Another reason for why the Guardian unlocks seem so grindy is because some players want to unlock all the tech in one go.
You would think after five years, the developer would ask itself "Now, what if players want to focus on this?" as part of the design process. But this is asking why a thing exists. And that just never seems to be (a visible) part of the development.
Unlocking the tech in the time span of year feels less of a grind that unlocking it all in a day.
We're playing a sandbox; assuming a linear, universally standardised approach to everything seems really weird in the context of that. Frontier build amazing, beautiful worlds, with just exceptional sound design. They just never stop to ask people why anyone is doing anything at all. Or why they are doing the same thing repeatedly. The game doesn't either. Why do we do anything? It's a mystery.
It's the same issue with the big ships, people grind credits and fed/empire ranks to get their ships as fast as possible and get burnt out.
People burn out because the game assumes everyone is legitimately schizophrenic and that they will perform eleventy different things in any one session, that has no connection to anything else they have ever done, or will do, so of course no one thing would become tiresome because surely it won't be done more than once because we are all
goldfish and incapable of remembering anything.
No-one at frontier has ever, visibly, stopped to ask why anyone would do anything at all. Or what would happen if players focus on goals. It's just, clearly, never been a thought process. Sandy is very focused on the particulars of delivery (the great irony of a developer focusing on goals to achieve in a game, that doesn't consider them in return). Frontier doesn't have a producer or creative director for Elite, whom would ask why, what does it achieve, does it fit within the vision and so on.
Because the
experience is the goal of any creative endeavour, and the game
is beautifully designed, and has an incredible sound stage; they should be most proud of that.
But, what if a player wants to focus on a task? This seems like a very obvious question. I just don't believe it's being sensibly asked. Q4 kinda hints maybe it now is? But I don't believe the game is fundimentally going to change it's spots, and those spots are presently "do
not set goals in elite because these will lead to a negative experience". Only the developer can change the outcomes, here.
We can play games like "what if people just play correctly" but this is trying to shoehorn in very linear, static approaches to a game with otherwise highly dynamic potential. And it's not even solving the problem. A good sandbox game considers goal oriented approaches and endeavours to get out of the way; and not throw endless static hurdles. This is Frontier's greatest challenge, in the days ahead.
edited: tidy up thoughts and truncate verbiage.