How to make Personal Narrative Great Again!

You can look at it both ways. For some people, myself included, games tend to be a base for creating my own narrative, to a greater or less degree. I tend to play career mode in lots of games such as Fifa/Madden etc, because I enjoy the game letting me live out dreams/fantasies whatever. Elite for me is much the same. Sure, I would love a more engaging background story and a richer game universe but as it is I can potter about in my Cobra enjoying the story I make for myself.

On the other hand, some people like to inject themselves in an existing narrative and play through that way. Also perfectly legitimate. The problem with this is that those people are far more invested in the content generated by FDev, and require this to be immersive and entertaining, which it generally isn't.

So some will say 'make your own stories', and others will scoff and say 'FDev should provide our story'. Both sides of the coin are right.

I'm not sure what you're talking about, there, is actually a "personal narrative" though.

I mean, are we going to say that, after playing 50 levels of Candy Crush, the game you've played is also your "personal narrative" in that game?

To me, the emphasis is on the word "personal" and all that it means.
If the game is your "world" then the "narrative" is the path you take through that world.
For a narrative to be "personal" it must be unique to you, as a result of you making a unique choices which lead you along a unique path through that world.

ED doesn't really do that.

It allows you to sample a whole heap of different things, which can certainly make your experience unique, but I'm not sure that qualifies as a "personal narrative" if you can just hop from one thing to the other on a whim.

If we're both playing John Madden's and I'm playing as the Dallas Cowboys and get to the Superbowl vs the LA Raiders while you're playing as the Miami Dolphins and get into the Superbowl vs the NY Jets, does that mean we're both experiencing a "personal narrative" in the game?
I suppose it might, but it's pretty tenuous compared to the different experiences that somebody who's playing Skyrim as a Wizard will have compared to somebody who's playing as a Warrior.
 
Its all about the little things.

For example, why don't you have your NPC pilot chat a bit now and again? Just a one line ironic comment would be nice.

Second, FD need to add x10 the lines on comms, and ensure nothing is repeated.

Or have the NPC pilot, after reaching a higher rank, demand a pay raise (or a joke about a pay raise).

And I would say add x100 lines to comms... make a drop box for players to add text comm messages and then they just need to filter and approve what gets put into the game.....
 
Its all about the little things.

For example, why don't you have your NPC pilot chat a bit now and again? Just a one line ironic comment would be nice.

Second, FD need to add x10 the lines on comms, and ensure nothing is repeated.

Not sure what that has to do with "personal narrative" but I'm all in favour of it. :p

I was playing Skyrim last night, went into some tavern and told Lydia to wait while I went to do something.
When I came back she was sat at a table, drinking, and then she got up and started dancing with some guy in front of the bard.

Obviously, I've seen all these animations a thousand times, and heard all the dialogue a thousand times, but the game still manages to put together completely inconsequential, frivolous, things in wonderful ways and it totally elevates the game experience to a higher level.

It's unrealistic to expect a game to have unlimited amounts of "fluff" so you'll always be surprised but you can chain together limited pools of "fluff" to create almost unlimited outcomes.
 
I'm still not entirely sure what "narrative" and "personal narrative" are supposed to mean - and I'm almost certain FDev don't know either.

Just seems like the latest buzzword that they started using, a few months ago, and are mercilessly flogging to death.

Personal narrative for frontier seems to be running around gathering mats at guardian sites to get your hands on special gear everyone else has or is working towards.
 
More:

With missions, why is it we get the cookie cutter attacks?

Why don't hired thugs say something like "Mr Big (or NPC avatar from the rival faction) says don't mess with us", or, on rare occasions we get an NPC aligned with the faction we are helping saying "we thought you might need a hand".

Logical touches like that would add so much for so little effort. Instead we get the same 5 canned replies that are reused across pirates, bounty hunters etc.
 
Hey there all, with Obsidian Ant making a video today on Personal Narrative, or rather the lack thereof, within Elite, I decided to create this thread highlighting my personal issues with the story within Elite, as well as some ideas that could be reasonable for Frontier Developments to implement in the near future.


So let's get right into it!


Narrative and Story are lacking to say the least within Elite. Or are they really?

See the main issue with the narrative, as many of you know is that it is told through Galnet. Frankly I forget to enable Galnet to play in my ship when I play and it is only with an Android app (ED companion) that I stay up to date with the various news and happenings within the Galaxy. So first issue right there: Lack of engagement with most of the playerbase. Players also seem to state that often times it feels that you have to make up your own story as you go. Not creating your own story leaves a sort of void in the world of Elite, a universe that already goes out of its way to make commanders feel irrelevant. Second issue: Personal Story is nonexistent to the point where weapon unlocks are labelled as a narrative.

So lets tackle these two issues first as resolving them will lead to various other issues being remedied as well.


