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

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... taken as a measure of your willingness to constructively join the conversation must mean I shouldn't expect any positive feedback from you, but rather look forward to snarky responses that bring nothing meaningful to the table. Gotchya!

Not an unfair assessment - with regard to this post/conversation. Because, really, there is no point... go back and read the third post in this thread, and actually click on the links provided, read the first post in each of those threads, then check the date of those posts/threads.
 
Well, what you're saying is logical. I guess I'm guilty of some side-tracking the thread too.
No point in debating here further, I guess. Cheers.
 
It really can depend on the size of the sandbox (that's the clever bit) the bigger the longer it takes you to find nuffin' to do, and then just as a few people start to voice concerns, throw in a starfish or two - well hint that they're coming for awhile, show some pictures, do some wow i have seen the future stuff but cannot say nuffink and off they go again looking in the same sandbox all over again :)
 
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.

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Hand Holding vs. the Sandbox
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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.


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Rebuttal - What about the BGS
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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.


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Rebuttal - You just dont Put in the Effort
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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.


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Loot and Elite - Why its Not Working
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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.


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Can it Be Fixed
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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.

This is not a salt post... MOAN MOAN MOAN MOAN MOAN

Bore off OP yawn!
 
Next someone will ask you to leave the forums, lol.. As you who are so correct, wont drink the Cool Aid too..lol

sssh check the signature..ssh

For somebody who hasn't even got the game installed, you seem to have an unhealthy obsession with it.
I could understand if you are in it for the laughs, (like I am with SC) but you seem angry and frustrated.

Always remember. It's ONLY a game.
 
ED is what it is. Either you enjoy it or you don't. That is all there is to it.

PS: DOOOOOMMMMMMM!!!

EDIT: To be slightly more constructive, and based off your post history, you're starting from the position of the game is bad, and then building a case from that.

I also could write an epic post, starting from the position of why the game is good, and why FD are doing a great job of developing it. But i won't, because i'm not a blind fanboy and see issues with the game. I just don't feel the need to harp on about the mistakes or sing FD's praises unduly.

As i said, either you like what FD are doing, or not. Just because they are not making what you want them to make, doesn't make it bad or wrong.
 
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The OP actually had a valid point. Whereas your post is entirely useless.

You still failed to adress, as much as the OP, the comment by many here that what he said is factually false, and that how he wants ED to be is not at all how Skyrim works. At all. You may agree with his opinion that ED needs more fun, but you cant agree with his point about how it should be more like Skyrim because it is factually false.

I know its normal to just blindly agree with everyone who vaguely holds the same general opinion, its common on every side of every debate. But it would be fun if people would at least acknowledge that arguments can be . :)
 
I wish I could go fishing aside one of the lakes on the moon of Sycondris VII. If this were a real sand box, I could do it. I could set up a tent, infront of my Clipper, and cook the fish I catch. Then sell it on as a delicatessen at Eravate for Mikhail Chengchekov who buys them in a 100,000cr a pop.

Instead, I'm hauling poo; for rep :(
 
Yup, people mistake seeing local results of their actions on a minor, local scale, with being God.

Could you do a little experiment for me?

Could you go to one of these systems you'd like to influence and have a look at the population and note down that number, then look at yourself and note down the number 1.

What's the ratio of you vs the population, so we can assess what would be a realistic level of influence you could have?
 
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.

If I could focus on being just a pilot, man I could get in and out of the station so fast.

Plus, it would be cool for mining and exploring, but today why bother if crewmembers don't make any credits :-(

And if we always had the option to choose high risk delivery missions that guaranteed an interdiction, both cremates could jump in SLFs to defend the ship.

Honestly, a lot of Elite is watching the hyperspace and supercruise animations anyways, so we are use to filling the dead time with conversation.

That said - totally agree with you on MC SRV support.

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?

I think rescuing passengers from the stations was fun for awhile, and if there was some advantage to continue to do it that would be cool - like unlocking something for 100, 1000, and 10,000 passengers rescued. Maybe a special "rescue ship" paint job?

That said, I would love it if we had an in system message come up calling all commanders to help defend stations! That would be cool - and they could spawn in more Thargoids based on how many commanders show up - kind of like a "public event" in Destiny - would be a blast!

Strange to relate I actually abandoned (or at least put on hiatus) my last playthrough of Skyrim just before Xmas as it was getting, well, grindy. Also coincided with getting ED & Horizons in the Xmas sale.

