And if it were that simple there wouldn't be a problem. The core vision for Elite: Dangerous was multiplayer, we've said that all along. The galaxy exists as an online entity, extracting that into an offline version that still works as game isn't simple. Missions are a good example, they are created based on the state of the galaxy and they feed back into the state of the galaxy there's a big level of difference between what we're doing now and what was in the previous games..
Michael
OK, wait, wait, maybe it's my lack of sleep talking, but what I get from this is that you're actually storing information based on the players' interaction with the procedurally generated content, which, obviously, given the sheer amount of players, and the humongous amount of procedurally generated content must generate quite a big database.
However - and I'm sure you'll have already considered this, but just in case - have you considered that offline mode would be, by definition single player? That is, that it would only need to track (if we don't have synchronization with the online universe) the actions and effects of a single player (which obviously would be orders of magnitude less complex than those of ~100.000 players or whatever the online game will have)?
Can a single player really generate that much complexity?
Last edited: