ED is a sim...
Can hear my engines in space... Fails at first test..
Can Hyperspace... Eh no we can't... fail..
Can mine asteroids.. Eh no we can't... fail..
I wont bother going on..
This is definitely one of my biggest pet peeves.
What makes a sim a sim isn't that a game attempts to model itself after real life. It's that a game chooses modeling over faking it.
If a game, for example, chose to model a solar system not on real life, but on concentric crystal spheres centered around a single world, and every other world in the system was attached to a sphere which rotated around the central world. And lets say that the stars were actually small portals on the outermost shell that could be used to as a way to travel between self contained solar systems. And lets say that magic-powered flying wooden ships could be used to fly between worlds, such a game would be considered a sim (of fantasy "space travel") if the developers chose to rely heavily on modeling the behavior of objects in the game, as opposed to faking it by declaring it works via developer fiat.
The advantage of modeling game mechanics vs faking it is that modeling allows for emergent behavior in the game. A classic example of this in Elite: Dangerous is flyving: when on a low-G world in your SRV, turning drive assist off, and using the SRV's thrusters and the terrain to actually
fly your SRV around for extended periods of time. Particularly skilled SRV drivers have actually managed to get SRVs from the ground into genuine
orbits, and at least one has managed to flyve their SRV from the surface to a low orbiting coriolis station.
The disadvantage of modeling game mechanics vs faking it is the extra work involved. The more complex a model is, the more work is required to develop, test, and of course fix the inevitable bugs that crop up whenever a large player base gets their hands on the game, and start doing things no sane person would even think about, let alone
do.
And in order:
- We can hear the engines of our ships "in space" because we're sitting in a sealed metal container filled with air, not a vacuum. Should we lose that air for some reason or another, our ships engines immediately become very muffled, since the sound of the engines can only travel via the metal framework of our ships. Anything outside our ships are simulated via our ships' computers for better situational awareness, a concept that has existed in science fiction since at least the 1950s.
- Hyperdrives don't exist in real life, true. But in Elite Universe, they use Witchspace to get around that pesky "speed of light" problem. One of the main draws of FTL in this game is that Supercruise is modeled, as opposed to fake. It is so well modeled, in fact, that players are not only inspired to create optimal strategies to get to locations much more quickly, but also write well researched "scientific papers" about it in the process. What tickles me that their Witchspace model is not only internally consistent between Supercruise and Hyperjumps, but also neatly explains an existing "gameplay compromise," and is also consistent with how Witchspace operated in Frontier: Elite 2 and Frontier: First Encounters, the previous two games of the franchise which are loosely canon as part of the backstory of this game.
- Feel free to inform these asteroid mining startups that have appeared over the last five years that they're wasting their time on something that's impossible.
The very best that be said is it's a gamey simmy thing..
Half the problem with Elite is Frontier don't know themselves what it is!
The main problem IMO was the change in project leadership sometime between when Elite: Dangerous launched, and the launch of Horizons. It was around that time when Frontier seemed to stop caring about the verisimilitude of their game, and started adding "cool" things without a care for either existing world building, game mechanics, or internal consistency.
Here's hoping the
latest change in project leadership pushes the pendulum back in the direction towards verisimilitude.