Please define "content" and "gameplay"

The outfitting and BGS are among the most complex of any game, especially in the genre. You clearly just are not able to comprehend the complexity and to not feel bad about yourself deny its existence. I could right a book on just the Stellar Forge alone. An explanation of the outfitting stats and various loadouts could be the size of any other games entire strategy book, and that's not including engineering. Just because you refuse to acknowledge something doesn't mean its not there. Your denial for example.

I don't know if you play the stellar forge, bgs or stay all day outfitting a ship but as you keep talking mining, trading, combat and exploration still shallow and barebones.

I'm sure you will play the holo-me for hours and hours.
 

rootsrat

Volunteer Moderator
So, yesterday we had a very exhaustive preview of some of the upcoming new features of ED. For a single day I was happy to see a relaxed atmosphere here on the dangerous forums. Many happy threads raising everywhere gave me a feeling of peace. Today I fired my browser just to find (again) many new threads about lack of content and bad gameplay despite FD is giving us, step by step, tons over tons of new things to do every time that we log in, plus a continuous work on fixing and tweaking.

So, what am I missing here? is there something as a veteran gamer I'm struggling to catch? why people keep whining about half finished things, no content, shallow gameplay and so on?
Probably power play, exploration, a gazillion of solar systems, piracy, bounty hunting, PVP, stock trading, mission running, player driven content, roleplaying, character creator, multicrew, wings, BGS, ship outfitting, aliens, planetary landing, communication, first person flight model, external and internal cameras, rare goods trading, mining, puzzles, native virtual reality, smuggling, storyline, news & journalism.... are not game content and gameplay, but a mirage. Something that only lives in our bugged heads.

I play and played a hundreds of games in my life (I started in late 1980's) and except for rare masterworks like the ultima series, the elder scrolls and eve online I never (never!) found something like elite dangerous. It has the potential to become an infinite ever growing experience.

At this point I surrender and I kindly ask you modern gamers what's your definition of "content" and "gameplay". Please define those terms and help me to understand the true meaning of your posts. Maybe all this daily threads will start to make sense to me and maybe someone from Frontier will suddenly understand that they are on the wrong road to happiness and success and avoid to waste their energy, while trying to make us happy for 100-500-1000 hours of our miserably short lives.

An old forum dad.
JJ

It's internet mate. People don't know what they want. They want "content". This vague, mythical and not-quite-captured-yet beast, that nobody has ever seen and nobody has ever confirmed it actually exists. "CONTENT!" you hear them yelling. "CONTENT!" thousands of mouths express loudly. "CONTEEENT, FRONTIER!" echoes around every single starport in the Bubble. They demand. They scream.

Yet they don't have a clue.
 
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You can't really define them in absolutes because in many instances they are ever shifting, subjective and fairly meta buzzwords that people tend to adopt to describe some nebulous aspect of gaming that is personal to them. Many definitions people tout are only superficially similar but when you tease them apart start to differ a lot.

Right now the claim of "Shallow gameplay" can mean I just don't like it or be a genuinely thought out critique about the design priorities of a game. When it comes to Elite it's tough because it is a loosely guided game anyway and people are free to overlay their own concepts of what the game should be atop of it, unfortunately many then suffer dissonance when the game and their vision do not align. People often say "poor gameplay" at this stage but to another player who's vision of the game neatly aligns with the reality of it it can be great gameplay. As gameplay is itself a very vague term I can only say that personally it's the artifact of game mechanics and players meshing; if you have broken or badly designed mechanics gameplay suffers.

Content, I think, has a touch more tangibility. Pesonally I take content to mean deliberately designed functional inclusions to the game that target the player in a pre-meditated way, or in other words the things a player is expected to experience using the mechanics laid out in the game. I would not class something like Canonn as content, despite it having an in game presence because it is emergent and player originated so while it is contained in the game it is not content but the galaxy is probably the highest level of content I can identify, because we use the game mechanics to experience it.

It's all very subjective, from an end user point of view, in a community like this where the way people see and define these things will clash.
 
