Ship interiors have been a long-promised feature which failed to materialize. At the same time, as Elite Dangerous has aged and matured, FDEV has needed to support this and other games, which appears to have stretched their resources thin. I don't know what the actual finances looks like from business perspective, but I imagine every GBP spent on Elite game dev needs to be justified in terms of increased revenue. Inevitably, over time the new game sales slows down, and revenue from existing players for ship paint jobs, etc will diminish.
To address this, FDEV needs a way to A) increase revenue from existing players, B) give new game buyers more reasons to pick up the game, and C) do it with minimal investment.
(*) Assuming the game engine would handle it, I think I have a solution.
Offer a contest to 3rd party designers to build ship interior floor plans. First contest is to build out the basic framework (where the walls go) of an interior for each ship (hallways, ship entrance/exit, pilot quarters, public spaces like lounge decks on a Beluga or Orca). One winning design is selected for each ship. Winners get paid, the content becomes FDEV property.
Second contest: design interiors that suit the different ship interiors (now that you have the walls and spaces, how do you want them decorated). FDEV vets the designs (no objectionable material like nudity painted on the walls, etc). Then they can either license it for an outright fee like contest #1, or do a revenue split of the sales in Outfitting, with a rough translation of ARX into $.
Benefits:
Source: https://www.youtube.com/watch?v=RfGfBX2gj2g
Other games have gained more player involvement by allowing a degree of player design in the game (Fallout's G.E.C.K. comes to mind). We don't necessarily need FDEV to build a kit like that, as long as game assets can be designed with industry standard modeling tools.
To simplify things, I'd suggest keeping the floor plan to spaces that are not ship modules, or at least not optional ones (passenger compartments, cargo bays, etc). Yes, I know we all want to explore those too, but at that point the physical layout of the same optional modules across all the different E
ship hull types becomes a much bigger challenge.
What do y'all think?
To address this, FDEV needs a way to A) increase revenue from existing players, B) give new game buyers more reasons to pick up the game, and C) do it with minimal investment.
(*) Assuming the game engine would handle it, I think I have a solution.
Offer a contest to 3rd party designers to build ship interior floor plans. First contest is to build out the basic framework (where the walls go) of an interior for each ship (hallways, ship entrance/exit, pilot quarters, public spaces like lounge decks on a Beluga or Orca). One winning design is selected for each ship. Winners get paid, the content becomes FDEV property.
Second contest: design interiors that suit the different ship interiors (now that you have the walls and spaces, how do you want them decorated). FDEV vets the designs (no objectionable material like nudity painted on the walls, etc). Then they can either license it for an outright fee like contest #1, or do a revenue split of the sales in Outfitting, with a rough translation of ARX into $.
Benefits:
- Allows FDEV to make a very limited $ investment without adding more headcount while leveraging a large, distributed pool of talent.
- Creates another reason for existing players to invest more $ in FDEV, while keeping to FDEV's "cosmetics only" transaction policy (kudos for that, BTW).
- Diversity! Imagine being able to kit out your Orca passenger lounge like the ballroom of the Titanic, or as a 1970's disco, or like Russia's Winter Palace, or Versailles.
- Allows for future content development contests the same way.
- The same idea could be applied to other areas of the game like FC interiors (new decor for existing floor plans, and/or new floor plans for new FC features).
- None I can think of.
Other games have gained more player involvement by allowing a degree of player design in the game (Fallout's G.E.C.K. comes to mind). We don't necessarily need FDEV to build a kit like that, as long as game assets can be designed with industry standard modeling tools.
To simplify things, I'd suggest keeping the floor plan to spaces that are not ship modules, or at least not optional ones (passenger compartments, cargo bays, etc). Yes, I know we all want to explore those too, but at that point the physical layout of the same optional modules across all the different E
What do y'all think?