They serve no purpose other than RP walking around and decorating rooms.
Even if the most basic implementation is this to start with - great, a lot of players would love that, especially if there was a good indication of more to come.
They don't intersect with other game systems and have no impact on the galaxy.
Not every feature has impact on the galaxy. Or what is impact on the galaxy? ELWs exit right now, if they were made accessible would it be an impact on the galaxy? If yes, then it mean that impact on a galaxy is more of direct access to something that exists in the Galaxy. Ships do exist in the galaxy, interiors provide access to them in much more detailed and personal form. Including access to other ships/wrecks/derelicts/etc. They create a richer experience to interact with the game and objects in the galaxy.
Ship is the fundamental system in the game. Ship interiors intersect with it as closely as no other feature ever can.
Very few people are going to interact with them after the first month.
If they have gameplay, or at the very least there is an indication of more gameplay to follow after the initial implementation - a lot of players would interact with them regularly for as long as they are playing the game.
People in this thread (including you) are bending over backwards to come up with "features" that would benefit from ship interiors. Ship boarding, science labs, ship repair minigames, and more. The only way you can justify ship interiors is by coming up with more features on top of them.
Don't see any bending.
If the feature of Colonisation was exactly the same as previous CGs - no gameplay of actual Colonisation, no ability to pick a system, no planning, nothing else but hauling something somewhere to build something pre-planned with no decisions or any control or input from the players - do you think it would be as good as it is?
Do you think that ability to pick a system, make a claim, plan and build - all that are features on top of Colonisation? or are they parts of Colonisation feature as a whole? Rhetorical questions.
The same way all the ideas for the gameplay for Ship Interiors - these are ideas how to make the feature of Ship Interiors as a whole - rich, interesting and engaging.
If the feature can't be useful on its own and relies on years of development to be useful... that alone should make it low priority.
You can separate parts of the same feature as different all you want, it won't change the fact these are all one feature.
Ship Interiors is the name of the feature that community gave it. Ship Interiors themselves are a place, ideas for the gameplay is what players could do in that place. Everything together is a big feature for the game.
As for years - any of the big features would take a long time and a lot of effort/resources/money to do. Ship Interiors are on a lower/easier side in all categories of expences. On top of that, they can be conveniently cut into parts, both with models and gameplay, to be released in a proven successful way of Early Access / mini-DLCs (similar to current new ships), which lowers the risk and makes them available, part by part, sooner.
Popularity, possibilities for development and potential for monetization should make it a top priority.
Being able to walk around on your own ship doesn't intersect with any other game systems or the galaxy at large.
It does. Everybody are using ships to interact with galaxy on almost every scale, most definitely at large. Be definition it makes their interiors intersect with everything to some extent.
But that's not what the initial ship interior release will look like. Those are all half baked ideas that would come much later (if at all). And I personally don't want to wait multiple years to get meaningful gameplay.
You'll be happy RP walking around your ship while everyone else waits for actual gameplay features. No thank you.
For any big feature there are two options:
- many years of waiting and then DLC with it,
- or cut it to parts, develop quicker and release sooner, iterate on the feature with each release by adding and improving.
Interiors fit nicely with the second option. Especially for anyone who doesn't want to wait for years just to see how it is, including developers themselves. The link I pointed you to earlier has an outcome of a very good and fruitful conversation about it.
You've said you're ok with features being not for everybody. So what if there is a delay between somebody enjoying RP in interiors and more options? There are players who could be waiting for the ship of their dream for years, there are players who are waiting for interesting gameplay and not Colonisation for an unknown amount of time, etc. Just as with everything else - there is something in the game to do that you can enjoy while waiting for something new you could enjoy.
Meh. Odyssey was released without support for VR. I think this cohesion and fluidity thing is out the window at this point.
VR is something to play the game with. Cohesion and fluidity of the game modes and gameplay is how everything inside the game connects and the flow of the gameplay. One does not influence the other. VR has it's own importance.
What does matter is how long it takes and what other systems are neglected in order to have it.
What other systems were neglected for Colonisation to be developed? For PP 2.0?
I get it, you want other things more and everything cannot realistically happen at once. If the next addition will be more to your liking - great, you'll get something new to play with, if it's not to my liking - I'll have to wait for something else to happen. And vice versa. That is how "I'm okay with them adding features I don't want' works, right?
It really doesn't matter what you personally want. What matters is giving the playerbase something engaging to actually do. That will help keep the game alive.
Player base consists of you me and every other player. There are also potential new players to attract. What you, me, anybody else and every single one wants is important, because the bigger the specific want of the bigger part of the player base - the more potential for that feature to be successful for the game as a whole and for current/returning/new players.
If there is a big number of players who find Ship Interiors and possible gameplay attractive/compelling/engaging - then it is something very important for the developer to consider.
If what one individual wants is not important - then what are you doing here talking about what you want or don't want?
You might not like hauling but colonization has created a huge amount of activity in the game. This is exactly what Elite needed. Walking around your own ship (what you really care about - let's be honest) is only beneficial to a small % of you that want to roleplay.
Yes it did create a huge amount of activity and engagement with the game. It is fantastic. That is what every new feature release has to do. With the amount of observable demand for ship interiors - the potential is even bigger.
what you really care about - let's be honest
as a side none - I've said explicitly what I really want/care about, even pointed you to link with details. Restrain yourself from saying something that is not true. There is no need for that to continue, we are having a decent conversation, lets not derail it.
I mean FDev have already officially told you.
In the beginning there were big plans for it. Some time ago there were no plans for it. Times change. Plans change. Especially when there is a popular demand.
They said on their stream that there's no point in adding ship interiors because there wouldn't be any gameplay associated with that. People will walk around their ships a few times and never do it again. FDev said this. Not me.
They never said this^
I understand that it could be your personal interpretation for how you may had perceived it. But if you make such claims - provide a proof of these words being said.