LACK OF ENGAGEMENT

It certainly is telling I think that most players didn't really keep up with the Galnet articles leading up to the Gnosis debacle. Discussing that is beyond the scope of this thread, but it left a sour taste in many player mouths because there was one perception that lead to a different outcome. HOWEVER those of you keeping up with various Galnet articles knew the Gnosis was going to be in danger. REGARDLESS OF THE OUTCOME WHICH IS NOT WITHIN THE SCOPE OF THIS THREAD, the Galnet news were well, a letdown of sorts. The warnings did not sound too impending and the coverage of an event with so much "foot-traffic", nearly 11000 commanders, received little coverage.

What could have been done to tell the story of the Gnosis? OR OTHER STORIES IN THE GALAXY?

  • Firstly, any news or even articles should be teased in the radio chatter messages from NPC pilots. I have more to say on radio chatter in a bit, but suffice it to say, that much like how in real life, you don't watch the news for every detail but rather catch lots of snippets of world news from your friends or coworkers, SO there would be a great deal of chatter or conversation happening for any major news story. Take the proposed wedding of Asling Duval. I personally got invested in that story because I roleplay as a Federation pilot and I really wanted there to be some sort of peace brought between the Federation and the Empire. While the forums blew up with threads of potential powerplay changes and lore stuff, I felt the game itself felt empty. Take the following NPC exchange for example that could take place in a star system that is Federation aligned. Such a check would be a simple if then statement and this little conversation would add diversity to the bleak world of wedding barges and not signing vows.

    Federal Agent: "Did you hear about the Rochesters?"
    Federal Logistics: "Had respect for the family, now they're tainting their name with the Imperials"
    Federal Agent: "His niece is probably getting bullied at Olympus Village University on Mars."

    OR THIS CONVESATION IN INDEPENDENT SPACE:

    Anaconda: "I hear the wedding is going to affect the economy."
    Viper III: "How so?"
    Anaconda: "Well the Rochesters own stock in Core Dynamics. Heard it tanked 18%"
    Viper III: "Yikes! Hope I can still upgrade to a Vulture."

    Right there are two simple conversations that can reach many more pilots than a galnet article would. Not only do they hint at the story, they also make the galaxy feel alive and cause players to care more about the news in Galnet. Not to mention this is a change with very little effort needed on behalf of anyone at FDEV. I MADE BOTH OF THOSE CONVERSATIONS UP IN LESS THAN A MINUTE FROM MEMORY OF AN ACTUAL GALNET ARTICLE. They require almost no time to program and greatly improve the narrative engaging the playerbase, while not making anyone feel like they are not just another random pilot in the galaxy. It makes one feel as if the story matters if other people are talking about it. Not to mention that the second conversation might have spoked players into hoping the wedding was called off due to fears of ship availability.

  • Secondly lets take advantage of the radio chatter in stations. If you ever strap on headphones and sit in the camera mode in any hangar, you'll hear lots of radio chatter and flight control chatter. Its quiet and easy to miss. This radio chatter obviously could be increased in volume to improve the atmosphere of the station, making it feel alive, but furthermore, it could also be used to distinguish stations in different areas of space, Alliance stations could have certain discussions or conversations while Imperial stations could casually have chatter about slaves. Both are much more involved that the text based radio chatter, but are improvements that I think would be well worth including into Elite and the sort of atmosphere it is missing.

    The state of a system could also be incorporated into the radio chatter. The new Pirate Activity detected instances could be hinted at wildly in the system by radio chatter at stations or by the text based approach. In both of these cases, making short simple conversations for generic system states, or more specific ones for big news on Galnet (like the Asling Wedding and Gnosis) would go a long way towards incorporating the news and lore of the galaxy into the player's focus. In my opinion either one of these is the most obvious starting place for FDEV to begin injecting life and a fresh breath of spirit into the game.




LACK OF PERSONAL NARRATIVE

Ah Yamiks. I can't stop reading Personal narrative in anything other than your charming Latvian Voice. Man I love your rants.

ANYWAY.

Why does Yamiks complain about this? Why does Obsidian Ant say weapon unlocks should never be considered narrative?

Why do I feel no emotion working with engineers, why do I just not care when I get Allied with a Federation Faction (though tbh due to the way Powerplay Ethos works, Independent factions serve Hudson far better than any Federation faction. The ethos change needs to happen to Powerplay for the sake of the BGS), why is it that going on an expedition to map out the guardians sounds like a much better story than it is in practice? Where it devolves into immersion breaking logging in and out grinding as I play through it?

WELL JOHNNY HAVE I GOT A SOLUTION FOR YOU! … suggestion really … semantics are overrated.