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So, yesterday we had a very exhaustive preview of some of the upcoming new features of ED. For a single day I was happy to see a relaxed atmosphere here on the dangerous forums. Many happy threads raising everywhere gave me a feeling of peace. Today I fired my browser just to find (again) many new threads about lack of content and bad gameplay despite FD is giving us, step by step, tons over tons of new things to do every time that we log in, plus a continuous work on fixing and tweaking.

So, what am I missing here? is there something as a veteran gamer I'm struggling to catch? why people keep whining about half finished things, no content, shallow gameplay and so on?
Probably power play, exploration, a gazillion of solar systems, piracy, bounty hunting, PVP, stock trading, mission running, player driven content, roleplaying, character creator, multicrew, wings, BGS, ship outfitting, aliens, planetary landing, communication, first person flight model, external and internal cameras, rare goods trading, mining, puzzles, native virtual reality, smuggling, storyline, news & journalism.... are not game content and gameplay, but a mirage. Something that only lives in our bugged heads.

I play and played a hundreds of games in my life (I started in late 1980's) and except for rare masterworks like the ultima series, the elder scrolls and eve online I never (never!) found something like elite dangerous. It has the potential to become an infinite ever growing experience.

At this point I surrender and I kindly ask you modern gamers what's your definition of "content" and "gameplay". Please define those terms and help me to understand the true meaning of your posts. Maybe all this daily threads will start to make sense to me and maybe someone from Frontier will suddenly understand that they are on the wrong road to happiness and success and avoid to waste their energy, while trying to make us happy for 100-500-1000 hours of our miserably short lives.

An old forum dad.
JJ

I find it also tiresome to read here and other sites about games "what they should do".

I am going to focus on your 2 words for my reply to keep it short and concise.

Content.
ED has content but it does not have a single player story, a single player story of you rescuing a damsel and making her fathers tiny mining operation into a federation opposing conglomerate is just horsehsit, you are a space ship pilot in a space you cannot control. You have a minor effect on things happening but cannot control space.

Gameplay.
Not sure what to put here ED has without doubt the best ship flying/fighting mechanicism ever made, its not even close how good it is. There are load screens, those load screens get you to where you want to be for whatever reason you are going there. But the combat is awesome.....mining not so much but it works.

"what they should do"

Is have an idea of a game and do whatever they can to meet that goal, we either buy it, play it or dont.

The sense of entitlement from modern day gamers is kinda weird, i do not think it affects any game ever made but yet they still whine about "what they should have".
 
The outfitting and BGS are among the most complex of any game, especially in the genre. You clearly just are not able to comprehend the complexity and to not feel bad about yourself deny its existence. I could right a book on just the Stellar Forge alone. An explanation of the outfitting stats and various loadouts could be the size of any other games entire strategy book, and that's not including engineering. Just because you refuse to acknowledge something doesn't mean its not there. Your denial for example.

Complexity. In Elite.

That's funny. Non-existent, but funny.

Elite is as lacking in complexity as it is in interactive game play..
 
See, OP? I told you:

So when you can't field a logical argument you just mAke fun of people?

The BGS does nothing. A few numbers change in the background. And how do you make that happen? By doing the same missions over and over again. If which 90℅ is watching loading screens.

Exploration and Hauling are basically Loading Screen Sim 2017. Beyond boring. There's no actual game play there.

Combat is pointless. Never ending spawns that mean nothing. It's all just a numbers grind. Much like the terrible RNGineers, that offer no new game play...Just more reasons to watch tons of loading screens while you grind the same old shallow activities.

The game has no depth and very little interaction. This needs fixed.

- - - Updated - - -

ship equipping and combat maneuvers are very complex, but most other features aren't

The flight model has the distinction of being both the only deep and only finished mechanic in the entire game. After two YEARS of development.
 
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Well OP, you seem to know what gameplay means in one of your other posts today:

https://forums.frontier.co.uk/showthread.php/329578-Chapeau-to-the-guys-from-Frontier?p=5154318&viewfull=1#post5154318

So it's not clear if you're trolling or simply instigating for emotional responses here with this post. But I'll humor you with a reply...