While I loved playing Skyrim, being an SP game I stopped playing to play multiplayer with friends, and have to say Elder Scrolls Online does a decent job of making an mp version of Skyrim.

The problem I see, is that people get tired of playing a game. This is healthy. You buy a game...you put in a few thousand hours...oh, wait...that doesn't sound healthy....

Honestly, I do not see any problems within this game. If you get bored and play something else for a break...or move on...that is fine.

I have to agree - when you get bored try something else in game OR just play something else.

FDev can only include so much content for $30-$60.

Thanks to material traders this is no longer the case in 3.0.

I'm so happy this is coming to the game, along with the new caps.

Being a gamer is a reasonable credential for making a valid criticism of a game. It doesn't take a rocket scientist.

Agreed!

Everyone has their own opinion, and the right to hold it.

Only thing I wanted to say here is that I don't believe (might be wrong of course) that anyone from Frontier has ever called this game a "sandbox" and so accusations that it doesn't work as a sandbox are surely somewhat irrelevant?

True.

I love elite but my biggest gripe is to upgrade my FSD I have to use the buggy to get arsenic which to me is not a part off elite that I don't enjoy. Being able to collect said pain in the arsenic from asteroids would be nice. And if any Cmdr's know where to find it in asteroids I would be eternally greatfull �� . As an 80s elite player I love flying not driving an srv. As I only now play in VR now it's not comfortable. So In that case I agree I cannot play my way without missing out on engendered modules in some shape or form

Rob

I really enjoy driving my SRV but you make a good point..
 
I wish I could go fishing aside one of the lakes on the moon of Sycondris VII. If this were a real sand box, I could do it. I could set up a tent, infront of my Clipper, and cook the fish I catch. Then sell it on as a delicatessen at Eravate for Mikhail Chengchekov who buys them in a 100,000cr a pop.

Instead, I'm hauling poo; for rep :(

No atmospheric planets to land on yet, so no fishing signs are up. But as you are a fisherman you will know that patience is required. [smile]
 
ED is what it is. Either you enjoy it or you don't. That is all there is to it.

PS: DOOOOOMMMMMMM!!!

EDIT: To be slightly more constructive, and based off your post history, you're starting from the position of the game is bad, and then building a case from that.

I also could write an epic post, starting from the position of why the game is good, and why FD are doing a great job of developing it. But i won't, because i'm not a blind fanboy and see issues with the game. I just don't feel the need to harp on about the mistakes or sing FD's praises unduly.

As i said, either you like what FD are doing, or not. Just because they are not making what you want them to make, doesn't make it bad or wrong.

It's not as simple as the binary either/or argument you present here.

There are facets if Elite I enjoy immensely. Flying ships is excellent. Elite may be the only game where in a spaceship is more than a weightless floating camera with guns attached. Flight, sound and visual presentation are unparalleled.

Likewise, combat is excellent. It's visceral and challenging. It needs to go faster than it does - time to kill is a bit high on larger ships - but it's quite good.

Unfortunately, the remainder of the game is sorely, visibly lacking. It has so much potential, but it's wasted on numbers grinding. Almost no opportunity exists for emergent game play, there's very little to explore and discover despite the enormity of the Galaxy and nothing has context or consequences.

I'd just like the game outside of flight and Combat, to be as good as those parts are. And I hope it gets there. But it's not likely, without a change in design philosophy.
 
Could you do a little experiment for me?

Could you go to one of these systems you'd like to influence and have a look at the population and note down that number, then look at yourself and note down the number 1.

What's the ratio of you vs the population, so we can assess what would be a realistic level of influence you could have?

I would go one step further than that.
How many of said hundreds of millions/billions peoplez in said system can be seen actually doing something that even in tiniest bit resembles exactly what you're doing?
All I can see are a few NPCs - the sense of scale suddenly changes.

But, to answer your question: you're still looking at the problem through the God's complex. I don't want to shift planets, change ruling political forces or whatnot.

Allow me to state that painfully clearly: I don't want to be a player that has influence over things in systems. I want to see my actions having results. It's completely different, yet a lot of you guys can't tell them apart.

Let me give you an example of what I mean: station X announces they're building new fighters for their police, as the ones they currently have are battle-beaten and at the verge of falling apart. To do that, they need 5 commodities at whatever quantities you can think of. Let's say:
- 500 tons of iron;
- 50 CPU something's;
- 1000 tons of some alloys - whatever, you get the point.

