Please let us get involved with Galnet stories

I've been reading the story about Commander Bjorn Lennox's stolen DBX and it's a shame we can't really get involved with the stories. It would have been fun if we could have headed to Fort Dixon and get info about the ship loadout and then figure out how far the DBX could have gone (hopefully it didn't have a fuel scoop) we could jump to those systems scan the planets or dock at stations and see if the ship could be found. This could be presented in the form of a mission. The first to find the ship and report the location back to Fort Dixon security could get a reward and mention in Galnet.

It feels like we are in the universe but not part of it. Interaction with Galnet stories would help to feel like we are actually involved with the universe.
 
I've been reading the story about Commander Bjorn Lennox's stolen DBX and it's a shame we can't really get involved with the stories. It would have been fun if we could have headed to Fort Dixon and get info about the ship loadout and then figure out how far the DBX could have gone (hopefully it didn't have a fuel scoop) we could jump to those systems scan the planets or dock at stations and see if the ship could be found. This could be presented in the form of a mission. The first to find the ship and report the location back to Fort Dixon security could get a reward and mention in Galnet.

It feels like we are in the universe but not part of it. Interaction with Galnet stories would help to feel like we are actually involved with the universe.

Very nice idea, I would love that. Problem: something like this can be solved by an expert player in a matter of a few hours from the time the galnet goes live (without counting leaks in the mailing list, in the "archive", etc). There're players that only have a very limited game time availability (or are on holiday), they would be completely cut off from this part of the game, and they would then proceed to loudly complain about the game not being inclusive and respectful of their time (and, sometime, threaten legal actions). Of course you could keep the thing ongoing (a bit like LPs or palin's mission), but how would it feel to do it after you've read on the forums how to do it? Without a considerable reward, nobody would be doing it (except some lore weirdo such as myself) and the dev would've basically added a "puzzle" to the game to the benefit of a handful of players.

Consider Listening Posts as a running example: they've been so largely ignored that they didn't bother placing any more in game since the major f*** up of 3.1 (28/06) when they (probably inadvertently) released 3 months worth of LPs at release time and within 24hrs all had been solved.
 
@Redden Alt-Mer That's a really good point and sadly one I don't really have an answer for. You're 100% correct that it would be difficult for players who don't have hours to give to the game ( I am in that camp) to take part in but Galnet just feels a bit tacked on, it was like when that abandoned imperial vessel ( I think it was one of the empire high ups) was mentioned you couldn't even go see it or anything like that. Any suggestions on how they could make it work?
 
@Redden Alt-Mer That's a really good point and sadly one I don't really have an answer for. You're 100% correct that it would be difficult for players who don't have hours to give to the game ( I am in that camp) to take part in but Galnet just feels a bit tacked on, it was like when that abandoned imperial vessel ( I think it was one of the empire high ups) was mentioned you couldn't even go see it or anything like that. Any suggestions on how they could make it work?
I gave the matter much thought but I couldn't think of a solution either. One slightly different approach to give at least a slight feeling of personal narrative I thought of would be based on the codex, and basically still include a single-person discovery but that would innescate events to which more people can participate. Example, rather than waiting for some cmdr to randomly stumble upon a new stellar phenomena:
1) codex publishes a rumour that something new is in sector X in systems with star type Y
2) someone finds it and scans it, suddenly the rumours in the codex increase with more precise areas
3) more people find the new anomaly and start selling scan data in the bubble
4) research stations start to give missions to get scan of new anomaly
5) after enough scans have been collected, a new rumour appears in the codex
6) goto 1

The first discovery would still be credited to a single cmdr, but more could be involved in the process. The same idea could also be applied to mining, rather than having deployed all new materials at day 1, they could've let us discover them one by one, innescating different (and controlled) gold rush rather than just having void opals obliterate every other new material.

For the galnet corner case, it would be nice if they could just add a few asset in game to make it feel less like a universe on its own (e.g., place a dbx on a blocked docking pad at Fort Dixon)
 
This has been improving somewhat over the last few years - until about 18 months ago there was barely any content in Galnet at all, and the amount of player interaction with it has slowly been increasing since. The Interstellar Initiative - next stage starting tomorrow - is probably about as far as it's practical to go, but gives players rather more involvement in stories from Galnet than they've had in the past, while also being a bit more interesting in terms of content and outcome than the old Community Goals were.

There are I think five broad difficulties with letting players really influence Galnet stories.


