A Letter to David Braben: Remembering the Dream

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Dear Mr. Braben,

I write to you not as a critic, but as someone who has believed in your vision for over a decade. I am one of the many commanders who have purchased Elite Dangerous multiple times—my third copy still sits on my shelf like a bottle of fine champagne, waiting for a special occasion that never seems to come. That occasion was supposed to be ship interiors.

Do you remember when you said:

"Your ship is your home. You will know every detail. You will walk inside it. You will live in it."

Those words weren't just a marketing promise—they were a dream that captured the imagination of thousands of space pilots who had been waiting thirty years for Elite to return. We didn't just buy a game; we bought into a vision of what spacefaring could feel like. The idea that our Sidewinder, our Python, our Anaconda wouldn't just be menu screens and external models, but actual places where we belonged.

Ten years have passed since Elite Dangerous launched. Ten years since that promise was made with passion and conviction. In that time, we've seen the game expand in many directions—planetary landings, atmospheric worlds, on-foot gameplay. Yet the most fundamental promise, the one that would make our ships feel like home, remains unfulfilled.

Meanwhile, I watch as development resources flow toward ARX currencies, early access ship sales, and pre-built bundles. I see a company that somehow lacks the resources to add a door to my cockpit, but has unlimited capacity to create monetization systems.

This isn't about the money. Many of us would happily pay for ship interiors as DLC. This is about priority, about vision, about remembering what made Elite Dangerous special in the first place.

Every time I look at my Anaconda's exterior and imagine walking through its corridors, past the crew quarters you once described, through the galley where my pilot might grab coffee before a long journey to Colonia—that vision still gives me chills. It's the difference between piloting a spreadsheet and living a dream.

You created something magical with the original Elite. You revolutionized gaming. When you returned to space simulation with Elite Dangerous, you weren't just making another game—you were completing a vision decades in the making.

But somewhere along the way, the dream got buried under business metrics.

I'm not asking you to abandon profitability. I'm asking you to remember why Elite Dangerous mattered in the first place. Why commanders fell in love with the idea of living in space, not just visiting it.

There's still time.

My third copy of Elite Dangerous sits on that shelf not as a reminder of broken promises, but as faith that the dreamer who created Elite still exists somewhere beneath the business executive. The David Braben who could envision walking through a spaceship's corridors in 1984 with primitive technology surely hasn't forgotten that vision in 2025 with everything we can achieve today.

Ship interiors aren't just a feature request—they're the completion of a thirty-year journey. They're the fulfillment of a promise made not just to players, but to the medium of gaming itself about what interactive worlds could become.

Don't let Elite Dangerous be remembered as the game that chose ARX over ambition.

Let it be remembered as the game that finally brought us home.

Respectfully,

A Commander Still Believing



P.S. - That third copy is Elite Dangerous, I considered it an investment in a future where I could walk from my ship's bridge to its cargo hold. I still do.
 
The game has a very low revenue and they absolutely need to monetise better to firstly keep the servers going and secondly keep the development going. If this wasn't pretty much the signature product of Frontier Developments, it would likely have already been shutdown. So yeah, they have started doing more to get money flowing and that should alllow them to justify allocating more Devs to the game.

The problem with focusing on internals is it does very little for a huge amount of effort. How many people spend their Saturdays just walking around stations? They would need to do internals for all ship models and frankly, many people would be over it in 10 mins. So yes, they could spend the next 6-8 months not releasing any content apart from ship internals but for those with no interest, they'll likely look to other games which are releasing new stuff. If you wanted anything beyond just walking around your ship, you're now asking for new content and moving into a whole new development cycle, again just doing on foot internal stuff.

Imo, for Internals (and other big features) they should do either kickstarters or a poll for what DLC's the community wants next. This could include things like finishing off colonisation, on foot combat expansion, ship internals, exploration dlc. The standard roadmap would remain unaffected so they can continue providing the free (ARX powered) stuff already planned. However, if they know they have the support and finances in place for other features, then they can allocate dev time and deliver what the community is asking for.
 
It's the difference between piloting a spreadsheet and living a dream.

I'd rather pilot a spaceship and use it to visit more planets with more interesting sights to see, diverse atmospheres, different landscapes, things to discover. Space sim stuff rather than everything sim. (ninja'd by Dj ;) )

But somewhere along the way, the dream got buried under business metrics.