Content = stuff used in the game that results in gameplay
Gameplay = it's what you do with game content stuff

But you know this already. And you know what is implied when folks say they want more content = they want more content that gives them better gameplay. And the 2.3 character thing adds content but very little to no gameplay unless you think of it as a mini-game to play with virtual dress-up or dolls or something. Maybe the question to ask is why do some folks think 'holo-me' adds good gameplay?

We haven't seen the multi-crew reveal yet but this is also easy to predict from what has been described by Sandro: it's yet more content that adds little to no gameplay. Wings added some gameplay but, in the end, teaming up with 3x others to do the same interactions with NPC's or players isn't adding much gameplay if anything. Players could have done this as a group before. Multi-crew is simply a variation of Wings for the most part.
 
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So when you can't field a logical argument you just mAke fun of people?

The BGS does nothing. A few numbers change in the background. And how do you make that happen? By doing the same missions over and over again. If which 90℅ is watching loading screens.

Exploration and Hauling are basically Loading Screen Sim 2017. Beyond boring. There's no actual game play there.

Combat is pointless. Never ending spawns that mean nothing. It's all just a numbers grind. Much like the terrible RNGineees, that offer no new game play...Just more reasons to watch tons of loading screens while you grind the same old shallow activities.

The game has no depth and very little interaction. This needs fixed.

I know this is a very cliche question, but why are you here then? You are still playing Elite, yes? If so, why are you playing it?

I'm as harsh on the game as anyone, but i still love it. It's very strange. I love it and at the same time hate so much within it.
 
Complexity. In Elite.

That's funny. Non-existent, but funny.

Elite is as lacking in complexity as it is in interactive game play..

Didn't you have issues with adding incorrect thruster kit to your ship and couldn't figure out why you couldn't out-turn anything anymore? That seemed pretty complex.
 
you can have tons and tons and TONS of things to do but if all those things aren't involving, interactive, dynamic, complex (Im not saying difficult), with different ways to do the same thing, don't have substance and are "short" and Im not talking about time but the things to do to achieve something, then the game has no gameplay and/or content.

Thats what Elite lacks and what a part of the community ask for a change. The graphics are nice as the sound, the commander creator is nice but the core of the game, trading, combat, mining, exploration are lacking in depth, complexity and for me thats REALLY boring.
For me the mechanics are 80% of a game. The mechanics are a huge part of the gameplay and we don't have almost mechanics here, I mean mechanics with complexity.

Elite is supposed to be about flying a spaceship but I feel like a stupid flying in this game, throttle and point straight. The scanning mechanic is a joke, just point and wait, the landing is super easy. The mechanics of the game are a joke and very stupid and simplistic.

I don't understand how poeple can't see this. Do people go to explore or mine? How people don't realise how stupid the mechanics are? The game could be so much more complex and deep.

Gameplay is the interaction with the game.
Content is the thing you interact with, is more general and could involve gameplay for some people.

I was going to write out an answer to the OP's question, but Ignition already did it for me. Well said, and my sentiments exactly. Elite needs to build and expand on it's core rather than add new foundations, IMHO. Ideally the game's development would be a combination of the two, but it has not been that way for the past two years. Lot's of new mechanics but little content for development for the old mechanics that really need it too.
 
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Didn't you have issues with adding incorrect thruster kit to your ship and couldn't figure out why you couldn't out-turn anything anymore? That seemed pretty complex.

Yep. I did. Sort of figured high performance thrusters actually, you know...Would be. Turns out, the ship has to so light that the thrusters have no practical use except racing bare bones ships.

Excellent design. Really.

But yeah. The flight model has depth. Nothing else does, but yeah, they nailed flight. That's the one thing keeps me coming back to the game despite all.

Sadly, everything else is really lacking. I would love to see this change. For the game to become a sim. I really would. But I am losing hope quickly.
 

rootsrat

Volunteer Moderator
So when you can't field a logical argument you just mAke fun of people?

