I was attracted to this game due to it’s procedural galaxy generation, thorough ship customization and specialization, realistic ship systems, and faction/reputations. It could be the quintessential space mercenary role-playing game.
I eventually decided I don’t want to play a “single-player” or co-op game on it’s schedule instead of mine. I prefer to rotate through different games and don’t want to feel forced to play it regularly. It’s a game, not a chore. Some people suggested only doing short missions but that’s not an acceptable solution. I shouldn’t be gated from content because I want to spend my free time on more than one game. The background thought of my missions ticking down while not playing would be an unhealthy stressor for me. Clearly, some people like the idea of a persistent world, otherwise the game would not be so popular. I can slightly see the appeal if you’re somebody who makes one game their entire hobby.
For me, forcing the persistent world is a lost sale. It also came off as predatory. I suspect the developer using addiction psychology to urge people to play only this game. This is not an ideology I would put money towards. People should be coming back because it’s fun. If the persistent world is fun for you, great, but it’s not for others and true offline should be offered. If it’s too late due to backend code limits, Frontier should make a spin-off for local/offline play set in the same universe.
I eventually decided I don’t want to play a “single-player” or co-op game on it’s schedule instead of mine. I prefer to rotate through different games and don’t want to feel forced to play it regularly. It’s a game, not a chore. Some people suggested only doing short missions but that’s not an acceptable solution. I shouldn’t be gated from content because I want to spend my free time on more than one game. The background thought of my missions ticking down while not playing would be an unhealthy stressor for me. Clearly, some people like the idea of a persistent world, otherwise the game would not be so popular. I can slightly see the appeal if you’re somebody who makes one game their entire hobby.
For me, forcing the persistent world is a lost sale. It also came off as predatory. I suspect the developer using addiction psychology to urge people to play only this game. This is not an ideology I would put money towards. People should be coming back because it’s fun. If the persistent world is fun for you, great, but it’s not for others and true offline should be offered. If it’s too late due to backend code limits, Frontier should make a spin-off for local/offline play set in the same universe.