My opinion on the depth issue

Yes, this is another thread about lack of depth in ED, I know it's been covered 1000 times before, I've posted on many a thread about this issue myself. I am bringing it up again because I love ED and believe this is the most significant issue facing it today and we should continue to talk about it . I'm not pointing fingers or even angry in any way, Frontier have done an amazing job on this game, and I have very high hopes for it's future. Nonetheless I do think it has room for improvement, so here I go.

So this is an issue I've been thinking about for some time, what exactly is it that makes ED feel so shallow. My subconscious must have been working on this problem on it's own, because it just struck me over the head from seemingly out of nowhere. What I believe is the reason that this game lacks depth, is the lack of any significant decision making in the game.

Let me expand on this a little. In my opinion the deepest games are the ones that force a player to make a lasting decision, something that will stick with them until the end. Here are some examples of what I mean.

Any classic RPG is about building a character, to do this you must decide what you want that character to be, whether that be wizard, thief, warrior, whatever. But the point is, once you've made that decision, there is no going back. Once I've built a character, it's mine until I restart the game. In skyrim for example, once I've become a mage specializing in destruction magic, I can't easily change it into a sword wielding warrior, and then into a thief on a whim. The decisions I make early in the game impact who I am at the end.

Another, entirely different, but arguably one of the deepest games is the civilization series. why? because that game is basically only about making decisions that will have an impact on the game. the same can be said for the simcity franchise, because it's entirely about making a decision that lasts, where should I put my airport? That 's an important decision to make, one that impacts how my whole city works.

The witcher, also good depth, even though it discards with most of the classic RPG model. You can't choose a class or a name for that matter, or really customize the character in any significant way, But it creates depth because decisions you make can drastically alter the entire outcome of the game. I think the witcher 2 has something like 16 different possible endings.

FTL, a lesser known game, and one that you can play start to finish in only an hour or two, nonetheless, very deep. Every playthrough will be different and every single decision you make in any one playthrough could be the difference between winning and losing, there is a definite depth and strategy to the game, even if it's only 16 bit.

Now Elite: Dangerous. As far as I can tell, there is absolutely nothing for me to decide in ED that can't simply be undone on a whim. When I started playing, it didn't feel this way because money was a concern for me. Which ship I bought seemed at the time to be somewhat significant, but now that I'm rich, I can hop from any ship to the next as I like. Powerplay let's me join and leave any faction pretty well however I like with no impact on the game, (getting hunted for a few days doesn't count, that's not a lasting consequence). Bounties disappear after a week so that I could murder 100 of a factions NPC's and a week later be doing missions for them. There are no decisions to make in this game other than "what should I do today", there is no strategy whatsoever in Elite: Dangerous.

The way I look at the problem is this. ED is an RPG whether you like it or not, but here's the kicker, you're not actually playing the role a space ship pilot, you are playing the role of the space ship itself. You can choose the class of ship and outfit it the way you want just like you do with a classic RPG character. In Skyrim I can be a thief that uses illusion magic, in ED I can be an eagle that uses railguns. But here's where ED differs, although it absolutely is a role playing game, it's a terrible one.

Just imagine if in skyrim, you could decide at any moment to completely remake your character from the bottom up. All the depth of the game would be gone, who cares what you do in the first half of the game if it has no lasting impact in the second half. But this is what ED is right now, I can change ships on a whim and outfit it as I like, decide to be a bounty hunter one day and a pirate the next, Join this power this week, next week try another. No lasting decisions whatsoever.

If we were then to make ED more like a classic RPG, it would mean choosing your ship at the beginning of the game and then upgrading it as you play without ever being able to switch ships. That's obviously nonsense, and not what I'm saying at all, we shouldn't turn ED into skyrim. what could be done though is make the things we do impact the game more, so that I can't just decide to be a pirate one day, and a bounty hunter the next. Lock me into a few decisions, like which major power I choose, make bounties on our heads permanent until death. Make the things I do count somehow so that I actually have to decide if I want to do them.

anyway, rant over, thanks for reading, feel free to disagree with me.
 
