First of all, in an effort to not duplicate the subject I've tried searching forums, but the amount of topics is simply beyond one man's capability of reading them all, so apologize if this has been repeated.
I appreciate this Community may have seen enough of "I know what's wrong with this game" cliche.
As an exception from countless preceding threads, though, I would like to focus not on details, but on a big picture instead. The details are not the underlying cause here, but the effect of the actual problem.
Give me a chance of explaining, and I'll promise I'll try and keep it be brief.
Let's describe it in one sentence and see how it translates to everything else in-game:
Elite: Dangerous' fundamental activities are isolated from each other.
Let's translate that to a little longer thesis: the only thing mining, exploration, trading and (in general) fighting have in common is the Galaxy.
And, to a very small degree, BGS but we'll get to that shortly.
Promissed to-the-point TL;DR:
Mining should exist not for the sole purpose of allowing to mine - in real world, "mining" (understood very broadly and generally) is there to provide resources for industry. Industry that doesn't exist in this game at all. So the driving force behind "mining" is meeting industries' needs
Trading should exist not for the sole purpose of trading, but as means of moving commodities between places capable of creating them (supply), to places incapable of creating them (demand), generating profit in the process. While we can surely ship resources around, it changes literally nothing as there is no existing industry to benefit from it. There is no market apart from commodity shipping itself. Commodities themselves serve no other purpose than being transported around.
Exploration should exist not just for the purpose of exploring, but creating opportunities for scientific discoveries, expansion possibilities and - broadly - prospecting opportunities. While we can explore and sell data to stations, there are no means for prospectors or miners to utilize such data in any meaningful way. If not for 3rd party tools, finding pristine reserves outside of bubble would be impossible unless one was to explore himself. But who needs explorers then?
Few more details:
These three activities do not influence one another, there are no interactions between them and no dynamic interactions occur.
They're not mutually-depending, but instead are artificial, almost a theatre scene on which thousands of players play their roles, but as soon as you step behind the scene, it becomes awfully apparent it's all smoke and mirrors.
Worse yet, they're three separate scenes with no apparent cohesion between them.
I would like to describe how that can be quickly seen for what it is, but instead, let me put it in contrast so what I'm saying is easily visible, and takes less time.
In an Einstein's way of thought-experiment, let's modify Elite: Dangerous world with the following modifiers:
1) ships cannot be bought, but require material investment that is delivered to a shipyard in which the ship is built (shipyard industry); the only fee is processing fee for building the ship and is insignificant in comparison with material requirement;
2) commodity market is player-influenced (as opposed to player-driven), where station's stock commodities can be supplied/bought just as well as player-created (mined or produced) commodities, for a price regulated by players;
3) Players can directly exchange commodities, credits and exploration data with each other.
Continuing the thought-experiment, let's ask ourselves a question: is this world more dynamic and engaging? Is there now justification for these activities (mining/trading/fighting/exploring/pirating)?
Yes, there is!
It requires miners to not only mine the single, most-profitable resource, but all resources involved in building ships (stations/mega-ships/outposts/planetary structures etc.).
It allows players to decide whether they prefer to sell mined resources to stations in bulk, for immediate profit, or rather create a sale offer for an increased price and earn better money in more remote places, or for orders exceeding station's supply capability.
It allows explorers to sell their data to those seeking particular resource, which explorers spent time finding in sufficient quantities to support demand.
It allows for commodity prices to fluctuate depending on various input variables, which are influenced through players' actions, among others.
It allows for commodity prices to vary between systems, depending on resources available. Or production of processed materials/goods.
It allows for commodities themselves to be more than just hauling filler to create illusion of market.
It allows for systems to become temporary activity hubs when huge co-operational ventures are taking place (like building of mega-ships or stations). Unlike manually-created CG now
It allows said systems to become dynamically significant (or become insignificant over time) in response to real in-game events.
It allows supply and demand to react to changing scenarios.
Compare this to how trading interacts with the world currently - it doesn't. It only slightly influences BGS which in turn changes system's status, which in turn changes very little to anyone. But at its core, it's just there for people who want to trade, to be able to trade.
Compare this to mining which - apart from the same minuscule influence on BGS as trading - has no other meaning in the game, apart from providing mining opportunity for those interested in it.
Compare this to bounty hunting which - again, apart from minuscule influence on BGS which then influences system's status - has no connection to anything, and is there purely so that you can shoot.
