Has ED ruined other space games for you?

After I started playing Magic The Gathering quite a long while ago, it kind of ruined most/all other collectible card games for me. Whenever I tried something else, I couldn't help but compare it to MTG and think how this or that was so much better there, how there aren't these silly limits nor restrictions etc.

Now that I have got hooked to Elite Dangerous, I get a very similar feeling when trying other space games that have very similar gameplay and controls (such as some Star Wars games, and other similar games). I just find them utterly boring and/or frustrating. In a typical such game there's no free exploration, and instead there are only particular missions (almost always restricted to spacecraft combat) that happen in ridiculously small levels, where there's no exploration and where you are constantly being bombarded by waves of enemies, not giving you any breathing time, and there's usually nothing more to do than to try to destroy the enemies before you get destroyed. And when you succeed in doing that, the level is over and you are just either returned to the level selection hub or the story automatically goes forward.

I have so far tried three such games, and I found all of them so utterly boring that I couldn't play them past the first 4 or 5 levels.

Sure, they aren't even supposed to be "space simulators" like ED is, but action games. Nevertheless, ED has still kind of "ruined" them for me. I just like the "play at my own pace, do whatever I want, go wherever I want" style of play that ED offers me, a lot more than the "start level, be constantly bombarded by wave after wave of a billion enemies, if you survive level is over" style. Somehow ED has got it quite right the style of "the player doesn't need to be constantly given forced challenges lest the game will be boring" and "let the player do whatever he wants, whenever he wants, don't railroad the player into a particular path nor force the player to do particular things, nor constantly throw everything and the kitchen sink at the player". Before ED I seriously would have never thought that I would rather travel for over an hour to a space station, while absolutely nothing is happening, than have hundreds of enemies constantly thrown at me giving me no time to even take a breath.
 
I love the base building opportunities in NMS and Kerbal Space Program allows me to flex my design skills. Playing ED hasn't removed the joy of playing those other games as I get something different from each.

For me at least, if ED encompassed what those two games have (inc. fauna discovery), then perhaps playing ED would spoil those two games. :)
 
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The answer to that one is quite simple.

No, no it hasn't.

I still play & have a lot of fun with the X series, predominantly X3 Albion Prelude & X4 Foundations. Both are in a similar vein to ED but just feel more alive, even when you aren't doing anything. Everything I want from ED (in space & on stations) is right there in X4. No planets to land on however, so I do keep coming back.
 
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While I woudn't say that it ruined other games for me, it has set the bar very high, although I tend to like games for what they are, not what they should be, so if I am not happy I just move on.
This being said, a combination of ED and KSP would be my dream space game.
 
While I care little for having to spend time in Supercruise, it is my impression that standard flight in Elite is unsurpassed, especially as it relates to combat. Once one understands its non-physical rules regarding how Thrusters operate and its quirks related to how different combinations of Flight Assist and Landing Gear can affect the Thruster profile in different directions, the act of moving the starship gains so much depth.

I always love one aspect of it in particular; if you are able to achieve a trajectory and rotation even momentarily, you can disable Flight Assist and it is yours to keep, even if the conditions which allowed it originally become no longer the case. For example, a rotation which was only ever possible by deploying the Landing Gear during a Boost with four points to ENG can be retained after the boost has expired, the Gear is retracted, and the points are moved to WEP.

It seems to me that almost any other system induces jousting, and even the Elite version of that is something I call a "boost-dance" and has options for averting it. I do not have a specific "Elite physics" demonstration, though the first few examples from my Rapid Fire Fragment Cannons demonstration capture it very well, especially the first one. Within fifteen seconds there is a full Gear-boost to hook around, a Flight Assist trajectory snapshot, and a half Gear-boost with release to stab the target.

Honest question, very much non-rhetorical—where else does anything such as that occur?
 
Its hard to play other ship combat based space games as Elite really nails it. I find if I cant set up my controls exactly like I can in ED it ruins the experience on that alone.
 
Just the opposite - other space games have ruined Elite for me. X4 Foundations (paging BabblingFish) has ruined trading, BGS, space traffic, and NPC crews in Elite. Space Engine has ruined galactic exploration in Elite. Space Engineers has ruined ground exploration, immersive "me and my ship" gameplay, and mining / resource gathering in Elite.

One thing no other game has touched in Elite is VR. Elite continues to hold the championship title in VR space combat, mining, and general "I'm literally flying a freaking spaceship in the Milky Way" gameplay. Granted, I've yet to try X4 Rebirth VR despite owning it, but I just can't imagine it will compete with Elite. Elite also beats X4 in things like flight-pathing and PvE AI (great job by Sarah Jane), but I'm hoping that update 6.0 will bring X4 up to parity.
 
