I almost always like your posts - but in this case I believe you are closing your eyes to the fact that what someone does in ED may have direct consequences on someone else’s gameplay. You can’t compare that to an authors written story that has no dynamic interactions with real people.
What is it about dynamic interaction that invalidates the comparison?
When I'm playing Elite: Dangerous I'm consuming content generated by the various direct and indirect interactions player characters have upon the setting and each other. When I'm reading a book, listening to music, watching a film, or playing a single-player game, it may be a more one way exchange, but that doesn't mean it affects me any less profoundly.
In all cases I opted in to experiencing whatever the medium was capable of depicting when I chose to play, watch, listen, or read. In all cases I can end these experiences at any time, with no consequence beyond the impression they've left upon my thoughts, and the time/expense it took me to get there. In a multiplayer game with few restrictions on what players can have their characters do, these experiences include whatever they choose to have their characters do. If I wasn't willing to experience 'ganking' in this game, I wouldn't click 'Open'.
A dynamic interaction can be tailored to the audience on the fly, but that doesn't mean the fundamental nature of a character need be altered. If I play any character as I envision that character, rather than metagaming some changeable chameleon who is whatever character other players wish to see, that character is eventually going to be at odds with some of these other characters. An author, or a player, knows they may offend--the intent may even be provocative--but rarely does that imply any desire to actually harm any real person.