PoE is without peer as it was conceived by the gods of Obsidian, the founding fathers of Fallout 1/2 and NV.Unfortunately not in the space game and (massive) multiplayer genre in general. Though some older titles did a better job in this regard (Privateer, Terminus, Jumpgate to name a few, none of them massive multiplayer). Really good gameplay can be found in some old school RPGs. My current favorite is Pathfinder: Kingmaker. Buggy like hell, certainly not the pinnacle of clean coding, but gameplay is totally awesome and even leave excellent RPGs like Pillars of Eternity or Divine Divinity behind (the latter (DD2) is objectively and technically the best RPG I've ever played). Most players these days would find Pathfinder way too inaccessible and complex though. And certainly those who consider such non-gameplay nonsense like the ADS (RiP) and staring at schematic planet constellations in all seriousness as 'gameplay'.
Frontier could at least learn some lessons about storytelling and integrating a story into the game, though I doubt it will ever reach such a depth in a massive multiplayer game. I'm afraid that's just impossible...
Cmdr. Numa brings it to the point:
Wherever 'massive multiplayer' comes into play there is this thing called "lowest common denominator" that has to be served and which is the biggest obstacle for decent gameplay in ED. That is why almost everything in ED is 'optional' (and pointless).
Great titles. But these don't address the point. Aside from none of these titles being space sims/space dramas, all of them have one singular advantage where ED does not. Terran legs. Which btw, are a critical and mandatory game mechanic that make engagement of the game's lore, RPG aspect, and main/side quest framework possible. Terran legs are the mobility feature your player character relies upon to conduct the details of their pixelated lives.
The space sim analogy is obviously space legs. An argument could be made that the different genre/game mechanic (aka space ships, FTL travel via hyper jump tech etc etc.) in a space game would make PC dependency on space legs less of an issue.
However
Space RPGs the likes of Mass Effect and Star Wars KOTOR flip that argument completely on its head. Space legs were vital in a title like KOTOR as franchise lore mandated it. You can't have dank meme Jedi v. Empire Sith lord light saber DMs without space legs....
The same concept can be extended to ED. The only problem however, is that despite having an enthusiastic fan base (which have capacity to add fan base lore to the game the way TES does) ED still continues to suffer from weak to non existent lore/story writing. There is much FDev needs to do to improve the RPG aspect of the game in that area.
And IMO, this feature would be greatly facilitated/supported by implementing a space legs/EVA space ship feature.
PP is a start but has a long way to go. e.g. by means of a physical manifestation of PP lore based NPCs in the game world instead of 100% interaction by endless nested console menus. Being able to see and interact with station NPC contacts inside a SC style space station. And NO space station interiors do NOT need the level of fidelitous detail like the ones in SC. They need to be functional with reasonable aesthetic appeal. Perhaps the mechanic could work the way a non space RPG the likes of Skyrim works. Where your character has open world exploration/access to interiors. And ability to interact with specific NPCs etc. etc. to conduct quests/sand box game play.
Unfortunately, there is an industry deficit in innovative story writing/lore and RPG mechanics where space sims are concerned. Ever since EVE Online, publisher focus in the industry doesn't appear to be on the space genre at the moment. It's terran based FPS RPG/MMOs the likes of TES/ESO, and battle royale modes the likes of Fortnite etc. which drive the industry ot date.
Ironically, Roberts was the first to address this deficit when he pitched SQ42 as a space drama back in 2012. Had he been less incompetent being the CEO/COO/CIO/CAO, Board Chairman and director of publishing, focused and released SQ42 as a single player game, then the space sim industry would be significantly different today. Most space sim publishers and devs would've been in reactionary mode to SC success as market leader. Had SQ42 been released years ago, I find it hard to believe FDev wouldn't have implemented a space legs feature much earlier on. Due to industry peer pressure of trying to remain relevant by "keeping up with the Joneses" like the rest of the industry. I'm fairly confident in saying your paraplegic Holo Me commander being bound to their ship cockpit chair in 2019 would NEVER exist.
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