Good post. I don't think this is the whole of the issue, but you've definitely highlighted a major aspect of it. I'd love for there to be more consequences and long-term effects of the decisions you make in-game.
 

El Dragoon!

Banned
Yes, this is another thread about lack of depth in ED, I know it's been covered 1000 times before, I've posted on many a thread about this issue myself. I am bringing it up again because I love ED and believe this is the most significant issue facing it today and we should continue to talk about it . I'm not pointing fingers or even angry in any way, Frontier have done an amazing job on this game, and I have very high hopes for it's future. Nonetheless I do think it has room for improvement, so here I go.

So this is an issue I've been thinking about for some time, what exactly is it that makes ED feel so shallow. My subconscious must have been working on this problem on it's own, because it just struck me over the head from seemingly out of nowhere. What I believe is the reason that this game lacks depth, is the lack of any significant decision making in the game.

Let me expand on this a little. In my opinion the deepest games are the ones that force a player to make a lasting decision, something that will stick with them until the end. Here are some examples of what I mean.

Any classic RPG is about building a character, to do this you must decide what you want that character to be, whether that be wizard, thief, warrior, whatever. But the point is, once you've made that decision, there is no going back. Once I've built a character, it's mine until I restart the game. In skyrim for example, once I've become a mage specializing in destruction magic, I can't easily change it into a sword wielding warrior, and then into a thief on a whim. The decisions I make early in the game impact who I am at the end.

Another, entirely different, but arguably one of the deepest games is the civilization series. why? because that game is basically only about making decisions that will have an impact on the game. the same can be said for the simcity franchise, because it's entirely about making a decision that lasts, where should I put my airport? That 's an important decision to make, one that impacts how my whole city works.

The witcher, also good depth, even though it discards with most of the classic RPG model. You can't choose a class or a name for that matter, or really customize the character in any significant way, But it creates depth because decisions you make can drastically alter the entire outcome of the game. I think the witcher 2 has something like 16 different possible endings.

FTL, a lesser known game, and one that you can play start to finish in only an hour or two, nonetheless, very deep. Every playthrough will be different and every single decision you make in any one playthrough could be the difference between winning and losing, there is a definite depth and strategy to the game, even if it's only 16 bit.

Now Elite: Dangerous. As far as I can tell, there is absolutely nothing for me to decide in ED that can't simply be undone on a whim. When I started playing, it didn't feel this way because money was a concern for me. Which ship I bought seemed at the time to be somewhat significant, but now that I'm rich, I can hop from any ship to the next as I like. Powerplay let's me join and leave any faction pretty well however I like with no impact on the game, (getting hunted for a few days doesn't count, that's not a lasting consequence). Bounties disappear after a week so that I could murder 100 of a factions NPC's and a week later be doing missions for them. There are no decisions to make in this game other than "what should I do today", there is no strategy whatsoever in Elite: Dangerous.

The way I look at the problem is this. ED is an RPG whether you like it or not, but here's the kicker, you're not actually playing the role a space ship pilot, you are playing the role of the space ship itself. You can choose the class of ship and outfit it the way you want just like you do with a classic RPG character. In Skyrim I can be a thief that uses illusion magic, in ED I can be an eagle that uses railguns. But here's where ED differs, although it absolutely is a role playing game, it's a terrible one.

Just imagine if in skyrim, you could decide at any moment to completely remake your character from the bottom up. All the depth of the game would be gone, who cares what you do in the first half of the game if it has no lasting impact in the second half. But this is what ED is right now, I can change ships on a whim and outfit it as I like, decide to be a bounty hunter one day and a pirate the next, Join this power this week, next week try another. No lasting decisions whatsoever.

If we were then to make ED more like a classic RPG, it would mean choosing your ship at the beginning of the game and then upgrading it as you play without ever being able to switch ships. That's obviously nonsense, and not what I'm saying at all, we shouldn't turn ED into skyrim. what could be done though is make the things we do impact the game more, so that I can't just decide to be a pirate one day, and a bounty hunter the next. Lock me into a few decisions, like which major power I choose, make bounties on our heads permanent until death. Make the things I do count somehow so that I actually have to decide if I want to do them.

anyway, rant over, thanks for reading, feel free to disagree with me.

wow, another depth opinion post! , we so needed this
 
You know, the FDev team is focusing on new content and only balancing what's been released so far.

