Blackcompany
Banned
Immersion is important in Sandbox games and RPG's. Ask around; players will agree.
Elite began with a powerful aim toward immersion and assisting in the suspension of disbelief. The flight models and ship handling all were approached with maximum aim toward a Simulation. Toward creating that feeling of being there.
Then the game was added. And the game the flight model depends on, well...it really strayed from the path of Immersion. So many of the mechanics are gamey and badly in need of a rethinking.
Basically what this posts asks Frontier to consider isn't any single mechanical change but rather a far more overarching idea: Its time to examine the development philosophy that underpins Elite itself. To ask yourself what sort of foundation you want to lay down for the future of the game.
IF I may presume to do so, I would like to urge Mr. Braben and company to approach the design of Elite with Immersion in mind. Ask yourself what areas right now feel "gamey" and actively subtract from the suspension of disbelief. Ship module "classes" (as opposed to competing brands) are one. Non-persistent, large POI bases and wreckage are another. The too-convenient, just-what-i-need-every-time USS spawning is another. Pirates with zero sense of self preservation and a heavy prevalence of shoot-to-kill, i-dont-care-about-cargo NPC's are another. All of these things yank players out of the experience and scream to us "its just a game."
Honestly, its killing the fun. Elite is like receiving an invite to that these-things-only-happen-on-Bud-Light-commercials type of dream party. The one where you're approached by a girl so far out of your league you wonder what sport she plays and then you beat the Terminator at ping pong while listening to a live rock band...except...except at this party, the Miller Lite guys are always trudging along behind you, reminding you its all a lie and you shouldnt really be here. That's Elite.
You nailed the whole Star Wars space pilot/Buck Rogers/Battlestar feel for the ships and flying. Good on you. But I dont just want to FLY LIKE Han Solo, I want to FEEL LIKE Han Solo. And that guy...he has friends, and enemies. He delivers varied types of high risk goods to real clients and characters, with personalities and a serious lack of forgiving in their nature. He pulls of heists and tricks to get out of sticky situations, and people REMEMBER him everywhere he goes, for the things he has done - good or ill. Han Solo's world is more than just progress bars and numbers on a graph.
And Elite can be too. IF you start now. If you step back and ask yourself, "What aspects of this game lend themselves to building up a real sense of place, of a coherent world." And then you keep those. And you then ask yourself, "What aspects of this game either fail to contribute to or actively take away from, this aspect of Elite." And you kill or completely overhaul those.
Steven Covey in the Seven Habits of Highly Effective People stresses the need to both understand, and to be understood. I hope I have achieved the latter, in order to help you achieve the former, where my words are concerned. Covey also spoke of a need to "Begin with the End in Mind." I hope for Elite that end is an Immersive Simulator, and that the developers will begin to move forward with end squarely in mind. I think that, if they do so, Elite could be the greatest space sim to ever have existed.
But right now I feel like the game is teetering on the brink and edging toward the precipice, in grave danger of becoming little than Diablo with a cockpit view, despite the potential for it to be much more.
Elite began with a powerful aim toward immersion and assisting in the suspension of disbelief. The flight models and ship handling all were approached with maximum aim toward a Simulation. Toward creating that feeling of being there.
Then the game was added. And the game the flight model depends on, well...it really strayed from the path of Immersion. So many of the mechanics are gamey and badly in need of a rethinking.
Basically what this posts asks Frontier to consider isn't any single mechanical change but rather a far more overarching idea: Its time to examine the development philosophy that underpins Elite itself. To ask yourself what sort of foundation you want to lay down for the future of the game.
IF I may presume to do so, I would like to urge Mr. Braben and company to approach the design of Elite with Immersion in mind. Ask yourself what areas right now feel "gamey" and actively subtract from the suspension of disbelief. Ship module "classes" (as opposed to competing brands) are one. Non-persistent, large POI bases and wreckage are another. The too-convenient, just-what-i-need-every-time USS spawning is another. Pirates with zero sense of self preservation and a heavy prevalence of shoot-to-kill, i-dont-care-about-cargo NPC's are another. All of these things yank players out of the experience and scream to us "its just a game."
Honestly, its killing the fun. Elite is like receiving an invite to that these-things-only-happen-on-Bud-Light-commercials type of dream party. The one where you're approached by a girl so far out of your league you wonder what sport she plays and then you beat the Terminator at ping pong while listening to a live rock band...except...except at this party, the Miller Lite guys are always trudging along behind you, reminding you its all a lie and you shouldnt really be here. That's Elite.
You nailed the whole Star Wars space pilot/Buck Rogers/Battlestar feel for the ships and flying. Good on you. But I dont just want to FLY LIKE Han Solo, I want to FEEL LIKE Han Solo. And that guy...he has friends, and enemies. He delivers varied types of high risk goods to real clients and characters, with personalities and a serious lack of forgiving in their nature. He pulls of heists and tricks to get out of sticky situations, and people REMEMBER him everywhere he goes, for the things he has done - good or ill. Han Solo's world is more than just progress bars and numbers on a graph.
And Elite can be too. IF you start now. If you step back and ask yourself, "What aspects of this game lend themselves to building up a real sense of place, of a coherent world." And then you keep those. And you then ask yourself, "What aspects of this game either fail to contribute to or actively take away from, this aspect of Elite." And you kill or completely overhaul those.
Steven Covey in the Seven Habits of Highly Effective People stresses the need to both understand, and to be understood. I hope I have achieved the latter, in order to help you achieve the former, where my words are concerned. Covey also spoke of a need to "Begin with the End in Mind." I hope for Elite that end is an Immersive Simulator, and that the developers will begin to move forward with end squarely in mind. I think that, if they do so, Elite could be the greatest space sim to ever have existed.
But right now I feel like the game is teetering on the brink and edging toward the precipice, in grave danger of becoming little than Diablo with a cockpit view, despite the potential for it to be much more.