If you play it, we'll go on and develop it!

It was this sort of "they'll buy it because we built it" thinking that forced all of the major US auto manufactures into bankruptcy and asking for government bail outs a few years back. Personally until MC is more than a multi-player combat feature I'm not going to use it. Give me NPC crew ability and expand the uses and I'll be all over it.
 
Precisely. If you build it, they will come. Instead Sandro and David have said “If you come, we will build it”. Frontier has it backwards, and I can’t fathom why they keep stating it like this? Surely they must realize how incorrect their stance is?
Their stance is valid, if people were really going crazy for some feature/ game play. It is logical to develop that isuue further. But in this case their promised cake consists only of baked pastry case. Now they expect us to eat that dry thing otherwise they are not going to complete it. That's actually insulting for everyone who already bought Horizons.
 
Strangely this has been their design and development philosophy all along {Power Play, CQC, Exploration, meaningful PVP, etc} However, some things like exploration seem to be immune to development despite rampant player interest. Meanwhile, the exemplar of this philosophy: combat mechanics, seems to continue to garner both initial and ongoing circular dev and player interest. Even traditionally non-combat players like myself have been forced to morph into pure combat players simply because that is the ONLY place Frontier puts any dev efforts...

People (like myself) have complained quite a lot over this self fulfilling (Funnel) design prophecy for years now. So Sandro's and Braben's comments on Multicrew development come as absolutely no surprise.
 
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Strangely this has been their design and development philosophy all along. However, some things like exploration seem to be immune to development despite rampant player interest. Meanwhile, the exemplar of this philosophy: combat mechanics, seems to continue to garner both initial and ongoing circular dev and player interest.

People (like myself) have complained quite a lot over this self fulfilling design prophecy for years now. So Sandro's and Braben's comments on Multicrew development come as absolutely no surprise.

The problem I see with how they have handled combat is sort of like cutting a board to get a perfect fit...keep trimming and tweaking to get that perfect fit and do it too much and you end up with something that doesn't fit at all. All the balance passes, tweaks, redesigns, hell, even a full on beta period just to get a handle on combat...
 
Those dev statements are what made me feel like i m treated like an idiot. If i want the full promised product that i have ALLREADY paid for, then i ll have to play this half-product for who knows how many months if not years, and also i have to like it. When they were selling this horizon season of expansions and i was presented with the various season updates, i said ok and paid the FULL price upfront. I didnt say have some money and if the product turns out to be good, i ll give you the rest, and ofc i couldn't even if i wanted to. I also cannot describe this situation with my own words, because of forum rules. So either way i am the one who looses.
 
idk where to look for this statement FD is supposed to have said what OP says, any chance of a link?
wo reading it i however suspect you guys are reading into it too much, i would believe that it was ment that as long as ppl like a (any) feature, FD will keep develop it.
and yeah, a underdeveloped feature ofc will affect number of players using a feature in a negative way... even thou i like mining and exploring, i do combat the most, even thou its not what i always enjoy the most

but i have a great solution to this problem, hehe... we all must take our responibility now and stop doing what we find the most fun, and only do the boring stuff! easy! :)

I don't think it was misinterpreted. David Braben specifically talked about the number of players using the feature will determine whether they will develop the feature further. The lead designer of the game has also said exactly the same thing more than once. There is no room for misinterpretation, as Frontier have been explicitly clear on this issue.
 
I don't think it was misinterpreted. David Braben specifically talked about the number of players using the feature will determine whether they will develop the feature further. The lead designer of the game has also said exactly the same thing more than once. There is no room for misinterpretation, as Frontier have been explicitly clear on this issue.

So given the things that have been developed, are we to believe that the broader player base just doesn't do a whole lot of outside the bubble exploration?
 
I don't know if they have built multi-crew in the hopes of either enticing solo style players (whether in Open/Group/Solo mode) to interact more with other players or enticing those who already enjoy a multiplayer interaction to do more as it's seems to be geared to a drop in/out "wham, bam, thank you ma'am" play style if playing with complete strangers.

Probably a bit of both but I feel trying to get Solo style players to change their ways is very hard. I'm sure people will give it a try because it is new, hell I even did a bit of CQC when it was in Beta :p. Not sure about MC though.

I wonder what metrics/kpi's they have to monitor 'success' of a particular area in the game. Would love to see some of those graphs :)
 
The problem I see with how they have handled combat is sort of like cutting a board to get a perfect fit...keep trimming and tweaking to get that perfect fit and do it too much and you end up with something that doesn't fit at all. All the balance passes, tweaks, redesigns, hell, even a full on beta period just to get a handle on combat...

It's more like they built an amusement park with different sections, each with their own theme. But then only put rides in the area labelled "Combat Land". Then threatened to mothball the rest of the park if customers didn't show any interest.

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So given the things that have been developed, are we to believe that the broader player base just doesn't do a whole lot of outside the bubble exploration?

There's an activity map somewhere that shows players travelling around over the period of months / years. It gives a good indication of where most the players are. I've no idea where to video the link to the video though, maybe someone know where it is?
 
I'm just shocked to be honest. Not only are they running nearly a year behind schedule in their releases, they've slated 2.3 as a Multi Crew release, and have in their own press conferences said yeah it's not exactly important, it's just for fun.
 
It does seem like an odd way to approach things, I agree. Surely you're running the risk of massive amounts of wasted time - easily avoided by making sure that whatever feature you're implementing has enough to attract playtime from the get go, I would assume. Having said that, I know nothing about game design/development, or what Frontier's plan is. I'm guessing this approach might be because of how CQC was received (I wasn't around then, so not sure what happened exactly), and/or budget/resource constraints.

To be honest I'm sure plenty of people will use multicrew, especially console gamers - mainly because the whole gaming with friends thing is so easy on consoles now. I know I'll try it. I do like the idea of being able to drop in for some turret action for a while. It obviously needs much more adding to it than that going forward though. I've got hope it's not far away, given the options for 'smuggling' and 'exploration' that were in the multicrew options in one of the livestreams, but who knows.
 
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