It's good to know there are other games, like Evochron Mercenary, that does what elite does, since 2012.
It was built by a single man, and you can even have Mech robots on planets!

Back to Elite Dangerous though, it's a fun simulator. Lots of potential. But it's going to be shallow.
Simply because it's what the creators envisioned. Back in 1984.

[video=youtube_share;v5aAHXvme5g]https://youtu.be/v5aAHXvme5g?t=7m5s[/video]
 
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Powerplay is an example of player identity in game, it's just not very compelling (or meaningful) for the majority of players.

On the flipside naval ranks are an example of something compelling but lacking any identity.

I think Braben himself has said the way Naval ranks currently work isn't good, that there needs to be some sort of differentiation, I'm hoping Naval ranks are high on Frontier's "to look at" list and I'm hoping Naval ranks will soon actually be meaningful and help define our CMDRs in someway. How to do this is a whole other topic though. =p

I think ED (at least currently) is mostly a solo affair, and the whole notion of identity I think only really has much meaning if it's contrasted against other differing identities in some way.

I do feel this is what Powerplay's aim was, a way to give players some sort of identity. The thief, warrior etc analogy I'm not sure fits into Elite, I mean our abilities our pretty much defined by our ship and well that is interchangeable, so really you're looking at CMDRs being defined more by allegiance, trouble is I think most CMDRs aren't really bothered about of any of that, you say your Empire aligned but so what, unless you're a hardcore RPer then it's irrelevant, it's more about creds for ships right now.
 
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Powerplay is an example of player identity in game, it's just not very compelling (or meaningful) for the majority of players.

On the flipside naval ranks are an example of something compelling but lacking any identity.

I think Braben himself has said the way Naval ranks currently work isn't good, that there needs to be some sort of differentiation, I'm hoping Naval ranks are high on Frontier's "to look at" list and I'm hoping Naval ranks will soon actually be meaningful and help define our CMDRs in someway. How to do this is a whole other topic though. =p

I think ED (at least currently) is mostly a solo affair, and the whole notion of identity I think only really has much meaning if it's contrasted against other differing identities in some way.

I do feel this is what Powerplay's aim was, a way to give players some sort of identity. The thief, warrior etc analogy I'm not sure fits into Elite, I mean our abilities our pretty much defined by our ship and well that is interchangeable, so really you're looking at CMDRs being defined more by allegiance, trouble is I think most CMDRs aren't really bothered about of any of that, you say your Empire aligned but so what, unless you're a hardcore RPer then it's irrelevant, it's more about creds for ships right now.
Yes, and I think in this sense the Op is right: it should have been a lot less easy to switch power. Also, they could have given more insentive to defend home systems: undermining fighters meet defensive fighters, not undermining fighters gank fortifiers, and vice versa.
 
Agree with the majority of the OP. To quote RP terminology, I generally play "neutral/chaotic", but this is a self-imposed characteristic - and certainly doesn't appear to have any ramifications on my game, except for my own understanding and knowledge of decisions that I have taken.

Interaction with other players and player groups is key for me, because people remember things! It ticks me off that I can go and 'save' an NPC bounty hunter from being mobbed by a wing of pirates, and two seconds later he is scanning me and telling me to "move along "...

I understand why this is though - ED has been designed in a programmatic way. Elements of the game are triggered based on program choices. So an NPC will never thank you for your help, a star port will never remember that they chased you down the last time you visited and so on.

If FD can build in some memory and recognition of your choices into the game, it would go a long way to feeling like your decisions had lasting consequences. I would love an NPC to say "thank you - I was almost toast there. I'll wing up with you for a bit." Though thinking about it, I would love other CMDRs to do this also!! (Rather than aggressively going after all my kills in a CNB/CZ :))

Equally, rather than saying "welcome trusted ally" each time I dock, the star port could say "Hey, we remember you were wanted last time. Watch yourself!"

