FD made an MMO without understanding how successful MMOs work

And hats.
the only hat that I want:

jayne_hat_1.jpg
 
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desperately tries to avoid or at least disguise? You guessed it -- the "go forth and collect ten whatevers" quest

Disguise, it's only ever disguise. Because where we are right now with the state of computers that's all you're going to get. You can get people to design a few specific places where there's a slightly more involved route required to get ten whatevers, but basically that's what you get from the quests in every single game that isn't following a tightly scripted plot.

There's a choose-your-own-adventure style of game with a distinctly limited set of choices - this really only works in a single player game that's telling an interactive story. Or there's a distinctly limited set of choices that don't move some story along and are all variations on a couple of basic themes along the lines of "take x to y", "go to x, get y, bring it to z", "go find x of y in some places and take them to z". Could be cargo, could be loot you have to take off bad guys, could be the scalps of dead guys you killed. Could be a great big bag of foreskins (that one's from the Bible, not an MMO...).

I'm happy for you that you have found some games where the fluff they scatter around to try and disguise this simple truth has fooled you - it's never fooled me and I find ED's decision to dispense with the fluff and call things like they really are quite refreshing.
 
It's not instance, but bubble around players. That bubble is limited by distance from most outward player. This bubble can hold 32 players.

So that means you can meet thousand players in one system. You can however can meet 32 players *at once*.

I don't recall ever seeing anywhere near that many at any one time.
 
Why would you ever want to meet more than 32 players at one time?

Imagine the cluster that would result given the nature of gameplay action.


How would that even be fun aside from the "lulz! - anarchy!" perspective.
 
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I don't think the developers have played a traditional MMO, and Braben himself doesn't come off as a gamer at all (i.e. see the RPS interview). I'm curious as to how often the developers at FD actually play PC games on their spare time. Do they like to play games or are they more the corporate programmer type: "I'm just hired to make games but I don't play games"
 
rofl, the this doesn't qualify thread. I always get a laugh out of these. Watching people argue over the definition of massive multiplayer and online. Oh, and do not forget RPG......
 
ED could learn a hell of a lot from WoW and if people on here aren't current, active players they can't comment on just what a bench mark that game is these days and how many things it innovated years ago that benefit all games.

Haha. This is hilarious.

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I don't think the developers have played a traditional MMO, and Braben himself doesn't come off as a gamer at all (i.e. see the RPS interview). I'm curious as to how often the developers at FD actually play PC games on their spare time. Do they like to play games or are they more the corporate programmer type: "I'm just hired to make games but I don't play games"

Oh dear. You really have no clue at all do you boy.
 
Haven't read the whole thread, so maybe someone has already pointed this out.

His (OP's) whole argument is how collect X of item blah blah blah makes an MMO.
He obviously never played any of the previous Elite games, specifically FE2 or FFE, these were single player games, and guess what they had? That's right they had the exact same missions.
Is OP trying to tell me they were MMO's too? Or that FDev added this idea into ED at the last moment?... when they came up with it in FE2 way back in 1993?
Elite: Dangerous is a sequel, if they added common MMO features to it, it would cease to be Elite.
 
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