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.
Depending on the nature of the game that's not always a bad thing. Player demographics change, technologies become viable, new features in rival games threaten market share and need to be countered. New brooms, fresh ideas. Many games have the flexibility to evolve and change, and need it to survive.
But the problem with
Elite, at the risk of reducing it into a cult of personality, is that it began as the vision of two men and for the next three decades largely followed the vision of one. Everything both official and unofficial, from the original game and its conversions through
FE2 and
FFE to
Oolite via licensed and fan fiction, more or less stuck to that vision. Sure, the further back you go the fuzzier the vision was, and the simpler representation on limited technology meant it was easier to hang new stuff on without breaking continuity. But in general there was very little presented in games or other materials that couldn't be slotted into the existing narrative right up to the genesis of
ED. There's never been
perfect consistency, but the retconning and cherry-picking always felt justified to me. It reminded me of
The Hitch-Hikers Guide's various incarnations; constantly in flux but never to the point where it felt like something totally different or disconnected.
But despite the apparent singular vision that was still driving things through the KS and early development, to me it feels as though
ED has drifted further from its origins as development has continued. Perhaps it was inevitable given the size of the project compared with the relatively simpler requirements of the earlier games and their audiences, and indeed the demands of modern audiences, but it's felt increasingly less coherent as time has passed. It's still an amazing product, capable of delivering some mind-blowing experiences, but sometimes it just doesn't feel
right and not just because it hasn't reached the dizzying heights of the KS/Dev Diary hype (which were, in retrospect, a very tall order). It's that it feels less like an evolution and more like a spin-off. I've never felt that with any of the earlier material.
Which I guess is a very long-winded way of saying, as I've said a few times in recent years, if this game is still David Braben's vision then where is David Braben? As far as I can tell his last post on these official forums was in May 2017. He's more active on Reddit and Twitter, but his output seems to be mostly a mixture of nostalgia and astronomy and retweets of the PR accounts. At the end of the day, I'm seeing little to suggest he's even overseeing any
ED design decisions any more.
Which is fine; he's the CEO and he can delegate whatever and to whomever he wants. It's just that, for me, it was easier to reconcile all of the various aspects of the design when there was a single individual calling most of the shots (or at least steering the group of people who were). Whereas these days it's far less clear where many of these increasingly inconsistent ideas are coming from.
Perhaps that's inevitable for the reasons already mentioned, but it's a shame. For me playing
ED is like watching
Star Trek: Discovery or
The Last Jedi. There's a lot of enjoyment to be had, and technically all of these productions are far ahead of their forebears. But there's an underlying tickle at the back of my brain pointing out the inconsistencies both internal and with prior art, and wondering whether those inconsistencies are rooted more in necessity or indifference.
Or maybe I'm just old.