Even at a basic level, the simple addition of memory or recognition would go a long way to making me feel like I'm flying in a living/breathing universe, rather than a programmatically generated one ;)
 
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Nice piece of analysis and a good, decent way to convey thoughts OP. Contrary to some people in this thread, while being a white knight and fanboy most of the time, I don't agree we don't need depth threads. On the contrary, that's all we need to be talking about because it's the only lacking part of this game. Everything else is superbly done and even more is coming. The depth though, even it means different things to different people, is really not there.

I started this like a classic depth rant but it'll not be, I promise. Just bear with me a little my fellow fanboys. Have you ever seen me not white knighting? Now is the time!

I agree wholeheartedly this game lacks depth and it badly needs some but not in the way OP or most other critics of the game suggest. The gist of what they are feeling is true, in the classical sense of gameplay, there is no depth to Elite: Dangerous. I'll try to explain, in my own way, why this is true, but not in the way most people see it. I'll also try to suggest some ways to make it deeper.

The shallowness (or the feeling of it) comes from the fact that once you learn how to do something, you have learned it and there is not much of a skill ceiling to that one thing. Let me explain this.

You can make a game as detailed as you want. You can also make it minimalistic. You can make it hard, or hard to get. This is a very important distinction and Elite is, unfortunately is not hard but hard to get. A lot of people are talking about the steep learning curve at the start of the game. People rant and complain about the difficulty of navigating through the game and find things let alone progress and expand their gameplay. This is not correct! The game is in no way shape or form difficult! It's the lack of information resources in game which make it seem so. On my first day, I read the manual and then, just based on what didn't make sense for a first read, I went into the newcomers forum and opened a thread, asking what these things mean in game. Well, after that one, I looked at a few (3) youtube videos and even before I started playing, I had learned everything there is to learn about the game. Mastery of this knowledge takes a little bit of time since you have to try those once. But the sad part is, that one time is really all there is to it. You learn something from somewhere, you do it.

There is only one exception to this rule and that is spaceship flight and combat. They are more in depth and require a lot of practice to hone your skills as a combat pilot. Everyone who plays the game knows this part intimately so I'll leave this at that just for text length purposes.

Unfortunately, while good flight mechanics, very well balanced between difficult and entertaining, does not a game make. They just lay the foundation of a good game, just as the player movement model and recoil modeling lay the foundation of a good fps. Without these core mechanics, which determine your base level of 'feeling' while you play, being just right, the game wont feel and play good no matter what you add on top of that. Think Star Citizen flight and combat model.

Now, coming to the juicy part. The part why Elite Dangerous is this way, why it is extremely difficult to suggest design elements for this game compared to others and why we are generally using the wrong games as examples to get suggestions from.

Elite: Dangerous is a very different game at its heart compared to any other game out there. It's more akin to 4x strategy games rather than flight simulation or RPGs. Well, how can a space ship flying game, marketed as a space MMO, be more akin to a strategy game than what it says in the description? Easy! This game has to provide endless gameplay not an endgame! And this also answers why it's extremely difficult to suggest solutions for this game. It's very hard to come up with mechanics which will provide endless gameplay without being mindbogglingly repetitive or extremely difficult after some point.

Games with endless gameplay, such as arena fps games, most good MMOs (not to be confused with the endgame in MMOs) and games like civilization, rely on easy to learn (on paper) elements which are hard to master when encountered in synergy, making the game entertaining and deep for a long time. By easy to learn, I mean, the description of the thing is simple, like, point your crosshair at the guy's head and fire, it's a head shot. 'Infernal fireball of irritated gods'... Oh, it's a fireball with a lot of damage. But once you put all these little details together, it results in something which is fun to to even if you do it over and over again in a matter of hours!

This is what ED lacks and needs. The amount of options, bounty hunting, exploring, trading, rares trading, smuggling (both mission and trade) are logical and they are enough. What they need is more fun details to interact while doing them. The hard part is, each of these elements need a lot of work, the work needed for each is unrelated from a game developing point of view because each need a different kind of design and programming process, and at the end, they need to be getting along pretty well because while each part works wonderful individually, when cast into the same bucket, they can cause an imbalanced mess.