1) The Mystery Problem. As Redden Alt-Mer points out, there are two types of mystery in Elite Dangerous: ones which someone will solve or get lucky on within about three hours of its release because there are a lot of players looking ... and ones like Raxxla or The Dark Wheel or the old Formidine Rift mystery where the available clues narrow the search zone down to maybe a few million systems if you're lucky, so they remain unsolved because they are basically unsolvable with the information given. So plots which rely on a player discovering the answer are very tricky to set up if you need the discovery time to be slower than instant but quicker than never.

In the case of this DBX, it's been gone for two weeks, so could literally be almost anywhere in the galaxy by now. Setting up clues so that it gets discovered soon enough that they can move on to the next step of the plot before everyone's forgotten about it entirely ... but not so soon that it gets in the way of other plots is very tricky.

Jaques Station, which similarly went missing on a "well, it could be anywhere by now" trajectory, was found several weeks before Frontier expected it to be - and before they'd got the next bit of the story ready! - because on that occasion they accidentally gave an extra clue they didn't mean to, allowing someone to stumble across it much quicker than finding the actual clues would have been.


2) The Numbers problem. One way to avoid the Mystery Problem is to make figuring out what to do a very minor part, and doing it the big bit which requires far more effort than a single player or even a single player group could possibly achieve.

The problem there is that there are a few million copies of the game sold, and probably around a few hundred thousand players who are at least semi-active. So calibrating the size of the goal is really tricky.

A typical trade Community Goal takes a week and involved a few million tonnes of cargo. Repairing a damaged station takes about half a million tonnes of cargo - so you might expect about five stations to be repaired a week ... actually, it generally takes a few weeks per station, because considerably fewer players do station repair compared with trade CGs.

Conversely the first Distant Worlds mining CG had participation several times greater than any previous mining CG had ever had, and ended up 12 times more successful than its original target.

On some of these things, Frontier have been out on their original estimates of participation by over 100 times - but that's understandable, when a bit of luck or a charismatic player really pushing participation can make the difference between ten people showing up and ten thousand showing up.

Again, though, it makes setting up plots based on players completing a particular task in a particular estimated timescale very tricky for them.


3) The Olav Redcourt problem. The more agency you give players in determining where the story goes, the less chance that the plot will make any sense to anyone not personally involved. Stories generally benefit from a structure with a defined set of events - Frontier have occasionally incorporated unexpected player actions into their stories, but generally only when it didn't change things too much.

This is a particular problem when it comes to incorporating BGS or Powerplay events into stories - it's quite possible for a system to change hands four times in the BGS and twice in Powerplay over the course of a story arc lasting a month. Most stories won't be helped by setting them against the backdrop of multiple revolutions.

But this all means that interaction generally has to be in fairly constrained ways with predictable outcomes, and inconvenient details like the Alliance losing control of a major plot-relevant system have to be temporarily ignored.


4) The Ego problem. There are a lot of players who want to push the story in their preferred direction, and some of them have big enough egos that they view the very existence of players trying to push the story in a different direction as illegitimate. On previous occasions where player actions have been allowed to substantially influence outcomes there have been some extremely vocal sore losers, conspiracies that Frontier was secretly supporting the other side all along, occasionally retrospective inventions of sides so that they could lose, etc.

This shouldn't stop Frontier allowing player involvement - but it means that they know if they allow players to influence any really important outcomes there'll be a lot of cleanup to do on the forums afterwards, so they're probably going to keep it rare enough that they can take a break between explosions.


5) The Capability problem. It's a computer game, with a particular feature set. Often the way that players want to be able to influence a story would require very substantial development work first - maybe capabilities that Elite Dangerous won't have for years - or a huge amount of manual work to "fake" it.

You can see this one with the current Interstellar Initiative - it's a big step forward on previous Galnet, Community Goals and player involvement - but the main complaints are "that's all?". It's never going to be possible to make things as interactive as players want them to be.

Colonia's development is another example - Frontier have gone out of their way to make it player-driven throughout - but with a few exceptions this has had to be done by Frontier listening to player requests, trying to pick out overall themes, and then taking things in that direction. The sort of direct player involvement where Frontier don't need to manually do anything
- would be great
- would probably be easier for Frontier as well
- is probably several years off in terms of development roadmap
...but people would also have been unhappy if the development of Colonia had been put on hold for a decade while Frontier built up the necessary capabilities.
 
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