Compare this finally to exploration, which unlike the three predecessors, doesn't even work with anything in the world, has no purpose other than just allowing exploration.
Even the BGS itself is a creation that was built as a means to allow political game play, maybe some version of dynamic market we'll get further down the line. But for something so complicated and development-heavy, its visible effects are surprisingly barely visible. And that's when it actually works.
Yes, activities like trading, selling exploration data etc. can have effect on influence and standing, but these are rather effects of undertaking said activities, rather than their driving force.
This is where I think all complaints come from. The fundamental, basic activities are so isolated from each other, unable to dynamically influence one another, that they ultimately create this empty feeling everyone's describing.
A feeling that I would describe as result of separate mechanics being slapped together to tick activity boxes required to launch the game, with little to no interaction between them. With very little justification for their existence, as opposed to real world cause-and-effect solutions.
While credit needs to be given to Frontier for greatly improving said activities over time, one must pose question how much things can improve without addressing the fundamental issue here?
One should ask: how many lipstick can you put on a corpse before you finally admit the corpse is the ugly problem, not the wrong lipstick colour?
I do not dare insisting I'm absolutely right, I certainly don't see the whole picture - only Devs do. At the same time, I'm not trying to tell them what the game should be.
I'm just trying to find cohesive explanation of game's issues, and I dare to put forth there's only one.
Even heavy reliance on RNG isn't as much of an issue, provided game's foundation is strong in which case changing RNG - from being in the centre of mechanics, to be solely their helper - is much easier than re-inventing the game from ground-up.
To conclude: I don't think taking 1984 Elite and applying the same mechanics - with modernized graphical fidelity - will work in 2014 any more.
These may have worked in the times of polygon graphics and while there's no direct competitor currently, there are other MMO space-themed games that happen to do some thing far better than Elite: Dangerous and this existing opportunity for comparison shows Elite's strong sides, like first-class flight mechanics, overall feel of being in a cockpit, sheer size of the Galaxy and others.
But at the same time, Elite's shortcoming are ruthlessly exposed and some design decisions are simply baffling.
What do you guys think? Can proposed thesis sufficiently explain where it all began wrong? And how fundamental design mistakes are creeping in every corner of the game as a result of said design decisions? Or is the problem elsewhere? Is Elite: Dangerous so far into development life that any fundamental changes are now downright impossible to implement?
Share your thoughts.
I appreciate this Community may have seen enough of "I know what's wrong with this game" cliche.
As an exception from countless preceding threads, though, I would like to focus not on details, but on a big picture instead. The details are not the underlying cause here, but the effect of the actual problem.
Give me a chance of explaining, and I'll promise I'll try and keep it be brief.
Let's describe it in one sentence and see how it translates to everything else in-game:
Elite: Dangerous' fundamental activities are isolated from each other.
Let's translate that to a little longer thesis: the only thing mining, exploration, trading and (in general) fighting have in common is the Galaxy.
And, to a very small degree, BGS but we'll get to that shortly.
Promissed to-the-point TL;DR:
Mining should exist not for the sole purpose of allowing to mine - in real world, "mining" (understood very broadly and generally) is there to provide resources for industry. Industry that doesn't exist in this game at all. So the driving force behind "mining" is meeting industries' needs
Trading should exist not for the sole purpose of trading, but as means of moving commodities between places capable of creating them (supply), to places incapable of creating them (demand), generating profit in the process. While we can surely ship resources around, it changes literally nothing as there is no existing industry to benefit from it. There is no market apart from commodity shipping itself. Commodities themselves serve no other purpose than being transported around.
Exploration should exist not just for the purpose of exploring, but creating opportunities for scientific discoveries, expansion possibilities and - broadly - prospecting opportunities. While we can explore and sell data to stations, there are no means for prospectors or miners to utilize such data in any meaningful way. If not for 3rd party tools, finding pristine reserves outside of bubble would be impossible unless one was to explore himself. But who needs explorers then?
Few more details:
These three activities do not influence one another, there are no interactions between them and no dynamic interactions occur.
They're not mutually-depending, but instead are artificial, almost a theatre scene on which thousands of players play their roles, but as soon as you step behind the scene, it becomes awfully apparent it's all smoke and mirrors.
Worse yet, they're three separate scenes with no apparent cohesion between them.
I would like to describe how that can be quickly seen for what it is, but instead, let me put it in contrast so what I'm saying is easily visible, and takes less time.