Lets first take a look at the way Elite handles the player. Well...to be honest, not all that well. The tutorials are vague at times, and I myself struggled to figure out what the objective was with the SRV tutorial. AND I LOVE FLIGHT SIMS LIKE X-PLANE 11. THE CONTROLS DIDN'T CONFUSE ME, THE G OBJECTIVE OF A TUTORIAL MISSION DID.

So little temper tantrum aside, Elite doesn't really give much of a story reason to be a pilot. Or to care. Officially there's some lore reason which suggests that not all pilots have Pilot's Federation licenses (hence the non-elite pilots flying around Jameson) and that the starting money you got was really just a gift from an anonymous benefactor. While that's a cool story intro, it doesn't really make sense if there isn't a story to back it up about finding the truth behind your benefactor. Furthermore, this galaxy excels in making you feel insignificant. SO WHY NOT PLAY ON THAT?! See the real world also treats you as insignificant. If I were to die tomorrow, well no one aside from my friends and family would care. That's not a bad thing, just the way the world works. Yet I have a life. I have a story. I am an individual and there are many ways Elite can treat the player and make them feel as if they have a small, but tangible impact.

  • First and foremost, we know that Elite tracks your progress with the superpowers, local factions and the Navy ranks.

    Why can this progress be incorporated into the factions, more closely through simple numbers on a stat menu or through generic comments of service to an ingame faction?

    MY suggestion here is for nav beacon or for a star system control officer to greet you upon arriving into the local system, (unless its anarchy), welcoming you into Federal space if you're allied with the Federation, or being sort of dismissive if you're in good standing with Empire but atrocious with the Alliance, when you enter an Alliance system. This could be done again in the form of text based or radio based chatter. Either way, its certainly a way to get players invested in their choices.

    Sticking to text and chatter based changes, ingame factions should be aware of your superpower allegiance. If I'm in a terrible standing with a super power I should expect factions of that superpower to either refuse to offer me missions, or be extremely rude towards me. This is a surface level change that involves if/then statements and quick checks of the player's faction status. I know this might strain servers (which FDEV uses Amazon servers btw if you were curious) but with a dedicated mission server coming up, I think this could revolutionize how mission are handed out and the choices players make. Frankly I don't like to read that a faction hates my guts or thinks I'm a piece of crap. SO! Even though I am a federation player I would like Imperial factions to greet me decently, which will affect the way I treat their security or their ships.

    Flavor text is the name of the game with this first suggestion.


  • Secondly. Let's take a quick look at Engineers.

    Clearly if this were real life, I would expect to develop a personal connection with these people. FDEV have this idea already. Have you guys read the flavor text for many of the engineers? I mean come on, Lei Chung treats me like family now. D'aaww. I wanna give him a bro hug now.

    YET I ONLY GOT THIS IMPRESSION BY JUST SO HAPPENING TO LOOK UP DURING AN EXPERIMENTAL EFFECT I WAS DEBATING (the answer is fast regen, always fast regen)

    See here comes a pretty hefty suggestion to FDEV. You can include spacelegs, without making spacelegs.

    HEAR ME OUT!

    One word. Cutscenes. Trust me. Cutscenes are the name of the game here. Imagine first time you unlock an engineer. A single cutscene could establish the atmosphere of being a stranger. Being a sort of new person. The engineer could be very cold or distant. Perhaps even sending the very robot that greets you at these bases as their liaison. This cutscene could occur just as you get off your ship in the hangar. A brief cutscene that teases the ship interiors, puts into context your ship and its looks with the engineer at hand. Then each successive grade of unlock with the engineer would enhance the friendship you have with the engineer. THAT ALONE WOULD MAKE AMAZING STRIDES TO MAKE THE PLAYER FEEL INVOLVED WITHT THEIR OWN ADVENTURE.

    Ok...I hear you FDEV. That would be a massive undertaking.

    Rendering all of that, potentially making the cutscene in first person and just have a sort of:

    Felicity G1: "I'll be in my office, I'll let the robot handle your requests" *fade to black*
    Felicity G5: "Hey how are you doing! So nice to see you again, have I got some plans I want to discuss with you!" *fade to black*

    Feel to it, might be too much.


    So why not include those same style of intro cutscenes as just a voicemail message? Prerendered one line greetings that play upon unlocking a new grade with the engineer. Its decent. And FDEV, if you haven't yet caught on, having a human voice greet you or say something really engages the player. Minimal voice acting, in the most generic of ways is what I'm asking here. That involves the player and makes their consequences feel real, much moreso than the text many players will inevitably ignore or skip over.


  • Thirdly, in keeping with the player driven choice narrative. Why not revamp rank grind from a sort of auxiliary navy role in each Superpower, to a more prominent role? HEAR ME OUT YAMIKS!