We can't use Witcher as an example because it's a story driven single player game which has a very definitive end. It has replayability through actions with consequences but it still means twice a given amount of time. When you invest in a path in Witcher, you'll go down that path until the end of the game. With ED, mechanisms which require you to invest in goes against the mantra of the game since it's designed in such a way to let you do whatever you want, whenever you want. Otherwise, it would be the opposite of not forcing you into roles. Making you choose between commitments is a no go for the core game design of ED. Choosing what you want to be at the start of the game will ruin a lot of things because it'll require you to restart the game if you want to do something else. Or you could have a respec option, which defeats the purpose really. Elite can't be a classic RPG.

What could be done though, is to expand on the current mission and powerplay mechanics in ways which make decision making and important part of them. Choosing one path would make you unable to choose others at least for a longer time or switching paths would make you lose a lot of time, money and influence. The always online nature of the game prevents this a little bit but it's no big deal to make missions last weeks. This is what PP essentially is.

So, in the end, while I and almost everyone else feels the game lacking of depth, the way to add it to the game is not as easy as taking elements from the history of video gaming and adding them in. A lot of what other games have will break the core concept of ED, namely the 'whatever you want, whenever you want'. It's those 'whatevers' what needs to get deeper.

A good suggestion example would be the addition of information triggers on bounty hunting. Add bounty hunting missions to the BB, or a separate bounty board and this will create missions for bounty hunters while listing the last known locations within the hour of some high bounty players who are online at the time. When you get a bounty hunting mission, the RNG will spawn invisible, large information triggers in SC instances and when you pass through them in the first suggested system in the mission, your contact will message you with additional information to help you, including a new last known location or a new contact to go and meet. The mission system can adjust the length and number of these mission parts and in the end it'll spawn you your target. Hopefully, you'll have a better time hunting bounties this way. It should of course scale the bounty with the length and difficulty of the mission over a base bounty announced with the mission. Without persistent NPCs, I don't know how this can be made into a multiplayer affair, which would add to the depth quite a bit.
 
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anyway, rant over, thanks for reading, feel free to disagree with me.

Okay, I disagree - almost entirely. While I agree that there should be more consequences to decisions in ED, I simply can't accept your comparisons to the other games. I personally haven't played all of them but from your description, they all have a ending (16 different endings! :eek:). That is where your comparisons fail because ED doesn't have an end game and as far as I can tell, it never will. I realize from reading similar threads that some, maybe many, people want some sort of quest line or hero story and equate that with depth. ED simply doesn't provide that.

Your idea that we're really just roll playing ships is way off the mark, imo. I'm a pilot in the game. I have multiple ships. I choose the ship for the task at hand. They are tools. I don't name my tools and I'm not a tool (although some may call me one :D). Now, if Frontier would only get going and give me a face and let me walk on my own two feet, then I'd feel even more like a pilot!

Now I'm all for consequences. For example, if I murder someone for no reason other than to get my jollies and do it in a system controlled by a major faction, then I should be hounded by the cops everywhere I go in that major faction's systems. In ED, you barely get a slap on the wrist for murder while you can be summarily executed for a pad violation. It's also bizarre that I'm both an Admiral and a Duke in opposing navies. I'm also allied with both the Feds and the Imps although I drop to only friendly if I go on a vacation for two week. Dopey.

However, what I don't want is a game that locks me into some decision tree that I can only change by starting over from scratch. If I decide to trade, mine, smuggle, explore, or wage war, I don't want to be locked into that one profession. I want to do what I'm in the mood to do that day. Today I reconfigured my fleet to better suit the changes in smuggling missions and then did a bunch. Then I learned how to use the SRV scanner to find materials. Along the way I found my first planetary stash and raided it after dealing with the security. Then I played on a planet with huge mountains in my SRV. Nobody told me to do that. I did it because I felt like it. I love that!

If you ask me (and I know you didn't), what Elite desperately needs is better socialization. It's so difficult to locate and communicate with other Cmdrs even when you know they're there! Fortunately there are external tools like TeamSpeak that help fill the gaps but Frontier really should focus on how Cmdrs can better communicate in the game. You can dock at a station full of other Cmdrs but you can't find out who they are unless they happen to be sitting in front of your scanner. That's crazy. Most (yes, not all) people want to socialize in the game. It provides a connection which I think helps lead to immersion and, dare I say, depth!

