CONSEQUENCES!!! Normal cause and causality.
It's frustrating, but from experience of the early builds and odd bugs that occurred I get the feeling that a lot of this telemetry
is being recorded, possibly even processed to some degree, under the hood. But for some reason it's never surfaced into the game in any significantly noticeable way. Or, when it happens by accident or design, it's nerfed back into the world of meh as quickly as possible. I could be very wrong, because much of this is gut interpretation, but it seems as though FD have a determination to make
ED as universally accessible as possible, which is laudable, but are doing so by making the entire thing as uniformly vanilla as they can.
And I don't understand that strategy at all. None of the earlier games worked like this. If you went somewhere too dangerous and got killed, you stayed away until you had more hardware or experience. There wasn't much in the way of player agency -- you couldn't really change how the game interacted with you beyond getting faster at killing the bad guys -- and so states didn't change as they do in
ED. But at least there was a sense that the galaxy wasn't a single uniform backdrop. Those games were no less accessible. I can't understand why
ED is the way it is.
Considering the game is in its fifth year, the reason for why it remains so limited in gameplay driving some players away has to be due to the Cobra engine itself and the crazy non-persistence instancing architecture.
I'm not so sure. The game is heavily instanced by design but that's nothing that can't be worked around. Silly little things like non-mission NPCs generally not having consistent names, ships or loadouts between instances is trivial to solve. Push the relevant data onto local storage prior to instance destruction (if you don't mind opening up a potential cheat window) or server-side (if you don't mind a bandwidth hit) and pop it back for the next instance. That's not difficult. I can't imagine an engine architecture that would prevent this. It's effectively a parallel process. Hell, many significant interactions between players and NPCs occur in places or modes where other players aren't present, so in many cases there'd be no need even to share the stored flags. It could all be done locally.
Honestly, I don't think the engine is the problem. I think the lack of desire to make such changes is the problem. I just don't understand the lack of desire.
That just seems a bit contradictory, as casual players will not care how the borders change, so I don't know how changes to the map or whatever will disenfranchise them since they do not have a stake in either the BGS or Powers anyway? They'll be there to shoot at stuff, make money, or just fly off out of the bubble.
But I thought we were talking in terms of giving players more agency, so everyone would have a stake in what the BGS is doing in response to this amplified player agency? I'm thinking of the guy who docks his paper trade ship in the middle of a safe trade hub and logs in two weeks later to find it's the home system of a 250ly-wide pirate-infested cluster.
If you want to play a raw numbers game, I guess you could argue that disenfranchising or even losing that player as a potential cosmetic-buying customer would be a price worth paying if it maintains engagement with the larger group of players who've been exercising their agency for the previous fortnight. Maybe FD will see it that way, one day. But right now the game, for all its flaws and lack of dynamism, does appeal to a very broad spectrum of players and play styles and there aren't many games that can boast that. I'd hate to see that eroded.
The ones who are affected will be those invested in the BGS or powers. And quite often, those are the type of players who want more agency in the game. Otherwise, as noted by a few players before, why play the game in that manner if you don't have an impact at all???
FD will be the first to admit (or they once
did; it's been a while since I've seen official comment) that the BGS was never meant to be invested in or actively played. That was a massive misjudgement on their part; give players levers to pull, especially ones they can pull while working together, and they will work together to pull them. Whether it means there are internal limits on just how much BGS manipulation can be done before it falls apart, or if it's just another case of FD enforcing their limited vision, we may never know unless or until they introduce some changes.
Historically FD would answer your question of "Why play?" with "Don't try to play the BGS, that's what Powerplay is for," which is pretty hollow given that Powerplay has similar issues to the BGS, if not worse. They've also undermined that policy with the introduction of player factions, which basically require you to play the BGS. It's all very messy.
Tikanderoga is right with that list of causes and effects. Relatively small tweaks -- or integrations between currently separate mechanisms -- that give the illusion of consequential change are the way to go IMO. In a game like this there will always be players who want to go to extremes, blow up space stations or bombard planets from orbit. I think we can be reasonably confident that
ED is never going to be that sort of game, partly from legacy policy but mainly because it's something the engine is most definitely not capable of. But the fact that it feels
so homogeneous is incredibly disappointing, given the data processing and player input the game has to work with. I wouldn't want to see it turn into an
EVE-like, with whole sectors dominated by the actions of a few player megacorps, but other than emptying a station of goods or slowly depleting a ring of resources it's hard to point to any activity in the game that feels like we're having a day-to-day effect on it at all.