    The issue with rank grind is that its tedious and frankly I don't deserve a cutter for having done 200 data courier missions at Ngallin. I spelt the name of the system wrong. That's how unsatisfying that rank grind was. Why is this the case? Why can't I feel satisfied with being an actual navy pilot? Well frankly that's because there is a serious disconnect between the missions you do and the ships and permits you unlock.

    One personal grip I've also heard is how you can be both an Admiral and King in the Federal and Empire Navies simultaneously.

    So why not revamp it all with dedicated short campaigns?

    A series of 12 combat missions (since these are primarily combat ships what you're getting) that go up with increasing difficulty. Each mission is set in its own instance. Much like the training missions you have for combat in the tutorial section. Those are simple preloaded instances using available in game assets. Seems easy enough to create new combat instances for ranks. You are given a premade ship with engineered weapons and equipment that only a proper navy pilot would use. This would allow players to feel as if they were part of the navy, still be insignificant, and give a much needed alternative to "rank grinding". The missions could be quite challenging and require genuine skill to unlock the ships. It would be entertaining and allow for some scenarios to play out that aren't possible in open space. Perhaps mission 1 of the federal navy is a simple patrol in a wing of Eagles, you stumble across a pirate FDL and the wing engages. You win, boom, PROMOTED.

    Mission 12? In the Imperial Navy to get to King? Yeah. Here's a Cutter, you're in a wing of cutters. There are a few Hydras taking on a Majestic cruiser. HELP OUT THE IMPERIAL CAPITAL SHIP. Boom. Challenging, and it would force pilots to get good with a variety of weapon types. Handcrafted missions? Yes. BUT THEY WOULD BE THE SOURCE OF TALK AND BE ACTUAL CONTENT AND STORY! Imagine feeling yourself rising through Federal and Empire ranks as you take on harder missions. Stations could greet you with generic statements about your service based on your rank. All adding to the idea and story of the pilot.

    Also an option could be added. You could only progress in one navy at a time, and you'd have to "go on leave" in one navy to help out the other navy. Its a compromise between those wishing to do both navy rank grinds (like myself) and those who want to feel their choice has impact (Federal navy won't allow me to help them until I resign temporarily from the Imperial Navy).

    I imagine I'm in the minority in this, but I would not mind seeing the Type 10 and Alliance ships locked under a rank grind IF AND ONLY IF, there was a cool 12 mission Alliance Campaign to play through.


    Also it would be cool to have your ship able to be registered with a superpower, thus adding weight to the Navy rank and your presence on the field. We know that FDEV allows stations to access your ally status and your ship name. A simple stat like that doesn't seem too far fetched.


  • LASTLY.

    Lets talk Exploration and Combat Radio chatter.

    Yes they are different. But in regards to personal narratives, they are similar. Radio chatter makes anything feel alive. If you played Ace Combat 4 - Shattered Skies (or Distant Thunder if you're in Europe) you'll understand how alive the battle could be by the radio chatter of your allies and enemies.

    The same applies here in Elite. In any space fight, the radio chatter should be audible. A pilot yelling about a bandit, or someone calling out a FOX 2 missile call out. They are generic. Can be scripted to run in High or Low combat zones, and seriously add to the intensity of the battle. I mean for crying out loud. I can't even focus enough on reading a text message in my car when I'm at a red light, how am I supposed to focus on the text chat from the one guy asking for backup? WHEN I'M FLYING A SHIP. FIRING WEAPONS. BLOWING PEOPLE UP AND WHATNOT. … We know FDEV can do radio chatter at stations customized for the pilot's ship! Why can't they do that for a combat instance? They could make it like 10 minutes long, and have two different loops playing. That's like no effort, and it would dramatically improve the narrative. ESPECIALLY IF PILOTS MENTIONED THEY HAVE A WARHERO FROM MISSION 10 JOINING THEM?! (hint hint FDEV, you can tie the player into many things)


    What the hell does this have to do with Exploration?

    Funny you should ask. Exploration needs missions. Yes. You heard me. Lets say there's an Earth like world 1000 light years away from the bubble. Lets have a mission given by a faction that seeks a detailed scan of the planet. That's it. Travelling there would be lengthy. Perhaps difficult. This is why a mission is needed. A single scan however the pilot would be engaged by the faction to actually go out and explore! The Faction could provide updates upon arriving at a system that is 750 light years out (25% distance in) 500 and 100 light years out of the target system. These updates would be from mission control. A variety of updates:

    "Pressure steady, all systems look good commander, over and out"
    or
    "Roger that, jump confirmed about 700 light years out commander. Just checking in."
    or
    "This is Houston over, don't get too close to that Gravity well" (Mother GAIA mission control commenting on my approach to the Black hole in MAIA)

    See how radio chatter could suddenly make the player, still insignificant, feel important and valued? A mission control giving you generic, repeating updates on your ship status, distance to required scan location and just other general factors could revolutionize the "immersion" within the game while also enhancing Narrative and how much people care about exploration or doing many activities in the game. Engaging the player that is still, just a random commander.




THERE IS A LOT OF POTENTIAL. TONS. HUGE POTENTIAL.
Narrative isn't dead.

It never was, it was just communicated in the worst way possible. Let me say this much, if FDEV didn't change the Guardian weapon grind but instead made set of missions that made visiting the guardian ruin sites a sort of mission monitored by mission control would it not take a step in the right direction towards making the guardian weapons feel like part of your commander's story?

Don't get me wrong, I wish unlocking those modules was an easy hour long mission, but if instead it was framed with a mission control monitoring my progress, g out when Sentinels attacked me and telling me they were scared to lose me, I honestly wouldn't mind logging in and out 26 times to get that Epsilon Data.




Commander Alexander Sepulveda,

Former Sagittarius Eye Reporter,

Signing off.

+Rep

Great ideas - hope some make it into the game, but I'm not sure FDev can do it with the current engine :-(

I do like being ranked as "King" since when I dock at an imperial station I hear the Imperial March when auto-docking, get a Imperial Eagle Escort, and I'm addressed as "Your Highness" by the station. Also, the Royal Landing Pads are SO much nicer than the standard pads!

Wait, uh, no - there's really is no "narrative" difference if you're a King or Rankless :-(

You know, I always though a good bumper sticker would be:

"I'm became ELITE, and all I got was a lousy Text Message" lol.

Still love the game, but some narrative would be nice!

o7
 
The issue I see with any "narrative", personal or global, is that the entire galaxy is far too mechanical and sterile. There's no personality or character to anything; space is pretty much the same wherever you go, NPCs are all the same, factions have a couple of bullet points different in their respective descriptions but are otherwise all the same, faction leaders are simply mouthpieces for massive credit dispensers and even the superpowers are just vendors for a few specialised ships. It's difficult to get attached or emotional about something or someone with all the personality of a concrete breezeblock.

Now, if factions all had whole casts of recurring NPCs for each of them, each with their own personalities, motivations and goals, the situation would improve significantly. We have all played RPGs where there are NPCs that we always like to go back to and interact with and follow their own little dramas and life story. They wouldn't just be a dispenser for more grind, as every mission they offer would be to further some goal they have that players could try to figure out with some investigation. Factions would have culture and personality within them, making supporting a faction more of an emotional and personal choice rather than a mechanical, pragmatic choice. This could even lead to emergent properties, where supporting NPCs down questionable avenues could lead to quite unintentional consequences.
 
The issue I see with any "narrative", personal or global, is that the entire galaxy is far too mechanical and sterile. There's no personality or character to anything; space is pretty much the same wherever you go, NPCs are all the same, factions have a couple of bullet points different in their respective descriptions but are otherwise all the same, faction leaders are simply mouthpieces for massive credit dispensers and even the superpowers are just vendors for a few specialised ships. It's difficult to get attached or emotional about something or someone with all the personality of a concrete breezeblock.

Now, if factions all had whole casts of recurring NPCs for each of them, each with their own personalities, motivations and goals, the situation would improve significantly. We have all played RPGs where there are NPCs that we always like to go back to and interact with and follow their own little dramas and life story. They wouldn't just be a dispenser for more grind, as every mission they offer would be to further some goal they have that players could try to figure out with some investigation. Factions would have culture and personality within them, making supporting a faction more of an emotional and personal choice rather than a mechanical, pragmatic choice. This could even lead to emergent properties, where supporting NPCs down questionable avenues could lead to quite unintentional consequences.

What, like Powerplay?

FD invented 10 (later 11) Tier 1 NPCs and did very little with them- even when they all have very nuanced backgrounds.
 
Your post made a lot of valid points along with good ides, there was a lot there and still digesting some of it overall i like your suggestions and what you have to say.

A couple of points.

I don't think adding the radio chatter is as simple as you say it is, resource wise, for it to be done properly you need more than just 5 different chats, maybe 25 for each superpower, as hearing the same 5 things over and over is not good, i would get bored of it very quickly and would feel even less depth.

To do this properly would need voice actors quite a few in fact, and time to record all of those conversations, it would require more time than you would imagine and for each galnet article would have to be redone for new storylines, it is totally possible though its not simple.

With regards to pilots flying around in Shinrata Dezrha, just because it does not say they are Elite, does not mean they are not Elite, The rating you see on NPC's is in regard to Combat rank, there are two other elite badges giving access to the system, Exploration and Trading, it's entirely possible they are Elite in one of those Occupations.

I like the cutscene idea would break up the monotony a bit and give the impression your doing something right which in turn gives you the impression your actions do actually mean something.

All in all though a very well thought out post, i really hope we get some of your ideas into the game in future.
 
We the community weren't that silly.

