Embrace the nerds

I might be biased, I might be wrong. But I personally just want to feel how it is to be an honest space trucker, working odd regular honest-to-god spaceship jobs. I think many elite fans like me mostly want the immersion a space sim can bring, and I feel like elite released with that as it's core focus, with all the blips and boinks in the right place. The game was revered for it's immersion. Exactly what players of old elite games would want.

Any small detail you produce in how my life would work as a real blue collar space guy, the simulation aspect; small details that add to my immersion, little readouts, repairs, tools, systems, cooking space food, even walking to the space toilet would be much more welcome than a tired old aliens trope. I don't need constant fantastic universe-bending events happening. I don't even need a narrative at all. That's just not what I expect from you. Maybe that's just me. I feel like we have good narrative readily available in the form of countless sci-fi books, we can even listen to those books while working our space sim job. I wanna roleplay my own story, interact with tiny immersive events. At least for me personally, it totally even counteracts what the game set out to be when aliens attack.

I understand, you polish the game to a certain level and then release, try to work on another axis, move on and try different angles with goals to hopefully widen the target audience and up those player numbers. But immersion is something you can actually continue to work on. If you want retention and reactivations make the game provide exactly the service that people bought into when they chose to play your game in the first place.

I'm sorry but I just don't see why I would want my space sim to tell an ongoing narrative at all? I realise maybe not one forum post will change your budget or goals, but I just don't see why not some of the time can be spent doing tiny small immersion packages; tiny immersion stories, tiny immersion toys. Just any tiny step will go a long way in the long run. Why spend so much energy on the biggest most elaborate one-offs, that are obviously designed to just make people reactivate the game just one more time. So what if murdering aliens might attract small amount of arcade actions jocks to the game? They won't stay for long. So what if some people activate the game one last time to check out the story. They will be gone if it's not the quality of other sci-fi narratives. The player-types you are looking for are not here for immersion and will not stay when content runs out. I can bet my whole snusdosa that most of your core player float, actually are here to immerse themselves in a spacesim. They don't need a story. They are self-sustaining roleplayers. They need more toys to roleplay with. It's a game full of nerds that just wants to immerse themselves in soothing, monotonous commander life. It's a nerd's game, Frontier. Embrace the nerds!

Anyway just my hot hot take, it might not fit all your core players but it's just how I personally feel.
 
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Sure! Well, the point here is not that an ongoing narrative is bad, it's that the cost of creating an ongoing narrative that will actually engage a large amount of players is never going to give the same value to the game as mass producing rp toys that the community can then use themselves. Here are some small examples. The ability to create a player outpost. The ability to walk around a spaceship. The ability to send a credit request. The ability to smuggle rare goods to player stations and for player police to scan. The sounds a ship makes when damaged. The ability for goods to be forged. The ability for systems to become damaged by random acts of god. I am not trying to advocate these specific things, it's just from the top of my head, the point is why is a space sim focused on such an undertaking as an ongoing narrative, I just can't justify it as a developer. What I would do would be focusing on the core audience and not trying to broaden the appeal. If you try to please everyone, you will please no one.
 
Sure! Well, the point here is not that an ongoing narrative is bad, it's that the cost of creating an ongoing narrative that will actually engage a large amount of players is never going to give the same value to the game as mass producing rp toys that the community can then use themselves. Here are some small examples. The ability to create a player outpost. The ability to walk around a spaceship. The ability to send a credit request. The ability to smuggle rare goods to player stations and for player police to scan. The sounds a ship makes when damaged. The ability for goods to be forged. The ability for systems to become damaged by random acts of god. I am not trying to advocate these specific things, it's just from the top of my head, the point is why is a space sim focused on such an undertaking as an ongoing narrative, I just can't justify it as a developer. What I would do would be focusing on the core audience and not trying to broaden the appeal. If you try to please everyone, you will please no one.
  1. The ability to create a player outpost
    • is a huge development effort, in every way, like in Star Citizen or Osiris new Dawn (with building in 3D Ego-Perspective mode) or like 2D Strategy game (Command&Conquer or Eve Online with Planet Interaction) anyway, it's not a tiny wish, my personal opinion
  2. The ability to walk around a spaceship
    • is also a major challenge for the development. just imagine, if you could just walk aroung in your ship, it would not change the situation, it will end up just as boring. In other words, you need things that you can interact with objects in the ship and would make sense for you, which sets the standards for development tremendously higher
  3. The ability to send a credit request
    • is maybe a small request, but i think It was intended by the Fdev to have no hangers in the station and no money transfers to other players, to avoid/reduce automatic-grinding and selling for real money on websites, like in Eve Online or WoW
  4. The ability to smuggle rare goods to player stations
    • currently there is no player-stations, only player-factions. but the smuggling mechanic is already there, there are even missions for it! or you can smuggle for self.
  5. ... and player police to scan
    • this already happens when you play for Power, you will be scanned by players at stations and possibly attacked. it's just Role-Playing, you can do what ever you want.
  6. The sounds a ship makes when damaged
    • already there, with visual effects in cockpit
  7. The ability for goods to be forged
    • For this one first needs a mechanic to be able to produce/crafting a commodity at all, but that would be a considerable effort
  8. The ability for systems to become damaged by random acts of god
    • already there: Thargoids attacking stations
 
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