I think both FDev and this community at large have lost track of what "gameplay" actually is. Certainly with regards to ED.
When FDev taut ideas like "What mini-game would you like during Apex taxi rides?" and "Here is an exploration timer mini-game for Odyssey - oh wait no - its the wrong kind of mini-game" It just makes me sick.
It makes me think that there is a boardroom somewhere where FDev sit around and use "mini-game" as a starting point, instead of feeling intuitively what the game needs.
It's evident here:
- Here is a mining mini-game for detonation (which we all did once then never used again because its easier to just use lasers)
- Here is a multi-crew mini-game (where you get ejected into a 3rd person view of the ship and don't really feel like a crew member at all)
- Here is a Unreal Tournament, I mean Frontline Solution, mini-game (FPS shooty mode = game lore out the window)
- Here is FSS mini game (doesn't really work with multicrew though because the entire ship has to stop!)
Then when things like vehicle entry animation and ship interiors crop up FDev say "Oh no thats boring gameplay! Infact it isn't even gameplay. We are working on the gameplay loops"
Well I'm sorry - but no.
As the actress Uta Hagen once said, "If I can see the acting - it's really bad acting in my opinion".
We can see your gameplay loops and "mini-games" FDev and it is as jarring as a bad movie. It just pulls us all out of the game. I'm calling you out on this right now.
When I play a game where everything is seamless, I'm spellbound. It's magic. I'm totally there.
Step it up.
To be fair, I thought the deep core mining mechanics were overall liked and added quite a lot of gameplay beyond "shoot laser at rock until goodies pop out". It felt like it was more a gameplay loop than a minigame.
As for the gunner role... I can't think of a way they could have had the "use all the turrets on a ship at once" job without a 3rd person tactical view. Personally, I liked the idea.
Can't comment on FPS much right now, but I hope it ends up as more than just a generic shooter with time.
The FSS mechanic is miles better than what we used to have. Coupled with DSS probes and it feels like you're actually mapping the systems.
When Frontier put their minds to it they are capable of producing some pretty good mechanics. And the above examples (to me) fit the scenarios and are mostly quite engaging and entertaining.
Now when people ask for minigames to fill the void of gameplay like "Put classic elite on our ships so we can play it while in supercruise"... yeah no thanks. Make supercruise more engaging instead so I can play the game I paid for, not distract myself with other things, as an example.
On vehicle entry/exit - If they'd just done more than the blue circle. I can deal with the fade to black for SRV/Foot, really. But the blue circle for the ships...
We have a cockpit/bridge. We have these turbolift things in stations. Make an airlock room with a ladder/ramp to the ground.
Make that the Armstrong moment instead of pop you're on the surface.
I could live without full ship interiors for now if we at least had the option to go chair -> cockpit -> lift -> airlock -> actual armstrong moment. Leave the option to disembark from the chair for those in a rush, but sometimes taking it slow is good too.