The moment the idea of personal narrative was suggested, it was immediately called out that module unlocks are not narrative.

We got one of those trademark responses, trust us, its not now but it will be narrative, sly winks, the whole works.

Mind blown its still unlocks. How long has this been around for? A year almost?

If this concept is anything more than an internal corporate buzz word frontier got happy waving around id really be surprised. A metaphor they use to describe players in the sandbox.

The common point with all this wishful thinking exercises is they havent even tried.
 
What, like Powerplay?

FD invented 10 (later 11) Tier 1 NPCs and did very little with them- even when they all have very nuanced backgrounds.

Not really, more like the fundamental opposite of powerplay.

Powerplay features a small number of handcrafted NPCs while my suggestion would see procedurally generated NPCs for every faction, plus possibly NPCs tied to individual systems and some extras aligned with the superpowers and powers for good measure. This would quite possibly involve 250,000+ notable NPCs (sounds like a lot, but considering there's about 75k minor powers, that only leaves a few per faction) spread out throughout the galaxy.

Powerplay is less about influencing the galaxy and more about providing mechanical boosts to those who get involved, while my suggestion regarding NPCs would require FD to remove the brakes on what the BGS is capable of to truly let the minor powers influence the galaxy, with us steering the development of humanity by proxy through these NPCs.

Powerplay is about repetitive grind in a basic influence game, while my suggestion would be about every single task you perform being for some greater goal and not simply territorial conflict.

Powerplay is ultimately just a tiny cosmetic surface layer that players can choose to either ignore or get involved with, while my suggestion was basically to make the whole galaxy play out more like a game of Stellaris or the Last Federation, with a healthy helping of procedural Game of Thrones in space.
 
Not really, more like the fundamental opposite of powerplay.

Powerplay features a small number of handcrafted NPCs while my suggestion would see procedurally generated NPCs for every faction, plus possibly NPCs tied to individual systems and some extras aligned with the superpowers and powers for good measure. This would quite possibly involve 250,000+ notable NPCs (sounds like a lot, but considering there's about 75k minor powers, that only leaves a few per faction) spread out throughout the galaxy.

Powerplay is less about influencing the galaxy and more about providing mechanical boosts to those who get involved, while my suggestion regarding NPCs would require FD to remove the brakes on what the BGS is capable of to truly let the minor powers influence the galaxy, with us steering the development of humanity by proxy through these NPCs.

Powerplay is about repetitive grind in a basic influence game, while my suggestion would be about every single task you perform being for some greater goal and not simply territorial conflict.

Powerplay is ultimately just a tiny cosmetic surface layer that players can choose to either ignore or get involved with, while my suggestion was basically to make the whole galaxy play out more like a game of Stellaris or the Last Federation, with a healthy helping of procedural Game of Thrones in space.

Well, I agree in part.

However, if FD had ever decided to go and use the Powerplay Tier 1 NPCs, they'd provide a cultural umbrella for all the things you want, as it was intended to be GoT in space. By gaining territory you absorb a giant slice of the population. What would happen if each power had a visual and textual influence? What if systems became police states with Grom, citizens fearful of eavesdropping (manifesting in missions)? I could detail a whole raft of how PP would sculpt the galaxy- and that by supporting a power you are projecting your values over those you dominate. Theological techno mages with a nasty violent streak? Ultimate meritocracies? They'd be great as they bent locals to their will. In short FD needed to release the brakes on PP, so powers would exploit the living daylights out of the locals and convert them to the correct way of thinking.

The reason why its a repetitive grind in a basic influence game is because FD have never taken it seriously. What we have now is three undeveloped superficial layers: local factions, Powers, superpowers.
 
Well, I agree in part.

However, if FD had ever decided to go and use the Powerplay Tier 1 NPCs, they'd provide a cultural umbrella for all the things you want, as it was intended to be GoT in space. By gaining territory you absorb a giant slice of the population. What would happen if each power had a visual and textual influence? What if systems became police states with Grom, citizens fearful of eavesdropping (manifesting in missions)? I could detail a whole raft of how PP would sculpt the galaxy- and that by supporting a power you are projecting your values over those you dominate. Theological techno mages with a nasty violent streak? Ultimate meritocracies? They'd be great as they bent locals to their will. In short FD needed to release the brakes on PP, so powers would exploit the living daylights out of the locals and convert them to the correct way of thinking.

The reason why its a repetitive grind in a basic influence game is because FD have never taken it seriously. What we have now is three undeveloped superficial layers: local factions, Powers, superpowers.

I agree with what you are saying in part, they are all extremely underdeveloped and they don't interact at all, which leads to them being superficial and inconsequential. While what you are suggesting would be a definite improvement, it ultimately would still just be territorial quibbling, albeit with greater consequences and effects. Only having 11 levers that players can pull also doesn't give that much flexibility for players influencing the galaxy, as by their very nature they have to be very broad and sweeping.