And look what's happening in the game despite it clumsiness. Look at groups like the Buckyball Racers. They formed an informal group and stage racing competitions in the game - something that the game doesn't directly support at all. Other groups like the Hutton Truckers stage big social events by forming huge convoys.

Can you do that in Skyrim or any of the games you referenced?

Athough I think that Frontier is really trying to promote these things through their community managers, what the game provides in this area is still pretty barebones and deserves some focus. For example, now that we have planetary landings where you can assault settlements and such, we should have coop missions where multiple Cmdrs can make a coordinated attack and each benefit in the rewards. Coordinated attacks require good team comms which should be a solid function of the game.

I'm stopping here because I'm already TL;DR and didn't want that. I'll just say that I don't want ED to have an ending. I don't want to be forced down a quest line. I want to do what I want to do in the galaxy and deal with the consequences. To me, this game is really what you make of it. Naturally, that doesn't suit everyone. That's okay. There's lots of other games out there to suit everyone.

That's just my opinion and you know what everyone says about opinions. :D
 
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I find it very telling that the OP names 3 games to compare against ED: FTL, Witcher, and Skyrim.

Yet each of these is strictly single player. Perhaps the issue is that the dynamic of single player vrs multiplayer is not something he cares for in a game.

Single player game depth often comes from a storyline and a persistent/consistant world. This is easier to achieve in a single player game because the Hero's journey, a storyline, and consistence in the game because there are no other players to balance against or making changes in the world. You can be the first to visit a far away place for the first time in your world, because there is no Macky McExplorer to get there before you.

Multiplayer games that try to do the storyline and hero's journey meet with mixed results. LOTRO pulled it off to some degree because you were on the edge of the action, and I felt Guild Wars 2 did not because you were at the center of the action. Anyone can run across Bilbo and Aragorn and interact in some minor way and be believable, but not everyone can kill the same dragon and maintain that same believablity.

Multiplayer the depth often comes from the PLAYERS, not the game. Yes, the game provides the framework, but it is interacting with players that makes it interesting. In every MMO I have played it is enjoying the world with other people that made the game enjoyable. Playing GW2 or LOTRO, despite the incredible depth, was just not fun.

Sadly, Solo/Private/Open and just the sheer size of the Galaxy has mad that very very difficult to pull off going forward. LOTRO started with no PVP, and added a seperate mechanic like CQC to provide the PVP in a contained world.
The reverse here does not seem to have the same effect. Large cooperative events and even small wings run the risk of PVP, unless they isolate themselves in their own instance.

Right now the loudest voices for lack of depth seem to be solo or semi solo players. Those of us like myself that are ok with the current status appear to have deep roots in our virtual communities, and our fellow players provide the "depth".

But then, that is based on limited numbers of people here, and the less than complete picture we have of others play styles.
 
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It's more akin to 4x strategy games rather than flight simulation or RPGs.
This.

It's even more akin to a 4X game when you note that the only thing that remains constant through all game modes is the background sim - it's the persistent part to the universe that so many players miss.
Multiplayer the depth often comes from the PLAYERS, not the game. Yes, the game provides the framework, but it is interacting with players that makes it interesting. In every MMO I have played it is enjoying the world with other people that made the game enjoyable. Playing GW2 or LOTRO, despite the incredible depth, was just not fun.

Sadly, Solo/Private/Open and just the sheer size of the Galaxy has mad that very very difficult to pull off going forward. LOTRO started with no PVP, and added a seperate mechanic like CQC to provide the PVP in a contained world.
The reverse here does not seem to have the same effect. Large cooperative events and even small wings run the risk of PVP, unless they isolate themselves in their own instance.
Any gropu that's focussed on the BGS will run into PvP eventually. Personally, I find the rather narrow definition of PvP as "player versus player in a manly battle to the death" to be quaint, lacking in depth, and overly restrictive. "GvG," "distributed PvP" or "co-op PvP" might be a better way to characterise it, for the game certainly does not fit into current genre paradigms. With the instancing and the game modes fragmenting player action on the individual level, the only really persistent aspect of the game is the BGS.