No, in fact I have plenty of logical arguments to counteract yours, but from previous experience in topics like that with people like your good self I know that the discussion is pointless. You have clearly made up your mind about Elite and NOTHING what I'll say is going to change it, so what's the point? I will prove you wrong and you will just argue and argue and argue, and repeat all the same stuff all over and all over and all over, that Elite has no depth and no content and no gameplay and it's no fun and it's a grind and it's so boring and all the planets look the same and all the missions are the same and you refuse to use your imagination a little and FD can't develop a good game and they wouldn't even recognise one even if someone put it on a table in front of them and yada yada yada, been there, done that, 0/10, would not discuss again.

What's left, is either to cry or laugh. Being an optimist in life, I choose the latter.
 
Yep. I did. Sort of figured high performance thrusters actually, you know...Would be. Turns out, the ship has to so light that the thrusters have no practical use except racing bare bones ships.

Excellent design. Really.

But yeah. The flight model has depth. Nothing else does, but yeah, they nailed flight. That's the one thing keeps me coming back to the game despite all.

Sadly, everything else is really lacking. I would love to see this change. For the game to become a sim. I really would. But I am losing hope quickly.

You really need to stop focusing on what there isn't and when it's not here because you're never going to be able to enjoy the game that way even if/when Feature X is added; you're pre-programming bitterness with expectations instead of dealing with the holes or doing something else. This is a "you personally" comment, not a "you out there in forumland"; you spend enough time hating and wishing on this game that you probably could have spent that time actually playing a game that has more than one core feature you like.

Evochron Legacy is supposed to be the ugly-yet-more-fun younger sister of Elite, maybe it might get you by till ED or SC or whomever hits nextphase scifi gaming. It wasn't that long ago that "space gaming" at all also meant "totally dead genre" so have some patience.
 
the only thing I am not happy about is the lack of variety on planets.. mostly flat and a bit dull.. More terrain features.. Otherwise I am happy with the progress of this game.
 

I've read that before but I've always disagreed with it.

You see, video games are a very different medium than books or music. Games are interactive, they require input from the consumer in order to gain enjoyment from them. The word "gameplay" is in reality often used in place of the word "interaction". It's a video game specific form of interaction, hence the coined term.

I think the author was trying to use logical analogies in an attempt to make an intellectual point, but the very fact that his analogies are bad is why the commentary fails for me.

"Good gameplay" equals pleasing game mechanics coupled with meaningful positive interaction, while "bad gameplay" means boring or empty game mechanics saddled with poor interactions.
 
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re: Content

The problem with Elite is that it's a mile (lightyear?) wide and an inch deep. This boils down to procedural generation of everything. Missions, planets, NPCs (within reason) are all based on a random number somewhere. What this means is that everything starts to look the same after a while.

Lemme explain. Have you ever played the game Borderlands? It's a first person shooter that has, among other things, a lot of different guns. They're generated randomly. In Borderlands, you have the general type (pistol/smg/etc), its stats (randomized with respect to its level), and then a set of attributes are applied such as explosive ammo, elemental effects, bullets per shot, and so on. This means that one gun might be an electric shotgun with a wide spread, another might be a corrosive SMG that shoots two shots per trigger pull, and so on.

Yes, strictly speaking, this means Borderlands has millions of different unique guns.

Borderlands has a lot of different guns in the same way that Elite has a lot of unique things to do.

After a while though, you start seeing the patterns. And once you see the patterns, the "zillions of combinations" magic wears off quickly.

Let's talk about missions They all break down to a small handful of archetypes. Variations on killing something, variations on hauling something. While the details might differ, the overall archetypes are very limited.

Here's what the gameplay loop looks like for a "kill stuff" mission

(In base) → Accept mission → Go to location → Deal with any "wrinkles" that were injected like hostile NPCs → Wait until timer expires → Drive around until NPC spawns → Shoot NPC until it dies → Pick up any cargo it dropped if necessary → Return to base

That pipeline looks the same no matter what the target of the assassination is. Killing a pirate lord for the local authorities plays the same way as killing the authorities for the pirate lord. for the In fact, you can almost get away with not reading the mission details, because they are almost irrelevant save for the target and location. You are still doing the above.