What I feel is needed isn't simply direct consequences, but emergent behaviour. Multiple layers of depth, such that by the time they reach the surface that we interact with it can have unexpected consequences. Players wouldn't be in a position of "support person X, make the galaxy more Y", but more nuanced and with a bit of chaos theory thrown in as said NPCs throw spanners in the works with their own personal agendas, some of which may be hidden from public knowledge. Sometimes the best way to encourage martial law in systems might be to launch direct attacks on the associates of a militaristic NPC to lead him on a crusade to get the whole system locked down to prevent criminal activity after too many losses, but equally such a course of action might leave a weakness for other local factions to take advantage of which might result in a war, or it might lead to said NPC becoming disillusioned with the faction and so he defects to a rival - players would have to adopt a holistic view of the local area and factor in what is going on with every NPC and faction rather than zeroing in on their own faction if they want something doing.

Rather than removing the brakes on powerplay, I'd rather see the brakes removed on the main BGS and for powerplay to become subsidiary to it. Keep the powers as remote authority figures that influence, but don't directly control their systems.

The other thing I feel about the powers, is that although they might have character, they are ultimately still far too distant for us to interact with. They are more like choosing Horde vs Alliance in WoW, rather than that friendly but dubious dude that we talk to in some fancy corporate offices. Players get attached to those that they can interact with more directly, caring far more about the tavern keeper in the area they hang out in rather than that important figure who they only ever hear about in scripted conversations and cutscenes. We won't ever speak to them directly, they are too large to have any intrigue or shadowy agendas beyond what FD shoehorn in, and they are large enough such that almost any task they assign us would just be day-to-day business rather than something special going on.
 
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I must say I agree with most of what the OP has written. Elite lacks any meaningful way to get the player involved in a ‘living’ universe, therefore putting barriers to stories evolving into engaging content for a player, a group of players or even a squadron.

ED’s storytelling is just horrible, and there are many reasons for this, and they all come together.

GalNet is a ridiculously inefficient way to communicate a narrative. The newsflashes are usually limited to one or two paragraphs of condensed but superficial information. They are by text only and thereby lack creating the kind of atmosphere or thrill you’d see with a (non-template) picture or even a video feed. These newsflashes more often than not offer vague possibilities for future action but in my opinion lack the oomph to create enough traction to make people really feel interested about it so they jump up from the sofa and shout "Huzzah! I will do this!"

GalNet topics are also mostly detached islands. They mostly come out of the blue (Supratech burning anybody?) and last for a low number of months (if at all), railroading events to a predetermined outcome. That’s one of the biggest issues I see: You can’t DO anything. You don’t get personally involved on a story level and thus mostly stick to doing nothing, doing combat, doing trading or doing unlocking to come to a result; which in itself is again meaningless, because there are no consequences of action the player(s) can enforce on the galaxy.

Frontier tried to steer against this trend by implementing community goals and the Dangerous Games to get some sort of story out, but these are equally criticized by a part of the community as being shallow, lackluster and out of immersion. Plus, it has also been criticized that essentially, these ‘events’ cannot fail, thus being a part of the railroading accusation that has been repeatedly launched at FDev. The Dangerous Games were particularly singled out as being a hilarious way of implementing a new power by making their members do things that didn't really have anything to do with raising a power faction from the ashes. Colonia is basically the same where people are asked to ship tons of travel brochures across space to make a facion happen, which in itself is rather silly if you think about it.

Then there are the NPCs. In this context I am talking about the Major NPCs whose names you typically find in all the above mentioned attempts to set up a narrative. Two things I find striking here:

1. Established NPCs
These sadly not backed by refreshing their background stories, their latest developments or some gossip snippets and thus do not receive the visibility or exposure the should get when being so high and up in the galactic spotlight. Yes, they are named every once in a while but then more or less as ‘statement givers’ who respectfully fulfill their minimum duty of saying something to a sector spanning event. But you seldom get anything beyond that.

2. Event NPCs.
By these I mean those names that appear and disappera while a certain story unfolds. We had a number of Navy officers, Jasmina Halsey, Juanita Bishop and now the Rochesters. That’s well and good, but after a certain event is through, these often disapprea completely from view. Again, there is a feeling of something being discarded and next month, you get the next made-up Event NPC. While some may call this an element of shifting drama, others may call it uninspirational and superficial (again), because you don’t really get attached to anybody for any reason. A result you see quite often on the forums these days is players comparing all this to a galactic soap opera, sitcom or reality TV. This alone should make all alarm bells ring in the ED story department.

In the end, the narrative in the game seems to be a stage play no one has access to. No meaningful interaction is possible and events and stories unfold as the days come and go. This is not engaging or emergent gameplay, it’s just plain boring. Being boring is really one of the few things where ED’s “narrative” is good at.

