I am amazed that Odyssey has gotten so much hate - and I say that as someone quite critical of ED as a whole. The space-based play loops have very serious design flaws, and for whatever reason, players will defend those flaws as virtues. So, when I see that Odyssey does not recreate those mistakes I wonder, I hope, that FDev is learning.
I really appreciate that Odyssey blends together multiple loops in one experience, while still keeping locations distinct and separated through player-involved travel. In example, you scan a planet, get bio signals, geologic signals and POIs that may all overlap. You then go through the landing process which is significant. Unlike space ports, which are broadly identical and can be jumped in/out of in seconds - planet landings require the player to familiarize themselves with the POIs on the planet and decide how to proceed. Maybe they’d like to maximize opportunities on the planet and pick a location with overlapping POIs or maybe a quick in and out. They then have to do the flight mini game which further orients them to the macro-geography of the planet and then find landable terrain in the micro geography.
All of this information makes the planets feel experientially distinct even if the actual maps are just randomized templates. You decided to go to a planet for a reason - you chose your POI for a reason - then you chose a specific landing spot for a reason. Whatever you find on the planet this is a specific, individual planet in your mind.
Once you’re on the planets the gameplay loops are not sequestered like they are in space. This is great because it means that even if you don’t find the rare exobio you hoped for, you can still gather mats on the surface through mining and POIs without. Thus, the trip down to the planet never has to be wasted.
This design philosophy is much better than the design of the space loops. I hope this signals a change in direction for frontier.
I really appreciate that Odyssey blends together multiple loops in one experience, while still keeping locations distinct and separated through player-involved travel. In example, you scan a planet, get bio signals, geologic signals and POIs that may all overlap. You then go through the landing process which is significant. Unlike space ports, which are broadly identical and can be jumped in/out of in seconds - planet landings require the player to familiarize themselves with the POIs on the planet and decide how to proceed. Maybe they’d like to maximize opportunities on the planet and pick a location with overlapping POIs or maybe a quick in and out. They then have to do the flight mini game which further orients them to the macro-geography of the planet and then find landable terrain in the micro geography.
All of this information makes the planets feel experientially distinct even if the actual maps are just randomized templates. You decided to go to a planet for a reason - you chose your POI for a reason - then you chose a specific landing spot for a reason. Whatever you find on the planet this is a specific, individual planet in your mind.
Once you’re on the planets the gameplay loops are not sequestered like they are in space. This is great because it means that even if you don’t find the rare exobio you hoped for, you can still gather mats on the surface through mining and POIs without. Thus, the trip down to the planet never has to be wasted.
This design philosophy is much better than the design of the space loops. I hope this signals a change in direction for frontier.