That's pretty much true. Based on what I saw, and read, they kinda tried and when they got this close to starting they realized it just wasn't gonna work, but they very likely tried till it was just too obvious. They couldn't FIND that out till the rest of the game was getting on as finished however, that's obvious and makes logical sense.
David Hostetler explained it very well about 8 hours ago... Give it a read it won't hurt (much)
_________________________
Well, there you have if folks. Newsletter #50 makes it painfully clear: "This whole issue comes down to what the vision is of the game we are making..."
Like I said: we entered into this with mutually incompatible visions of the game, we just didn't know it.
And: "Is offline mode an impossible problem, or just unfeasible? It is a creative decision, not wanting to produce an empty game."
This was a choice, not an unavoidable consequence of technical or even budgetary constraints. Braben/FD *CHOSE* not to develop a game that matched the things they originally said which convinced us to give them our money.
Sure, they can mince words about it if they want, to shirk the moral obligation to provide refunds or any kind of recompense to those of us that didn't read between the lines and understand that they were making an online-only, multiplayer-only, DRM-laden game.
Vision can be communicated clearly, early, and unambiguously, and they didn't do that. Many of us have said unequivocally that if this had all started with the tagline, "Elite: MMO", we would've run the other way.
How many of us would've opened our wallets if Braben had stated originally that "an offline game is an empty game" and "cloud processing and always-online entertainment benefits everyone"?
They never really committed to or believed in the value of an offline Elite, and it's clear now that at every step it was the runt of the litter for their efforts, if even that.
"Do you now consider Elite: Dangerous to be an MMO? Technically, it has always been."
They were disingenuous about the project from the beginning, and gave lip service to several things in order to secure a higher level of backing than if they'd come clean on their real motives at the onset.
This is so much worse than if they'd really just had to scale the project or postpone some features until a later release. People understand that aspect of game development.
I'm a 15yr veteran software developer (native platform, web, and server) and you don't suddenly discover that you've got a product that can't manifest without significant centralized rack resources and a persistent network connection. They knew with each day they developed that they were entrenching that into the game, and they did so purposefully and without transparency to us regarding the sacrificial consequences it was creating for other promised features.