players by withholding key materials in a desperate attempt to justify play styles that otherwise would turn out to be the wasted dev time they in fact were. If people wanted to do it, you wouldnt need to make them do it.

Elite needs to provide all players with methods for obtaining the mats they require. Reliably. Regularly. Skyrim does this, and people love it. Elite...does not. And the Broker bandaid is not a solution for this broken design. Its an insignificant step in the right direction...but its also a tiny bandage over a gaping, festering wound of poor design. This needs to be rectified.

tl;dr - Loot Is Not Fun in Elite because Elite punishes players by forcing them to play in ways they dont want to. This is anathema for a sandbox game. Its a death sentence for a game like this. Play Your Way isnt just the appeal of Elite. Its the primary appeal. The main reason a lot of people enjoy the game. Rob players of this at peril to the longevity of your game.


==========
Can it Be Fixed
==========

More complicated than it sounds, whether Elite can be fixed is a...difficult, touchy question. Because it can be fixed. But not with the current design ethos.

Changing a design here and there isnt going to bail Elite out of the mess you can plainly see that it is in, if you pay attention to feedback and commentary about the game literally anywhere on the internet besides here. Because the underlying design philosophy of Elite is fundamentally opposed to good, entertaining, fun game design.

The underpinning foundation of Elite design is based on the increasingly inaccurate belief that time sinks retain players. While this might have been true in 1984, when, if you wanted a game to play, you put up with what happened to be available at the time...now, we have Steam. And Humble. And any number of Indie titles. Holiday sales. Gamers have more options now than ever before, and a whole lot of them will simply put down a boring, tedious time sink and find other games to spend their money on.

Until and unless Frontier decide that fun and compelling game play should be the focus of the game - as opposed to the occasional, happy, coincidental result of time sink design - Elite isnt going to change. And Frontier might well be fine with this. For some studios, fun is never going to be the driving force. The bottom line will always be the primary focus, and metrics, not fun, will drive design for those studios.

And those studios wont go under overnight. They may even hang around a while. Possibly even find a niche of gamers who simply like their time sinks and content themselves with living on the edge of the gaming world, feeding off the crumbs of their tiny niche of hardcore grinders. And that is fine, when those studios are honest and up front about what they are, and what they intend to do as a result.

But Frontier promised a lot more with Elite than we have received. A sandbox game. Wherein we could craft our own experiences. Hiding in other ships. Stealing them. Shaping the sand in the sandbox to craft our own unique stories. Playing our way, without missing out.

And we havent received that game. I still hope we will. But I increasingly fear that that has gotten lost in favor of grind, because grind drives easy to see metrics, while "number of players having fun" doesnt look nearly as good on investor reports.

I can add nothing to this. You are absolutely correct in your analysis.

It is, imo, tragic that a game with such huge potential has been - and is continuing to be - held back by a poor design team.

+1 to you, regrettably.
 
They really need to fix the language on some of the marketing material and it would scupper so many of the stupid arguments we see again and again.
 
I agree with the OP. You can't interact with anything, there is only the illusion of interaction.

As an example, answering a distress call and defending a station in real time against a thargoids attack, watching them cut it up as our defense fails...that would be awesome. But waiting for the Devs to change the state from 'normal, unattacked' to 'post-attack, burning' on Thursdays (I never could get the hang of Thursdays) is terrible.

I don't want my hand held, I want to fight for those stations. That's what 'blazing your own trail' means. 'Use your imagination' is not a substitute for engaging game design.

The UA mystery was engaging, if the forum traffic and press coverage was any indication. What happened to that side of things?
 
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For fans of his oeuvre I can heartily recommend:

https://forums.frontier.co.uk/showthread.php/350536-Intentional-Inconvenience-is-Killing-Fun
https://forums.frontier.co.uk/showt...s-Design-Intent-Why-the-design-Creates-Tedium
https://forums.frontier.co.uk/showthread.php/400698-Still-as-Inconvenient-as-Possible-to-Play
https://forums.frontier.co.uk/showt...ns-Three-Years-in-Still-a-Terrible-Experience
https://forums.frontier.co.uk/showthread.php/350543-Why-Does-Elite-Intentionally-Waste-Our-Time

:p

Anyway, OP is deeply flawed as anyone who played Skyrim knows. As a TES fan with 1000+ hours in Skyrim alone, you dont get all stuff you need for crafting 'playing it your way'. You dont get all the cool loot by just hacking people in half. Or by being just a miner. It is simply not true. Which is fine. Because it allows you to replay in a totally different role and get different rewards. OP just doesnt like a ton of stuff in ED. Which is fine, but he is just posting over and over very lengthy OPs that basically just say "I dont like stuff that isnt fun to me, FD should add more stuff that I like so ED is more fun to me." Not that there is anything wrong with that notion... :p

After such a compelling argument based on a cogent, sophisticated thesis, your post seems childlike, gainsay at best.
And
I’ve been gaming from commadore 64 to Windows 10. Lot’s of Skyrim, lots of Dungeons and Dragons with lead figurines on a table top.
You sir are no Jack Kennedy.
The OP is so very very thoughtful and Dead right.

However, I do believe there are enough dedicated Lovers of the Grind to keep Elite afloat, and new players who stay for awhile.

Now that i better understand, I actually know many people that are self limiting, enjoy limits, are more comfortable with them.
Totally legitimate actually.
Fah on corporate FDev for not making it transparent, but why should they, that’s business.
and really when they try to
Make a type 7 jump across the Galaxy PLayers Complained!!!!!! Hahahaha oh my,sigh.

So, Elite D, what a great VR and Video creation platform, camera system is awesome.
 
+1

I don't think I have ever paid money for a game where I have to use my imagination to compensate for the vacuum left by the game's poor design.

It's a bit like going to a movie and being greeted with a screen that says, "Thanks for coming; now use your imagination."
 
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