Space Engine has ruined galactic exploration in Elite.
Hmm, it seems to me that it lacks one rather crucial thing: Challenge. There is no effort involved in going to a particular place. Thus, there's likely no rewarding feeling when you finally reach that place, through lots of work and effort.

For example, I have yet to visit Beagle Point in ED. I am taking my sweet time, but I am planning to some time in the future. It's a long-time project, and it will require some effort. As far as I know the system is utterly unremarkable and contains nothing of particular interest, but that's not the point: The point is the journey, and the challenge of getting there.

If, however, I were able to just teleport there with zero effort... well, what would be the point? It's probably just one completely unremarkable system among literally billions. There would be no sense of achievement, no sense of reward, no sense of accomplishment.

To me, exploration in ED is not about exploration. It's about achievement. I don't go to a distant nebula just to see it up close. I do it because it's challenging and requires work and effort, and once I get there I get the feeling of having achieved something non-trivial. I don't want things handed to me for free. I like when it's challenging to get them. I like it when there are requirements or obstacles to surpass. (That's why I eg. asked the developers to re-lock all the engineers that were recently spuriously unlocked due to a bug in the game. I don't want access to those engineers without the requirements. It just removes the challenge.)
 
I don't want access to those engineers without the requirements. It just removes the challenge.
Good attitude.

Could I just recommend also looking closely at what the engineers ask you to do for the unlocks, not just in terms of what it leads you to, but also the morality and ethics of it all within the context of the ED universe. There is much more to get out of it when it is looked at in those terms.
 
Hmm, it seems to me that it lacks one rather crucial thing: Challenge. There is no effort involved in going to a particular place. Thus, there's likely no rewarding feeling when you finally reach that place, through lots of work and effort.

For example, I have yet to visit Beagle Point in ED. I am taking my sweet time, but I am planning to some time in the future. It's a long-time project, and it will require some effort. As far as I know the system is utterly unremarkable and contains nothing of particular interest, but that's not the point: The point is the journey, and the challenge of getting there.

If, however, I were able to just teleport there with zero effort... well, what would be the point? It's probably just one completely unremarkable system among literally billions. There would be no sense of achievement, no sense of reward, no sense of accomplishment.
I totally agree with you, and that's why Space Engine sat unused on my computer for months. But I finally spent some time and learned how to use the flight simulator and explorer modes, and it really did change the game for me - as it, it made it a game rather than a planetarium. It still lacks any sense of risk, and I still have the option for fast-travel at my fingertips, so it's still not the same as Elite or NMS, but at least I can choose to actually "fly" from one star system to the next over time, fly down to a planet, and literally fly over a planet surface in a ship of my choosing. As for rewards, a good death is it's own reward. Wait, wrong quote.. Um, [insert quote about seeing amazing planets being its own reward].

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Nah, I play the alpha build of Star Citizen a few hours a week - but IMO its a completely different type of game requiring much more of my attention. When I want to just jump in and play, nothing beats this game - especially since my preferred playstyle is exploration. I do go on binges of playing X4 Foundations from time to time.

Also have No Man's Sky - but hardly ever touch it.
 
X series is a good alternative to Elite scratching much the same itch.
Star Wars and any number of other space shooters don't fill the same niche despite superficial similarities. They don't cater for trade or exploration focusing solely on combat. As such they get stale fairly quickly. That's why Elite has been around for nearly 40 years and most of them will be forgotten.
 
Just the opposite - other space games have ruined Elite for me. X4 Foundations (paging BabblingFish) has ruined trading, BGS, space traffic, and NPC crews in Elite. Space Engine has ruined galactic exploration in Elite. Space Engineers has ruined ground exploration, immersive "me and my ship" gameplay, and mining / resource gathering in Elite.

One thing no other game has touched in Elite is VR. Elite continues to hold the championship title in VR space combat, mining, and general "I'm literally flying a freaking spaceship in the Milky Way" gameplay. Granted, I've yet to try X4 Rebirth VR despite owning it, but I just can't imagine it will compete with Elite. Elite also beats X4 in things like flight-pathing and PvE AI (great job by Sarah Jane), but I'm hoping that update 6.0 will bring X4 up to parity.
VR in elite is still utterly incredible. starwars squadron's however gives it a run for its money ....
 
