E: D being super ambitious

The only ambitious aspect of development is delivering the same magnitude of wow factor as they did decades ago.

All the planned gameplay and features were already there in Elite Frontier and Elite First Encounters.

Delivering a polished update using current technology is the baseline.

Delivering something that will stand head and shoulders with its predecessors in terms of the wow factor will be the ambitious part.

Personally, they have delivered the wow on the universe setting with just 5 systems available.

Flin
 
What amazes me is that I've seen much higher PC requirements from other games...I don't really have any examples, but I know I have. I guess Frontier have some magical coders or something!

For one, they have the one and only David Braben, my computer hero!
 
The only ambitious aspect of development is delivering the same magnitude of wow factor as they did decades ago.

All the planned gameplay and features were already there in Elite Frontier and Elite First Encounters.

Delivering a polished update using current technology is the baseline.

Delivering something that will stand head and shoulders with its predecessors in terms of the wow factor will be the ambitious part.

Personally, they have delivered the wow on the universe setting with just 5 systems available.

Flin

Still way more ambitious than any of the huge games out there today, even if it HAS been done before. xD
 
To be a worthy game in the Elite saga it has to be ambitious. These are games that break the mould. Each one has done things never before (or since for that matter) seen in gaming history.

Certainly this one is ambitious. But no, it is definitely not too ambitious.

The thing with this game is that it looks crazy ambitious compared to contemporary games. But in seen in it's own context, everything it's trying to do is well defined and achievable with the way Elite games work.

Most games focus on the details of the finished product, where as Elite games focus on the details of the component parts.

Say I find a rare mineral in the rings of a gas giant, and get attacked by smugglers. That's because the game has gas giants, minerals, and smugglers. In most games it would be because someone took time to create that specific scenario. There would be no other way that could go than the way it was written - whereas in Elite, every different component they add multiplies the possibilities of what's already in the game. They don't have to spend time inventing complexity or contrived mechanics to keep known scenarios challenging - or delegate all unpredictability to multiplayer - because everything that happens is a one-off.

Each gameplay component spec in the design discussion forum is sophisticated, but all are very clearly doable. None of them alone would make for an amazing game, but put together they form endless possibilities. Large scale multiplayer, and getting out of your ship are I think the two big new things that have yet to be proven. The latter, mainly what they do in populated areas as I have no doubt that they can implement that in ships interiors and in the wilderness. But they have been smart with their approach - they're testing the multiplayer systems right now before a lot of the other stuff is opened up - and the out of ship stuff they have devoted an expansion to.

When you look at how they've broken it down, it's very much something they can pull off. It's only when you think about how it will all look as a finished product that it seems impossible. Which is development, done right.
 
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To be a worthy game in the Elite saga it has to be ambitious. These are games that break the mould. Each one has done things never before (or since for that matter) seen in gaming history.

Certainly this one is ambitious. But no, it is definitely not too ambitious.

The thing with this game is that it looks crazy ambitious compared to contemporary games. But in seen in it's own context, everything it's trying to do is well defined and achievable with the way Elite games work.

Most games focus on the details of the finished product, where as Elite games focus on the details of the component parts.

Say I find a rare mineral in the rings of a gas giant, and get attacked by smugglers. That's because the game has gas giants, minerals, and smugglers. In most games it would be because someone took time to create that specific scenario. There would be no other way that could go than the way it was written - whereas in Elite, every different component they add multiplies the possibilities of what's already in the game. They don't have to spend time inventing complexity or contrived mechanics to keep known scenarios challenging - or delegate all unpredictability to multiplayer - because everything that happens is a one-off.

Each gameplay component spec in the design discussion forum is sophisticated, but all are very clearly doable. None of them alone would make for an amazing game, but put together they form endless possibilities. Large scale multiplayer, and getting out of your ship are I think the two big new things that have yet to be proven. The latter, mainly what they do in populated areas as I have no doubt that they can implement that in ships interiors and in the wilderness. But they have been smart with their approach - they're testing the multiplayer systems right now before a lot of the other stuff is opened up - and the out of ship stuff they have devoted an expansion to.