If I joined such venture (accepted the mission), and had been displayed with simple progress bar for each required commodity, I could simply see results of my actions through simple progress bar change. Note how this completely doesn't affect anything in the system, yet allows me to see results of my actions.
Add to that a possible police chatter while scanning you: this is a standard scan, hold your ship... oh, it's you, Commander. You've helped us getting our new fighters and we're pushing crime away! You know what, you got a pass today. Godspeed.

Notice how this changes absolutely nothing in a grand scheme of things, and yet creates a sense of making a difference for the player.

So, stop having the God complex. Interacting with environment doesn't mean flipping it upside down.
 
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I would go one step further than that.
How many of said hundreds of millions/billions peoplez in said system can be seen actually doing something that even in tiniest bit resembles exactly what you're doing?
All I can see are a few NPCs - the sense of scale suddenly changes.

But, to answer your question: you're still looking at the problem through the God's complex. I don't want to shift planets, change ruling political forces or whatnot.

Allow me to state that painfully clearly: I don't want to be a player that has influence over things in systems. I want to see my actions having results. It's completely different, yet a lot of you guys can't tell them apart.

Let me give you an example of what I mean: station X announces they're building new fighters for their police, as the ones they currently have are battle-beaten and at the verge of falling apart. To do that, they need 5 commodities at whatever quantities you can think of. Let's say:
- 500 tons of iron;
- 50 CPU something's;
- 1000 tons of some alloys - whatever, you get the point.

If I joined such venture (accepted the mission), and had been displayed with simple progress bar for each required commodity, I could simply see results of my actions through simple progress bar change. Note how this completely doesn't affect anything in the system, yet allows me to see results of my actions.
Add to that a possible police chatter while scanning you: this is a standard scan, hold you shi... oh, it's you. You've helped us getting our new fighters back and we're pushing crime away! You know what, you got a pass today. Godspeed.

Notice how this changes absolutely nothing in a grand scheme of things, and yet creates a sense of making a difference for the player.

So, stop having the God complex. Interacting with environment doesn't mean flipping it upside down.

This.

I don't want my hand holding.

I don't want to rescue a princess or be 'the one' or for the galaxy to revolve around me.

I've played almost every iteration of the Elite games since they were first published, I get the premise.

I'd like to encounter local narratives as I play, not revolving around me, revolving around what is in the game.
 
All I can see are a few NPCs - the sense of scale suddenly changes.

Not all the NPCs actions are shown in game.

Let me give you an example of what I mean: station X announces they're building new fighters for their police, as the ones they currently have are battle-beaten and at the verge of falling apart. To do that, they need 5 commodities at whatever quantities you can think of. Let's say:
Like a CG you mean. OH yeah, that sounds just like a CG with it's progress meters and all.

It also sounds like the forthcoming wing missions. Interesting.

So, stop having the God complex. Interacting with environment doesn't mean flipping it upside down.
I'm not the one having a god complex, you might need to reword some of this argument.
 
Not all the NPCs actions are shown in game.


Like a CG you mean. OH yeah, that sounds just like a CG with it's progress meters and all.

It also sounds like the forthcoming wing missions. Interesting.


I'm not the one having a god complex, you might need to reword some of this argument.

Now you're being will fully ignorant.

No one is asking for a "Chosen One" role in Elite. No one wants to alter entire star systems in a day.

We just want our actions to have consequences. On the local or personal level. Like crime bosses who remember we stole from them, or smuggled goods for them. Who hunt us down, or send us personal, private jobs.

We want to see things change in systems as the states change. To have these things affect our Experience in minor ways.

But because it's not happening and fdven have not even TRIED to make it happen, you excuse these simple things by erecting an opposite extreme as a Strawman to argue against. It's tired and old and utterly transparent.
 
Not all the NPCs actions are shown in game.
(...)

So what's the percentage of NPCs shown in the game?

(...)
Like a CG you mean. OH yeah, that sounds just like a CG with it's progress meters and all.
It also sounds like the forthcoming wing missions. Interesting.
(...)

Precisely. Think of it like small-scale CGs with clear progression. Offers that would seem like a faction coming to a single pilot to offer a job fitting single pilot.
Of course, that's just a small part of what I mean as interactive environment, but that there is spot-on.

(...)
I'm not the one having a god complex, you might need to reword some of this argument.

You're right, allow me to rephrase: stop looking through glasses of someone having God complex, thinking everyone else has the same complex ;)
Not a personal attack, far from it - just don't think about interacting with environment, and seeing its response to you and to you only, like dreams of being literally God in the game.
Think of it as receiving feedback, not molding galaxies with a fart.
 
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