X series is a good alternative to Elite scratching much the same itch.
Star Wars and any number of other space shooters don't fill the same niche despite superficial similarities. They don't cater for trade or exploration focusing solely on combat. As such they get stale fairly quickly. That's why Elite has been around for nearly 40 years and most of them will be forgotten.
Ah, but the star wars mod in the X series... Now that is something to behold.
 
I suppose I was more referring to other space combat games in my original post (such as the Star Wars ones), rather than space simulator games. Perhaps I should have made that more explicit. My idea was that, perhaps, without knowing anything about ED those space combat games would be more enjoyable (even though they are very linear, with very small levels and with nothing much to do other than fight against billions of enemies), but having played ED has kind of ruined those games and I find them really boring if not outright annoying. Didn't really mean to ask if ED has ruined other grand-scale wide-open-sandbox do-almost-whatever-you-want space simulators.
 
After I started playing Magic The Gathering quite a long while ago, it kind of ruined most/all other collectible card games for me. Whenever I tried something else, I couldn't help but compare it to MTG and think how this or that was so much better there, how there aren't these silly limits nor restrictions etc.

Now that I have got hooked to Elite Dangerous, I get a very similar feeling when trying other space games that have very similar gameplay and controls (such as some Star Wars games, and other similar games). I just find them utterly boring and/or frustrating. In a typical such game there's no free exploration, and instead there are only particular missions (almost always restricted to spacecraft combat) that happen in ridiculously small levels, where there's no exploration and where you are constantly being bombarded by waves of enemies, not giving you any breathing time, and there's usually nothing more to do than to try to destroy the enemies before you get destroyed. And when you succeed in doing that, the level is over and you are just either returned to the level selection hub or the story automatically goes forward.

I have so far tried three such games, and I found all of them so utterly boring that I couldn't play them past the first 4 or 5 levels.

Sure, they aren't even supposed to be "space simulators" like ED is, but action games. Nevertheless, ED has still kind of "ruined" them for me. I just like the "play at my own pace, do whatever I want, go wherever I want" style of play that ED offers me, a lot more than the "start level, be constantly bombarded by wave after wave of a billion enemies, if you survive level is over" style. Somehow ED has got it quite right the style of "the player doesn't need to be constantly given forced challenges lest the game will be boring" and "let the player do whatever he wants, whenever he wants, don't railroad the player into a particular path nor force the player to do particular things, nor constantly throw everything and the kitchen sink at the player". Before ED I seriously would have never thought that I would rather travel for over an hour to a space station, while absolutely nothing is happening, than have hundreds of enemies constantly thrown at me giving me no time to even take a breath.
In a way, it has. Mostly, as you've mentioned, for the freedom it gives, but also for the great flight model (FA on or off). I just don't feel I'd be able to play a totally arcadey space shooter any more. I'd love to see a story - or, better yet - many short stories (NO, missions are not enough) to participate in, but hey, you can't stuff everything in a single game I guess.
 
Hmmm. In the last couple of years ED has been the only space game I've played, except for a few short jaunts here or there. There just hasn't been any competition. There are games that are visually set in space but the gameplay is more like ships of the line or WW1 biplanes. There's this one game that won't even be finished for years, and I would give it a shot if they didn't demand some 70€ to try out their bleeding Alpha.

ED is far from perfect, ofc. Meaningless procedurally generated NPCs hand out meaningless procedurally generated missions (so you sometimes end up carting 20 tons of biowaste and get 20 tons of gold as reward).
The flight model is weird. It has some Newtonian aspects but still a weird behaviour with lots of friction in space, and a ridiculous speed limit.
The ships are absurdly big for one-man fighters. It's evident that they were originally designed much smaller, and then upscaled - as can be told from the sheer size of the canopy, or also from the stairs/gangways. Why did they do that? Probably because they figured that even at propeller-plane speeds, the fights would still be too difficult if you had to hit a plane-sized target a hundred times. (Compare actual plane dogfights, where it's usually enough to hit your target once)
In short, the ships were probably originally meant to be somewhere around 1/2 to 1/3 the size.

And no-one can tell me it couldn't be done otherwise. The gold standard for a space combat game flight model still is Edge of Chaos / Independence War. It's a really old game (from 2001 or something) and suffered from other deficits, such as a completely empty galaxy with 0 NPC interaction, but the combat part was fantastic. Just huge fun to zoom around at several km/s relative velocities, no friction, purely Newtonian flight model (except for a safety speed limit of 10km/s relative velocity).

ED with the EOC flight model -- now that would be mwah 😘👌
 
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