Unfortunately this permeates the game [...] The repetition and predictability are disappointing
It's really rare to find any game that doesn't have this problem though. I can't think of any MMO that doesn't have a version of this, some better designed than others, but the repetitive nature is basically the same. It's simply the easy path to take when making a game because it reduces the amount of variables one has to double-check every time a new update is released.
It's not just about bug fixing but also the extra work to make sure everything still makes sense lore-wise. If you have 100 NPCs with carefully hand-crafted dialogue and backstory, all somehow intertwined, you will always have to keep track of everything - possibly hire a writer just for that. And why even bother if people will buy the product anyways, despite repetitive content?
The lack of complexity, respectively lack of variation is ultimately the result of profit-oriented decision making, be it in game development or other (entertainment) industries for that matter. Even the "multiple-choice" or "your decisions matter" game mechanics just simulate complexity, but usually player decisions that seem important don't have much impact. The number of games that have a vastly different story development, thus different ending due to player decisions is very low.
Apart from that, there are limits to designing repetitive content less repetitive. I mean, any encounter in Elite is basically a variant of the basic content loop - it's just different variables turned on/off. So at its very core, Elite (and the majority of games out there) doesn't really offer much if we are being really honest. It's the same old concept that has been used for decades, it's just presented differently; even VR is just a different way of experiencing the same thing. It's all layer upon layer of tricks/illusions trying to distract you from the true nature of virtual worlds.
So what are we really expecting here? If it's just more illusions to further mask the repetitive nature of the game, sure, why not. I guess one could come up with some interesting aspects to spice up things, etc. The question is how long until those new distractions will finally become repetitive, simply because there is a finite number of variations one can implement at this stage - unless there is a way to generate an ever-changing experience with an immense number of parameters - which would basically boil down to simulate randomness or even implement actual randomness due to infinite possibilities produced by the game code (though I doubt that would be possible within the limitations of the game as is).
My point is - while the longing for more variety and possibly more complexity is a justified desire, it seems highly unlikely to provide a proper solution, taking into account limited resources. Frontier already seems to struggle with some basic aspects of game development (as far as I have gathered as a new member of this community), so it seems less likely for them to invest into creating a more engaging day-to-day experience - but I sure would love to see such changes.
The only questions that remain: how/what to do in particular to simulate what you and others are looking for while working within the constraints of the game's core mechanics (and engine)? What would it take to not only provide some variety but also implement a solution that continuously produces new-ish experiences without constant support? How much RNG would be required and how would that affect the current gameplay experience (long-term)? Can there ever be too much RNG? And what is the degree of complexity that one would expect to see - possibly impact on BGS or just "local phenomena"?
This may sound like counter-arguments against complexity/variety, but I'm just wondering what people like you are really looking for and how such needs could be implemented properly. Because if it's just a few more slightly different interactions to create some cool experiences for a few weeks until they get stale again - what's the point other than short-term entertainment? If anything, such gameplay experience optimizations should introduce fundamental changes that introduce long-term complexity/variety (imho). Otherwise, we will have this type of discussion again in the near future.
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