Powerplay Power Play, how much Abstraction should there be?

Sandro brought up a really interesting point today in the live stream: The mechanics of power play are a necessary Abstraction of the more complex political machinations that underpin the drama of the struggle for dominance of human space.

While i absolutely agree that political mechanics in a video game must always be simplified to a high degree, i also see this "Abstraction" as one of the weaker pillars upon which the current edifice of PP mechanics rests: Empathy. It's hard to care about your power's lofty goals when the only back story for the deliveries you are making is "to fortify system x delivery packages to/from HQ".

There's really not much fodder for imagination or sympathy here. I mean let's compare this anemic motivation to the somewhat detailed back story generated for each bulletin board mission. You get named NPCs, a short story about why they must die and who wants them dead. Or a sob story about a missing art collection, or a mysterious description of a spy survey data that people are willing to kill/pay for. Or maybe a snippet about some ill fated voyage that requires a rescue/salvage operation.

The list goes on... sure it's recycled and somewhat repetitive, but there's enough variety for an imaginative pilot to feel like they're living in a believable story and not just repeatedly filling out a bureaucratic application for government aid.

Now if PP missions had that kind of back story and variety, I can almost guarantee you that power play participation would be most of the current population that has ever tried to nudge the BGS. In other words, most of the player base!

Instead what we have is uninspiring blobs of grey cargo that must be endlessly shunted from one system to another. Meanwhile, all of the real drama and mechanics take place outside the game in Reddit. Reddit people! That is just wrong on so many levels.

Not bashing Reddit, nor am I bashing community driven content, but maybe this "Abstraction crisis" could be addressed by adding a little back story to PP missions. Or maybe just adding merits to BB missions?
 
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Quite, honestly, I think he was referring to how shipping 'garrison supplies' is an abstraction of defending a Control System from 'criminal undermining' of the Power's influence.

Which, frankly, makes perfect sense. The questions weren't about whether or not game mechanics are a literal representation of everything that happens in system.

The question was implicitly: what is Power Play representing in terms of Lore and story?

We still don't know.

It's a kind of combination of both. It's a bit of politics, a bit of black ops, and limited conflict.

That's the answer we got.

Power Play is everything and anything you think it is...

I had a large post on the question thread, because there is still no answer. Mostly, I'm coming at this from the concept that the abstract mechanics are perfectly fine, considering what they're trying to do. Every time you participate in a Crime Sweep, you're working for the Emperor to clear corruption from a system. There's no specific story-point, but there is enough scraps to give you a bit of story.

My problem stems from not knowing what Control Systems are in terms of Lore. What does the Federal presence in Concantae mean for the Patrons of Law who rule there? Is there now a Federal Navy base in Concantae? Hudson does use 'military strikes' for expansion, supposedly.

It's getting messy, because it's existed for a year and we don't know how it interacts with the Lore.

Sandro did mention that eventually there'll be mission based tasks for Power Play, but that's not going to happen soon.
 
I'd love this, but its a while off.

Right now Powerplay is in an open 'Beta' phase from what Sandro was saying, so until the base is good, I can't see any extras being added.

And Reddits not that bad. The groups are well behaved (mostly) and we have a good deal of banter.
 
There's so much abstraction that the rankings don't even matter anyway. Arissa could be #10 for the next 3 months and there would still be no talks about the Emperor being incompetent in the Senate.
 
Quite, honestly, I think he was referring to how shipping 'garrison supplies' is an abstraction of defending a Control System from 'criminal undermining' of the Power's influence.

Yes exactly. Of all of the abstractions, fortification is probably the least compelling in terms of natural human motivation. While it might make logical sense that a garrison would need supplies, who fantasizes about being a postal worker?

Yes, in reality most of us are bureaucrats and paper pushers in real life, but we play games and watch movies to escape this sad fact, not to indulge in it.

Prime example: no one ever makes a "war movie" about logistics officers, accountants, or postal carriers. Maybe the "Monuments Men" qualifies, but it was an utter financial flop for just this reason.

I would contend that the major reason PP has also flopped so far, is because it relies on this kind of weak motivation that is poor soil for the imagination.
 
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What interests me in movies and books about politics are the intrigues, the scheming, conspiracies etc.
In the core activities of PP there is none of that and I am not sure if it would help if there was.
Even with cool backstories the current mechanism of shipping an irritating limited allotment of reports to a system 15 jumps away is totally unappealing to me.
I am not motivated by the idea of my Power owning a few systems more or less than last week. I simply do not care. I fail to see why I should care.
IF FD succeeds in adding a mechanism that makes me care then they will have made a significant step forward, but I myself can't think of a way to do it.

