HOLY COW Brother... I wish I lived in your world. This post should answer some of your questions.
And for the record I am not angry but annoyed. Big difference!
Cheers,
David Hostetler posted about 23 hours ago
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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.
And those requests have been re-opened. It's been one day for pity's sake... One freaking day. I've worked in a lot of corporate environments, and it takes time to put procedures in place to deal with an unforseen event.
And please don't insult my intelligence by telling me that FD could see this coming. Are you going to tell me they saw such vitriolic hatred on the basis of having their game no longer be feasible to develop for an offline platform? I didn't see this coming, and I could see the game becoming online-only a while ago given the lack of any offline features having been added in that time.
Clearly they were having trouble achieving the goal. Declaring that they were having difficulties earlier, and that there might have been a possibility of losing the offline component would have only caused this uproar earlier, at a time when they were busy testing other critical elements of the game. They simply decided to try it out for as long as they could, until there was no denying that the offline component was no longer feasible, at which point they told us all they could no longer do it.
Now you can act all cynical as much as you like and pretend that they just kept it to themselves for some ulterior motive all you like, but unless you can prove that this was their intention all along to deceive you, then you have no business accusing them of dishonesty or malevolence in this matter...
And yet you continue to do so.