As a long-time player and supporter of Elite Dangerous, I want to express both my appreciation for the game’s scope and my ideas about immersion in Odyssey’s station interiors.
While the ambition of walking on planetary surfaces and interacting with NPCs is admirable, the bars in Odyssey fall noticeably short in realism and interactivity. A bar, by definition, is a place where drinks are served and music creates an ambiance. Currently, bartenders do not serve actual drinks, and the space is both aurally and socially sterile, apart from those characters with jobs on offer and so-called bartenders who are actually agents for shady dealings. This omission severely undercuts the immersive potential of these hubs, especially in a galaxy that otherwise supports piracy, smuggling, and combat with gritty realism.
Points of Concern:
Lack of Drink Service in Bars
A bartender who does not serve drinks breaks immersion. While rating restrictions may be a factor, this decision feels out of step with the mature tone of the Galaxy. If depicting alcohol visually is problematic, then at least a text-based or interface-driven solution (e.g., simulated drinks with buffs or trade effects) would be an improvement.
No Music Interaction or Jukebox
Music defines mood. There is no excuse for the absence of a jukebox or music terminal in bars. Even a limited, faction-themed playlist or regionally-flavored ambient tracks would dramatically improve immersion. Music should be selectable, reactive to context, or at the very least varied by system or faction.
A Vision for the Future
Elite Dangerous could—and should—be a living Milky Way Galaxy. One day, perhaps powered by quantum computing, we may achieve a truly dynamic, personalized virtual galaxy. For now, meaningful steps can still be made with the tools already at developers' disposal.
Please reconsider how interiors, like bars, function and feel. A handful of small features, drink options, interactive music, and environmental variety would significantly bridge the gap between mechanical function and immersive design.
Thanks for your continued efforts in developing this remarkable simulation. I hope you’ll take these grown-up, future-focused suggestions into serious consideration.
Kind regards,
Commander Miner 2003
While the ambition of walking on planetary surfaces and interacting with NPCs is admirable, the bars in Odyssey fall noticeably short in realism and interactivity. A bar, by definition, is a place where drinks are served and music creates an ambiance. Currently, bartenders do not serve actual drinks, and the space is both aurally and socially sterile, apart from those characters with jobs on offer and so-called bartenders who are actually agents for shady dealings. This omission severely undercuts the immersive potential of these hubs, especially in a galaxy that otherwise supports piracy, smuggling, and combat with gritty realism.
Points of Concern:
Lack of Drink Service in Bars
A bartender who does not serve drinks breaks immersion. While rating restrictions may be a factor, this decision feels out of step with the mature tone of the Galaxy. If depicting alcohol visually is problematic, then at least a text-based or interface-driven solution (e.g., simulated drinks with buffs or trade effects) would be an improvement.
No Music Interaction or Jukebox
Music defines mood. There is no excuse for the absence of a jukebox or music terminal in bars. Even a limited, faction-themed playlist or regionally-flavored ambient tracks would dramatically improve immersion. Music should be selectable, reactive to context, or at the very least varied by system or faction.
A Vision for the Future
Elite Dangerous could—and should—be a living Milky Way Galaxy. One day, perhaps powered by quantum computing, we may achieve a truly dynamic, personalized virtual galaxy. For now, meaningful steps can still be made with the tools already at developers' disposal.
Please reconsider how interiors, like bars, function and feel. A handful of small features, drink options, interactive music, and environmental variety would significantly bridge the gap between mechanical function and immersive design.
Thanks for your continued efforts in developing this remarkable simulation. I hope you’ll take these grown-up, future-focused suggestions into serious consideration.
Kind regards,
Commander Miner 2003