You can't unlearn what you have learned. You can't get that feeling back. Deal with it.
I never should have lost that feeling, because no level of achievement or accumulated experience should be enough to guarantee success or dispel tension. It should just increase the stakes and provide some more options.
All you are doing is sitting here wanting others games made worst, so you can attempt to get a feeling back you NEVER WILL AGAIN.
How is this fundamentally any different from wanting other's games to be made worse so you can enjoy the transient experience you're having?
But has it all really helped frontier's bottom line? How many more sales have they gotten from implementing powerplay? Engineers? I'm not sure how much profit there has been in taking this route. Maybe it has simply been a bad choice, even from a profit perspective.
If it wasn't better for their bottom line, they wouldn't be doing it. Most people are nearly passive consumers of content, and good gameplay likely doesn't sell as well as more stuff.
All the "achievement" he's craving will one day be just vapor.
The game ending does nothing to diminish any achievement of mine and I'm not sure how you could think it would.
Experiences are wholly internal; they're memories, and, in the case of games like this, do not depend on the continued existence of the character I was playing when I made them. They are still better than confabulations though...they really happened and taught real, translatable, lessons.
Nobody has been able to articulate exactly WHAT the benefit of a long drawn out credit grind would be. I'm still waiting for that answer. A real one.
Who has actually said they want a grind?
Plenty of calls for meaningul progression, or difficulty, or potential for setbacks...but I haven't seen many calls for
grind.
If you want to know what the benefits are for a system where the individual player cannot unilaterally set the rate of progress for their character in a persistent, shared, setting. Well, that's easy...internal consistency.
You say the game "very much feels like a massive living world I was brought into", but I don't think you'd be saying that if you looked at it more closely. The veneer of credibility about the setting is very thin, far thinner than it need be, should be, could be, or even was.
I've been playing Dayz a lot recently, where everything is lost on death and it makes the game overall very intense. Don't think I'd like that in Elite because of engineering, but there needs to be some form of loss beyond the pittance I currently lose even in my most expensive ship.
It worked in
Jumpgate, and was one of the key constraints that enforced scarcity on that game's equivalent of Engineered items.
In that game, 'precollapse artifacts' were essentially lost tech modules that could be pulled out of deep space. They were the only equipment that couldn't be manufactured like commodity parts and offered similar performance advantages as top-grade Engineered equipment does in
Elite: Dangerous. A fully artied heavy fighter could outfight any two or three similar ships that weren't also geared up with artifacts, and could outrun anything except scout and ranger class vessels (and it could outfight as many of these as you'd ever likely to be able to gather).
These artifacts were uninsurable, and if you lost a ship equipped with any, you didn't get any kind of compensation. So, you had to be careful how you used them, because if you screwed up, they were gone. Rather than just build up, in an endlessly inflating treadmill, attrition kept things balanced.
Elite: Dangerous has gone out of it's way to make attrition all but impossible. Success, by most metrics, is assured...and this is boring.
The mmo format of Elite makes this a tough problem to solve.
If the game wasn't an MMO, this wouldn't be a problem. Private multi-player games can set whatever rules the host/administrator cares to. Single player games can feature whatever constraints that individual player finds appropriate.
Persistent, shared, massively multiplayer games need to have everyone on the same page to work.
I guess the problem FDev have, now, is that the need to provide content that allows players to bankroll their FCs without it becoming a full-time job.
They don't need to do this, because not everyone needs an FC. Hell, not all characters need to have their needs met.
Some things should be out of reach for some players and play styles, or some characters. Some should be allowed to fail, especially in a setting described the way Elite's is.