Reality can be disappointing, compared to dreams (.txt). Be careful what you wish for.

Here's my honest prediction about ship interiors, in this case specifically the version that requires corridors and sleeping quarters and cargo holds etc in an Anaconda. Doing it would just kill the game. Massive investment in dev effort and expense - and time - and when it arrived, years from now, the dribs and drabs of the playerbase demanding it would have moved on.

In my opinion.
 
and if possible, I'm not asking for a complete atmospheric system for the compatible planets, but please some cloud formation, some precipitation zone, for what it would imply in immersion...Elite 2 already incorporated clouds that looked pretty.
Frontier_elite2_screenshot.gif
 
FDev begging for pocket change to keep the servers running, while setting aside £10 million to buy back stocks.
So are you suggesting that using the revenue from titles that raise much more revenue on streamlining the company is wrong, and that they should use it instead on a title that is only just paying its way?

After a massive loss in releasing EDO (because of its state on release, among other things) throwing money the game hasn't earned into developing it further is very bad business practise!

The game survives, it isn't prospering, and is unlikely ever to do so. Spending another £20 million+ on developing an 'Interiors' PDLC would likely be as successful as EDO's release, possibly worse...
 
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It's funny when I'm pretty confident people used to complain about ED's profits being funneled into their "less productive franchises" XD
I remember those days! (but there were never links to a source to back up the claims 🤣 )

It seems for as long as I've been playing, folk have been posting steam charts proving that almost nobody played ED... So always wondered where these huge profits being funneled into Theme parks or Dinosaurs were coming from...

FWIW, I've always been happy with @Ian Doncaster unravelling the FD financial reports etc. He's been very consistent over the years.
 
It's funny when I'm pretty confident people used to complain about ED's profits being funneled into their "less productive franchises" XD
Yes - or remember when the forums were for years full of people worried about Frontier's falling share price? (who should all be thrilled about the share buyback, of course)

So always wondered where these huge profits being funneled into Theme parks or Dinosaurs were coming from...
The original Planet Coaster was certainly funded primarily from the early sales of Elite Dangerous because that's basically all the money Frontier had at the time. Probably a fair bit of the original JWE, too.

It was in 2018 or so that certain vocal players got their wish that ED income wouldn't cross-subsidise other franchises because (genie laughs) it doesn't bring in enough income to do that any more. Turns out "I wish ED didn't bring in money faster than it can spend it" is not a good thing.

Seriously, this game had GOTY breakout hit written all over it.
Sure, and then Frontier released Alpha 1 and it turned out they'd made an FFE sequel.

The original 1.0 game had all of ED's current beginner-unfriendliness and then some (even without all the additional controls and options added since), had a progression curve which would see the typical 50-100 hour player maybe not even buy a second ship (I think I must have been at least 50 hours in before I got an Adder, and that was for someone familiar with the genre), a whole bunch of mechanics faithfully copied from FE2/FFE without much consideration as to whether they'd still work multiplayer, and a bunch of other decisions made for nostalgia rather than gameplay reasons.

Now sure, as a fan of Elite-style games, yes, I still enjoyed the early Elite Dangerous. But it was always going to be a niche hit at best. And "still going, still attracting new players, still bringing in significant ongoing income after more than a decade" is not bad.

If "space game, but make good design decisions" was a way for a surefire multi-hundred-million hit, then you would think at least someone in the last ten years would have thought "I own a game company and have a giant ego, surely I can make good design decisions" and at least had a go at doing that?

What have we actually had?
- No Mans Sky which spends most of its time not focusing on flying the actual spaceships (with space combat considerably less interesting than the 90s Tie Fighter / Freespace)
- Egosoft keeps releasing the X series and it keeps being fun and we'll probably get X5 sometime, but if they were going to have a massive mainstream hit with it they would have done that by now
- KSP was great, KSP2 hit the usual "sequel now we know what we're doing" doom.
- a few others, and even then only a few, which have failed to get out of early access or failed to get a single percent of ED's sales, most of which haven't even got as far as being hyped up as "ED will be in trouble when ... releases"
 
When I want to live in my Starship, I now play Starfield. I can even build my interior to my liking. And an active modding community is expanding the ways how I can build my ships and what I can do with them month after month.
 
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