What this means is that a person with a small amount of effort could construct a flowchart describing every available mission in the game to a high degree of accuracy. The details are for the most part, fluff. They don't actually affect how you play the game.

What this boils down to is a lack of content. The content consists of a small handful of mission archetypes that play out the same way every time. Having a lot of content would mean the pipeline looks different, not that the fluff text for the same actions changes.

This is well said! Perfect!
Game mehanics are what makes game a game. Complexity, variety and number of those mehanics. Game or mission can't have depth without them.
Elite example:
: accept, launch, loading screen, straight level flight for 2min, loading screen, kill, and repeat all before.
It is simple trip go from point A to point B with one kill obstacle. Same goes for trading or mining.
Now some day when all updates come in ED i hope it will look like this: accept, get inside ship, loading screen, find target and folow him to the planet, carefully enter the atmosphere so ship don't fall apart(risky part), fly inside canyon so radar can't detect you, get in srv and sneak near base, get inside base on foot undetected, when you see the target and it's contact kill them or whatsoever than run run run, try to escape from planet while everybody is searching or pursuing you. Flying and avoiding obstacles, cos we need obstacles to keep us awake. Sorry i couldn't make any better.
Even truck simulator have slipery and curvy roads as obstacles and some challenges or mehanics to get from point A to point B more exciting.
Small mehanics giving us challenge and making mission harder will give it depth. But it can't be all achieved in a single day so we will wait for them trought seasons and hopefully they will come. We need to be patient.
 
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At this point I surrender and I kindly ask you modern gamers what's your definition of "content" and "gameplay". Please define those terms and help me to understand the true meaning of your posts. Maybe all this daily threads will start to make sense to me and maybe someone from Frontier will suddenly understand that they are on the wrong road to happiness and success and avoid to waste their energy, while trying to make us happy for 100-500-1000 hours of our miserably short lives.

To me, "content" and "gameplay" are the stuff you actually spend most of your time doing while playing the game.

The thing is, in a complex game it requires more and more "stuff" to create a foundation that "content" might actually be built upon.
That being the case, I assume 2.3 is simply "foundation" that future content might be built upon.
 
This is well said! Perfect!
Game mehanics are what makes game a game. Complexity, variety and number of those mehanics. Game or mission can't have depth without them.
Elite example:
: accept, launch, loading screen, straight level flight for 2min, loading screen, kill, and repeat all before.
It is simple trip go from point A to point B with one kill obstacle. Same goes for trading or mining.
Now some day when all updates come in ED i hope it will look like this: accept, get inside ship, loading screen, find target and folow him to the planet, carefully enter the atmosphere so ship don't fall apart(risky part), fly inside canyon so radar can't detect you, get in srv and sneak near base, get inside base on foot undetected, when you see the target and it's contact kill them or whatsoever than run run run, try to escape from planet while everybody is searching or pursuing you. Flying and avoiding obstacles, cos we need obstacles to keep us awake. Sorry i couldn't make any better.
Even truck simulator have slipery and curvy roads as obstacles and some challenges or mehanics to get from point A to point B more exciting.
Small mehanics giving us challenge and making mission harder will give it depth. But it can't be all achieved in a single day so we will wait for them trought seasons and hopefully they will come. We need to be patient.

in my opinion the major issue is the system to system jumps on the stellar bodies. it makes every travel beeing way to samey. if the game would consist of harzardours environments here and there and if we could set jump courses unbound from the stellar bodies, effivcient route planning would become part of the game, which then includes avoiding harzards (or taking the risk going through them) as well as proper planning for refueling. my most enjoayble exerience about travel so far was in evochron, you set course and the ship basically flies there with the required jumps on it's own. All you have to watch for is not running out of fuel in nowhere. It made travelling far very enjoyable becuse you could just sit there and relax while supertrival tasks like initiating jump after jump was done by the PC taking off the boring repetition of manual tasks from the player.

But I guess the way how flight is mechancially implemented and being used as laoding screen will never change for this technical reasons.
 
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