In an Einstein's way of thought-experiment, let's modify Elite: Dangerous world with the following modifiers:
1) ships cannot be bought, but require material investment that is delivered to a shipyard in which the ship is built (shipyard industry); the only fee is processing fee for building the ship and is insignificant in comparison with material requirement;
2) commodity market is player-influenced (as opposed to player-driven), where station's stock commodities can be supplied/bought just as well as player-created (mined or produced) commodities, for a price regulated by players;
3) Players can directly exchange commodities, credits and exploration data with each other.
Continuing the thought-experiment, let's ask ourselves a question: is this world more dynamic and engaging? Is there now justification for these activities (mining/trading/fighting/exploring/pirating)?
Yes, there is!
It requires miners to not only mine the single, most-profitable resource, but all resources involved in building ships (stations/mega-ships/outposts/planetary structures etc.).
It allows players to decide whether they prefer to sell mined resources to stations in bulk, for immediate profit, or rather create a sale offer for an increased price and earn better money in more remote places, or for orders exceeding station's supply capability.
It allows explorers to sell their data to those seeking particular resource, which explorers spent time finding in sufficient quantities to support demand.
It allows for commodity prices to fluctuate depending on various input variables, which are influenced through players' actions, among others.
It allows for commodity prices to vary between systems, depending on resources available. Or production of processed materials/goods.
It allows for commodities themselves to be more than just hauling filler to create illusion of market.
It allows for systems to become temporary activity hubs when huge co-operational ventures are taking place (like building of mega-ships or stations). Unlike manually-created CG now
It allows said systems to become dynamically significant (or become insignificant over time) in response to real in-game events.
It allows supply and demand to react to changing scenarios.
Compare this to how trading interacts with the world currently - it doesn't. It only slightly influences BGS which in turn changes system's status, which in turn changes very little to anyone. But at its core, it's just there for people who want to trade, to be able to trade.
Compare this to mining which - apart from the same minuscule influence on BGS as trading - has no other meaning in the game, apart from providing mining opportunity for those interested in it.
Compare this to bounty hunting which - again, apart from minuscule influence on BGS which then influences system's status - has no connection to anything, and is there purely so that you can shoot.
Compare this finally to exploration, which unlike the three predecessors, doesn't even work with anything in the world, has no purpose other than just allowing exploration.
Even the BGS itself is a creation that was built as a means to allow political game play, maybe some version of dynamic market we'll get further down the line. But for something so complicated and development-heavy, its visible effects are surprisingly barely visible. And that's when it actually works.
Yes, activities like trading, selling exploration data etc. can have effect on influence and standing, but these are rather effects of undertaking said activities, rather than their driving force.
This is where I think all complaints come from. The fundamental, basic activities are so isolated from each other, unable to dynamically influence one another, that they ultimately create this empty feeling everyone's describing.
A feeling that I would describe as result of separate mechanics being slapped together to tick activity boxes required to launch the game, with little to no interaction between them. With very little justification for their existence, as opposed to real world cause-and-effect solutions.
While credit needs to be given to Frontier for greatly improving said activities over time, one must pose question how much things can improve without addressing the fundamental issue here?
One should ask: how many lipstick can you put on a corpse before you finally admit the corpse is the ugly problem, not the wrong lipstick colour?
I do not dare insisting I'm absolutely right, I certainly don't see the whole picture - only Devs do. At the same time, I'm not trying to tell them what the game should be.
I'm just trying to find cohesive explanation of game's issues, and I dare to put forth there's only one.
Even heavy reliance on RNG isn't as much of an issue, provided game's foundation is strong in which case changing RNG - from being in the centre of mechanics, to be solely their helper - is much easier than re-inventing the game from ground-up.
To conclude: I don't think taking 1984 Elite and applying the same mechanics - with modernized graphical fidelity - will work in 2014 any more.
These may have worked in the times of polygon graphics and while there's no direct competitor currently, there are other MMO space-themed games that happen to do some thing far better than Elite: Dangerous and this existing opportunity for comparison shows Elite's strong sides, like first-class flight mechanics, overall feel of being in a cockpit, sheer size of the Galaxy and others.
But at the same time, Elite's shortcoming are ruthlessly exposed and some design decisions are simply baffling.
What do you guys think? Can proposed thesis sufficiently explain where it all began wrong? And how fundamental design mistakes are creeping in every corner of the game as a result of said design decisions? Or is the problem elsewhere? Is Elite: Dangerous so far into development life that any fundamental changes are now downright impossible to implement?
Share your thoughts.
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