Certainly, there are a number of books and novels out there and they may point you towards different locations in the game, but once again, it ends right there. Soontill Relics anybody? Yeah, there’s an omnious reference to Garry’s Reclamations, which readers will find revealing) but again, it’s missed opportunities to implement aspects of the stories into the game itself and thus create a link between what people read and what they play.

An exception to this were Drew Wagar’s books, Premonition in particular, where efforts were made to come up with ingame events and Frontier story injections that would culminate spectaculously in a book. In this case, FDev did it the other way round and used something I call “StarWars’ism”: Everyone’s a space family and everything has to be connected to everything else. The outcome was mixed, although mostly positive, but with Drew’s efforts the last bits of good storytelling left the galaxy.

Since then - or some might say even before that - we have been staring into a void.

The tutorials have been mentioned as kicking off a story of sorts, but I find them shallow and detached from the game in general. No story unfolds around the fledgling pilot, no consequences come out of maybe different choices or tutorial endings, and most of all, no follow-up opportunities are given.

EVE Online for example holds multiple wide and open story arcs (8 if I’m correct) with 20+ missions per arc that will take you through known space and show you places to come back to later. And you can play them again and again every three months or so. ED lack this completely. Power blocks are grindfests for ranks and ships that… are nice. This is about as unengaging as it can get and I reckon it may be very frustrating for new players being left stranded right beyond their tutorials.


Speaking about power blocks: Political content

This is a very personal matter for me and other will disagree or hold other views. But I want to take the opportunity to just write it down here, because it really struck a cord in me.

The ED universe is a dark place. I get it. But so is the world from which we players seek a bit of relaxation and fun in a game universe.
That being said, I find some of the more recent story themes FDev chose to inject into their game appalling, unfitting and outright irresponsible. They have introduced political and violent moves against (religious) minorities, while beginning to paint an overwhelming political entity in a rather fascist way, or at least beginning to have fascist traits. It’s the parade process of the erosion of a democracy or let’s say “people oriented” community towards authoritarian rule that secures its power by lashing out against minorities by scapegoating and marginalizing them. We find a lot of this in Dystopian novels but sadly we also find a lot of this in our daily politics

I am German so I may just be a little bit too sensitive towards these authoritarian tendencies but I dare ask: Does the game really need this kind of story? Does it make the game better in terms of playing it? Of all the narratives possible, why chose something we can see on a daily basis in the real world?
Plus, as mentioned above, we players cannot enforce change. In some games the players plays the protagonist, the pariah, who eventually makes the tyranny crumble or the population revolt. In ED this is simply not possible (atm) because of the lacking game mechanics to do so. So what remains is the ‘bad feeling about this’ with the inability to change anything via the game we play while feeling the walls closing in around us and being constantly reminded that the game in that respect isn’t better than the world we live in.

I daresay the game deserves better, and so do we. I want to play a game and not watch the crazy world of 2018 in Sci-Fi.

This is really a bad combination: On the one hand we see next to no coherent storytelling in the game and on the other hand, those snippets we do see are related to oppression and minority bashing. I find this irresponsible.
Sure, some may say, there are other games out there that propagate these elements, but in general, they even focus around it and I know what I would get when buying these. Simply put, ED shouldn’t be one of these.

So what remains?

The OP and my predecessing writers have already mentioned a good number of opportunities. I’d just like to compile a number of those here and maybe pick up one or two in a later post:


  • GalNet needs to have meaningful visuals, ideally as a complete newsletter of sorts with “clicky” content
  • Power Blocks and some other groups need story or mission arcs that span a dozen or so missions and locations with recurring NPCs the player can build a relationship to in the later game
  • Tutorials ideally are predecessors to these mission arcs
  • Engineers should fulfill more roles than just module enabler. Maybe mentors or mission givers to distant or difficult terrain
  • No throwaway “Dallas” or “Beverly Hills 902010” NPCs and Story templates. Make them mean something for the players
  • Incorporate a bonus or achievement system for story accomplishment
  • Make player choice count towards future events. Make it possible to support/dethrone some villain or to thwart/support a questionable operation and make it have an impact apart from a credit output

Wow, this took me about two hours to write down and I can only say that it's an important matter to me. I want ED to succeed in this because I still think it's a good game. Luckily, the player base seems still engaged enough to make up their own stories. I that weren't the case I really don't know where the game would stand today.

Fly safe!
 
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I have read your proposal OP and think its 'forward thinking' and to those that say you'd need lots of voice actors to voice the said narrative of the 'chatter', that's not very true, voice actors are that, they act! I bet any decent voice actor can do more than 5 different voices, hell look at Nolan North he's accredited for many voices in games and he's only one person!
 
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