Right now the loudest voices for lack of depth seem to be solo or semi solo players.
While I can't comment on that, as I don't know, if it's true, it wouldn't surprise me - the BGS is very difficult to work on as an individual outside of BFE small population systems. I've commented on other threads, where people have complained about the lack of sand in the sandbox, to the effect that there's plenty of sand, but trying to build a 50m high sand castle with a teaspoon is going to frustrate: it's a question of scale. In narrative-based games, players expect to be the lynchpin of the game. In most sandboxes, the sand is scaled to the player so they have their nice plastic bucket and spade. In E|D, the grains of sand are as large as the player.

Those of us like myself that are ok with the current status appear to have deep roots in our virtual communities, and our fellow players provide the "depth".
Rather than "provide" depth (which overlooks the fact that even the hardcore PvP minority can't force someone else to be their "content," even in open), I would suggest that joining and working in groups enables depth.

Now, if only FD could get the BGS to bloody work!
 
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Lasting non reversible effects would still leave the game shallow in terms of content and probably would make the game much more annoying.
 
Thanks for all of the replies, especially the ones that disagree with me, it's awesome to talk about this issue with people who actually want to discuss and not just call me an idiot.

I'll try and respond to a few of things I've read.

I know that ed has no ending, and I didn't mean to imply that it should, or that it should be turned into a hero quest. I mentioned the games I did because I consider them to be deep games, and I wanted show that in my opinion this is because they each force a player to make lasting decisions in different ways. Skyrim is the classic RPG that forces decision making through character building, the witcher is a non classic RPG that forces decision making through story line choices. The witcher has 16 different endings, whereas skyrim has 1. Civilization and simcity i mentioned because although they are a completely different genre, they are deep, and IMO for the same basic reasons, lasting decision making. FTL I mentioned because, although it's a tiny, 16 bit Indy game, it oozes depth for the same reasons, lasting decision making. I was trying to showcase a range of seemingly incomparable games that each share a common mechanic, decision making. Yes, they are all single player games, instead of skyrim I should have said WOW, multiplayer but with the same character building decision making as skyrim.

I feel the people that don't want to be locked into 1 career in ed, a valid argument for sure, I agree, but maybe there is some middle here though. I still think it's possible to have some lasting consequences in game without locking the player on 1 path for the whole game though. this is actually the most important question that I really can't answer, how to make ed deeper without locking a player in 1 career, a great discussion topic.

For those who are tired of reading posts about depth, I feel you too. Yes, it does seem like we're beating a dead horse here, but I won't stop because, like someone else here said, other than this 1 issue, I would say ed is perfect in almost every way.

I want to make it clear that, I don't think I have all the answers to make this game deep, just an opinion about a mechanic it's lacking. How such a mechanic should be added I don't know, that's what I want to discuss here.

Keep the comments coming, even the ones I don't agree with, together we might have an impact on the game, and the more opinions the better.
 
You're confusing depth and investment, they do not correlate or share any dependency.

I agree. The game can have its depth dramatically improved without needing to have a decision based character development system. Both features are entirely mutually exclusive.

You could have an incredible character development system with real consequences and a game with nothing to do.

This isn't another depth thread. It's another RPG thread. And I disagree that the game needs RPG elements to be a better game. I do, however, feel the military professions could be greatly improved, both in fun and progression as well as how it actually impacts how the galaxy responds to you. But that's obvious.

The game does already have a consequence system. It's just not permanent (which makes sense, our characters aren't playing out a finite story, like the witcher). But I really don't think the game would be improved with an RPG skill tree or any sort of forced progression system. They tend to enforce cookie cutting and player regret (can you imagine the anger of playing this game for 4 weeks, only to realise you picked the wrong skills entirely?), which is usually mitigated by modern RPG games by including some way of rerolling skills or changing them on the fly anyway.

The same would apply to any decision based system that applies a permanent outcome that cannot be altered.

The game needs more things to do but, probably more importantly, what we can do now needs to be made deeper, more varied and better balanced.
 
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