I feel this. Deeply.
I love this game. I'd say it's consuming, but sometimes it feels more like consumption[/I (but as in the disease rather than mere using of resources).
This half-bakedness is in almost every unfinished, unpolished aspect of this maddenly wonderful environment that FDev's (half)created -- the all-too-obvious missed potential of something conceptualized but never brought fully to fruition, either through lack of imagination, interest, or resources.
So many of this game's regular touchpoints (at least for those doing missions and interacting with content around the bubble) are glaring, in-your-face raspberries trumpeting what could have been.
It feels like there's a monthly meeting, on a Friday at 6pm, when most folks are thinking of heading home and have already mentally checked out. The requirement is that you show up in a conference room (where admittedly, there's probably one can of free soda and a single slice of pizza (but no more!) for each (mandatory) attendee -- you know, to take the sting out of this unfortunately schedule requirement. And every person has to bring ONE cool idea to "evolve" the game (because, you know, the 2019 BAFTA awards says Elite Dangerous is tops in this category and we've made a big deal of this to shareholders!). And nobody can leave the meeting until everybody has pitched their idea. But everyone knows that if their idea takes more than 10-15 seconds to pitch, they'll become pariah, because, hey, it's already after 6pm on a Friday, right?
Then, on the following Monday, at an 8am meeting (when most of the producers and their dev leads wouldn't otherwise be in before 0930, those who pitched the top six ideas have to deliver their resource estimates (which, of course, they worked on all weekend, right?). Then those resource estimates are cut by 90% and assigned between the available interns and newest, junior development hires. Then THOSE unfortunates are told they have one week to get enough of a framework done for their work to be checked in, QA'd, and pushed live ...eventually. Then maybe one day, whatever was left uncoded from the original idea, might be revisited. And, you know, evolved.
How else do one explain inexplicable appearances of content like the new, abysmal USS/HGE implementation abomination? Or those lame mysterious tips that could be so interesting...but aren't. Those new, waste-of-time mission:source USS's? The new content and stations that are appearing willy nilly...without any actually interesting use, purpose, or challenges for players? The go-nowhere "Community" goals? The most passive-aggressive, seemingly stalled, alien invasion in the history of gaming? The ongoing PP intrigue and GalNet news that...ultimately...goes nowhere and means nothing, even to those struggling to immerse themselves in it.
If we didn't love this game so much, none of that would be nearly as maddening as it is.
But we do. And it is.
I'm just thankful that the ship selection, and the engineering depth, and the countless permutations that are balanced enough to make PvP highly variable and fun, exist for when the PvE has long since grown stale. At least that...THAT they did pretty amazingly, when you consider the incredible challenge.