I have been with Lavigny Duval since the start and I intend to keep loyal in the hope that the game will eventually get a mechanic that awards such enduring loyalty.

What motivated me in the beginning was the ranking system.
In principle I like ranking up in games with rewards per rank.
I like the basic idea that I get bounty bonuses when I climb the ranks of PP, because I like bounty hunting.
The problem with the ranking system in PP however is that it is set up in such a way that it will always demotivate you eventually.
The system is set up to break your back, because it demands all your attention and makes it impossible to enjoy other stuff in the game if you want to climb the PP ranks.
It even is impossible to really enjoy the bounty bonuses of your 5th rank, because if you decide to reap these rewards you will drop from your rank faster than you can say PP.
You must devote all your time to keeping that rank so there is no time to enjoy the actual rewards.
Yes you get the absurd sum of 50 mil. cr. per week, but that is not very interesting at all when push comes to shove.
It would be much more fun and rewarding if I was actually able to earn the bounty hunt bonuses myself.

In short... The merit decay system is horrific and when your back is broken, your motivation has evaporated and you lost all your ranks it is very unlikely you will ever try again as long as the current mechanic is in place.

Another problem is that there are only 5 ranks. They should make it 10 at least, or even 20, or 30, or more.
The build up to the most excessive monetary reward of 50 mil. should be much more incremental and the decay system should be much more relaxed.
This is a game and not a second job!

I love PP for the bigger perspective it added to the human universe. I love it for the face it gave to the powers in the background.
I would not want to play ED without the PP background, but for me at least PP's gameplay in it's current form does not work.
 
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Iskariot, how could FD motivate you to care? Here are few ideas:

Things they are currently working on:

-more variety of missions
-deeper connection with the BGS
-increased dynamics
-promoting player interaction and competition
-making PP more accessible

Things they should be utilizing to make PP more compelling and intuitive. To me this means tapping into at least one or more of the primary motivations of our human (lizard) brains:

-acquisition (hoarding/collecting) - currently there is no sense of ownership, and everything you work for is halfway stolen every week.

-territorialism(tribalism/xenophobia/nationalism) - again, this ties into a sense of (community) ownership. Currently there is no viable reward for defending your systems via face to face combat. Defense consists of moving crates from one pile to the next. This is not very compelling for combat types, which is honestly most players.

-ego (flair/bring/military rank) - no matter what rank you are, no body knows it but you. There aren't any rank based paint jobs or decals. Nor are there any titles or flair markings next to your name to let people know you are a high value asset/target within your faction. Half the reason people accomplish things is so they can preen about it or at least bask in the Open knowledge. So much grind, for a temporary rank that is only known to you, and not even a cool general's insignia to show for it?

Yes these are the baser instincts of humanity, and in normal circumstances they can be quite destructive and should not be encouraged. But in the case of PP I think they are crucial elements for successful motivation. And in the context of a game, it's OK to indulge in this kind of anti-social behavior :D

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I am going to take these "amazing" suggestions as irony in its purest sense. Lol.
 
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I think I can agree with most you write. There is no reason to be ashamed of our baser instinct. They are part of our humanity too. Almost all games are build around our baser instincts anyway.

I like the idea of getting Power specific paintjobs and decals very much.
If you remember in the PP trailer the red cobra featured the Patreus logo on it's hull.

All PP players should get such a Power related decal in their inventory and it would be even better if there where Power specific paintjobs with large and fixed Power logos on them.
FD could make it a requirement that when you want to do chores for your Power that you must have that skin active for your current ship or otherwise no deal: You won't get merits and your contribution doesn't count if you do not fly your Power's colors.
I would love to fly the colours of my Power when I am on the job and I think many players would.
Of course when you defect or leave a power the skin and/or decal should be removed from your inventory.

Very important to me is the implementation of a vastly improved ranking system.
A less punishing and demotivating extended and much more subdivided ranking system, as I mentioned before, with smaller incremental rewards would give people a personal reason to keep active too.
Ranking is addictive to many of us. If there were for example 20 ranks the bounty bonus (in the case of Lavigny-Duval) could increase with 5% per rank.
Personally I feel the 50 mil. pay out is 'somewhat' excessive and should be moderated as a balancing response to a more lenient merit decay system.
The merit system should be a positive experience instead of a negative one.
 
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