When you look at how they've broken it down, it's very much something they can pull off. It's only when you think about how it will all look as a finished product that it seems impossible. Which is development, done right.

Wow, you really put a lot of time into this post. Thanks for blowing away all of my doubts, my friend. It really DOES seem impossible, too good to be true. I guess that's the Frontier way. Pushing the Frontier of gaming and making our geeky sci fi fantasies come true! I love it. A big +1 to you!
 
Following on to what Alric said,

It will be the background simulator and event injector/handler that would be the ambitious component.

What FD is trying to do with a procedural-based complex mission and event injector/handler and economic model will be the most ambitious element that ties all the separate components together.

Remember, FD isn't going to charge a subscription fee and user-created content is not yet proposed, so the event/mission engine will need to be ambitious well-designed to provide immersive experiences out of the box.

Flin
 
But a 5 star system and a end goal before end of 2014 is 300 billion star systems is not going to happen, unless they are going to copy paste ALLOT of star systems, and **** loads will look the same.

Ever heard of procedural generation? That is what made David Braben famous.

It is not difficult to create 400 billion fairly realistic star systems with good PG.
Having that technology it is not the size of the universe that is the most difficult hurdle for a game like this.
The difficulty is in creating a good core game mechanics for trading, mission generating systems, a cool interactive economy system, AI, and of course ship mechanics and combat mechanics and stuff like that. And considering the solidity and excellence of what FD has shown so far I have not a single doubt in my mind we will be blown away.

The next big hurdle will of course be planetary landings. Not because of the mechanics of the landing itself, but because this demands an entire new level of detail on planets. For this also FD's PG will be used.

Considering the fact that Braben is very confident about this I again have no shred of doubt they will pull this off too.

This game will blow us away. It already has, if the comments on the forums and in video's on youtube are anything to go by.
 
The next big hurdle will of course be planetary landings. Not because of the mechanics of the landing itself, but because this demands an entire new level of detail on planets. For this also FD's PG will be used.
It does, but considering that flying to their surface is going to involve FSD because of the distance required, then it may not be totally seamless as it was in Frontier 1/2 but will be like we currently have to get elsewhere in system. You will activate FSD, fly to a planet and travel towards it then exit supercruise when we see the text at the bottom left of the screen just as it does now. Then you will see the "loading screen" again as it brings in the planet with the new detail levels.
 
It does, but considering that flying to their surface is going to involve FSD because of the distance required, then it may not be totally seamless as it was in Frontier 1/2 but will be like we currently have to get elsewhere in system. You will activate FSD, fly to a planet and travel towards it then exit supercruise when we see the text at the bottom left of the screen just as it does now. Then you will see the "loading screen" again as it brings in the planet with the new detail levels.


That is interesting. Do you know that for sure? I thought that seamlessness was what Braben had in mind. I would not mind though if it was not totally seamless if that would make things easier for the devs.

Although I had some hope I could observe a planets surface from space with optical instruments.
 
Actually they've hammered out some of the most difficult things already, and have a great platform to build on. I'm more worried about Star Citizen TBH, since they have this ridiculous focus on micro detail (that doesnt even matter) that its bringing down their progress.

I've always held fast that a game has resources to do 1 thing REALLY well, which is either gameplay, or visuals. Elite has gone for gameplay first, as their visuals are actually quite simple in nature (but still look incredible thanks to some very creative use of effects).

That said, yeah I think ED can pull it off fantastically.
 
That is interesting. Do you know that for sure? I thought that seamlessness was what Braben had in mind.
I don't know for sure. I do know that FSD will be involved as it's the only way to travel from orbit to surface with flying for ages. I think a dev. confirmed this. In system super cruise in not seamless so I simply extrapolated that atmospheric entry won't be either but cleverly disguised to seem so, as hyperspace is currently.
 
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