Got into a discussion recently with some friends who make games for a living. None of them work for Frontier though so no fanboi or biased opinion.
All three are not surprised or even angry at fleet carriers being dropped from the Q4 update. When I told them about the community post all of them agreed it was probably from a technical point of view and Frontier wanting it to work perfectly before giving it to us.
Two of them play Elite quite regularly and feel that Q4 still has enough contain to be good and that squadrons is the game changer and will take Elite forward and give it the mass multiplayer content boost it needs.
One friend works for a free to play shooter on Steam as a play/bug tester. Another is an audio guy for a company with a couple of released multiplayer Steam and third friend draws and models VR environments and helps make VR applications.
Anyway all three have said the games industry is much harder than just 10 years ago and customers are now impossible to please. Deadlines are tight, no one wants to be the guy to break a build and turn over of contractors is high between big projects. Money generally hasn't improved but expectations have peaked. Forums and social media are full of unhappy customers if something doesn't work instead of accepting its a bug its down to crappy developer or awful game. Most people in the games industry work 40+ stand hours but this goes upto near 70 or 80 before a release. Rockstar games the makers of Grand Theft Auto apparently has an average employee time span of less than 6 months.
My friends feel the only way you can truly satisfy people is by being a free to play as once people part with cash they want the earth and more. If people aren't paying for a game they'll accept issues much more readily, however in there experience a working product still doesn't make most people happy.
A big problem is people still have expectations like they did in the 80s and 90s. They want fully functional working games on release that require little or not patching. In essence this isn't possible anymore. The amount of content, size of games and technical challenges mean things break daily, things break on release and somethings just never quite work but once they are released you cannot withdraw them easily.
Games are no longer simple even single player games rely online content and transactions in most cases. Multiplayer games are a nightmare to make because adding players in to the mix with various degrees of connectivity, hardware specs and opinions means nothing can be good or perfect. Elite for example is one of the biggest games ever created. The average player really does not release how much is going on in the background.
My friends are amazed at what Frontier have achieved and though instancing and p2p isn't perfect its the only technical way to make it work with current tech. Star Citizen is trying to be seamless and even after 4 years and 150 million dollars is a mess.
All three believe as I do developers should deliver a working product but players need to understand we are in the era of multiplayer games, early access and ongoing development you cannot possibly promise anything. Games aren't made, finished and released anymore it's not a case of building generic maps or levels with generic NPCs. Expansion packs aren't separate products anymore that can be made after a game is released. Expansion packs, dlc and addons bolt on to games. Games are a working progress and yes they feel a minimum quality product should be released but content updates are not a guarantee.
We all feel Frontier have delivered a quality working product and that Frontier do always deliver in the end. PR wise the company could do with talking a bit more however.
This is a post thats going to divide a lot of opinions but lets get real. Fleet carriers are only 10-15 % of Q4 content and we'll get them eventually. We have a great game by a relativity small company. In 10-15 years people are going to look back at Elite Dangerous as the special space MMO/space sim it is.
Is this new era of gaming the fault of the gamers wanting too much and not understaning the challenge or do publishers and developers now have to be more open and honest about things and give better incite? Are we just expecting too much on the current tech?
Anyway to close this one off... my friend who play tests and bug tests has clocked over 3000 hours as a "player/fan" on the game he works for and the one thing that upsets and frustrates him the most is people on forums or social media forget that the developers, testers and game makers are just as easily disappointed and as passionate as the player base when something doesn't work or get released on time.
I can easily name games that have taken my money and failed or not delivered anywhere near Elite Dangerous.
Nether (Changed hands 2 or 3 times before shutting down)
Cubeworld (Developer did a runner with money basically)
Star Citizen (Ok not failed yet)
Mass Effect Andromeda
Star Wars Battlefront (not worth anywhere near the price)
Battlefield Hardline
Fifa Online 1 & 2
Starforge
Reign of Kings
All Points Bulletin
All three are not surprised or even angry at fleet carriers being dropped from the Q4 update. When I told them about the community post all of them agreed it was probably from a technical point of view and Frontier wanting it to work perfectly before giving it to us.
Two of them play Elite quite regularly and feel that Q4 still has enough contain to be good and that squadrons is the game changer and will take Elite forward and give it the mass multiplayer content boost it needs.
One friend works for a free to play shooter on Steam as a play/bug tester. Another is an audio guy for a company with a couple of released multiplayer Steam and third friend draws and models VR environments and helps make VR applications.
Anyway all three have said the games industry is much harder than just 10 years ago and customers are now impossible to please. Deadlines are tight, no one wants to be the guy to break a build and turn over of contractors is high between big projects. Money generally hasn't improved but expectations have peaked. Forums and social media are full of unhappy customers if something doesn't work instead of accepting its a bug its down to crappy developer or awful game. Most people in the games industry work 40+ stand hours but this goes upto near 70 or 80 before a release. Rockstar games the makers of Grand Theft Auto apparently has an average employee time span of less than 6 months.
My friends feel the only way you can truly satisfy people is by being a free to play as once people part with cash they want the earth and more. If people aren't paying for a game they'll accept issues much more readily, however in there experience a working product still doesn't make most people happy.
A big problem is people still have expectations like they did in the 80s and 90s. They want fully functional working games on release that require little or not patching. In essence this isn't possible anymore. The amount of content, size of games and technical challenges mean things break daily, things break on release and somethings just never quite work but once they are released you cannot withdraw them easily.
Games are no longer simple even single player games rely online content and transactions in most cases. Multiplayer games are a nightmare to make because adding players in to the mix with various degrees of connectivity, hardware specs and opinions means nothing can be good or perfect. Elite for example is one of the biggest games ever created. The average player really does not release how much is going on in the background.
My friends are amazed at what Frontier have achieved and though instancing and p2p isn't perfect its the only technical way to make it work with current tech. Star Citizen is trying to be seamless and even after 4 years and 150 million dollars is a mess.
All three believe as I do developers should deliver a working product but players need to understand we are in the era of multiplayer games, early access and ongoing development you cannot possibly promise anything. Games aren't made, finished and released anymore it's not a case of building generic maps or levels with generic NPCs. Expansion packs aren't separate products anymore that can be made after a game is released. Expansion packs, dlc and addons bolt on to games. Games are a working progress and yes they feel a minimum quality product should be released but content updates are not a guarantee.
We all feel Frontier have delivered a quality working product and that Frontier do always deliver in the end. PR wise the company could do with talking a bit more however.
This is a post thats going to divide a lot of opinions but lets get real. Fleet carriers are only 10-15 % of Q4 content and we'll get them eventually. We have a great game by a relativity small company. In 10-15 years people are going to look back at Elite Dangerous as the special space MMO/space sim it is.
Is this new era of gaming the fault of the gamers wanting too much and not understaning the challenge or do publishers and developers now have to be more open and honest about things and give better incite? Are we just expecting too much on the current tech?
Anyway to close this one off... my friend who play tests and bug tests has clocked over 3000 hours as a "player/fan" on the game he works for and the one thing that upsets and frustrates him the most is people on forums or social media forget that the developers, testers and game makers are just as easily disappointed and as passionate as the player base when something doesn't work or get released on time.
I can easily name games that have taken my money and failed or not delivered anywhere near Elite Dangerous.
Nether (Changed hands 2 or 3 times before shutting down)
Cubeworld (Developer did a runner with money basically)
Star Citizen (Ok not failed yet)
Mass Effect Andromeda
Star Wars Battlefront (not worth anywhere near the price)
Battlefield Hardline
Fifa Online 1 & 2
Starforge
Reign of Kings
All Points Bulletin