Actually, my point is that people insist on treating more like a game than a virtual life. And that's their mistake. I got into Elite Dangerous BECAUSE it was less like a game.
'the gameplay is good because it's bad'
Interesting take on games.
A sim game doesn't have to be monotonous, repetitive and lack the ability to scale mechanics to player ability. leaving most gameplay to be entry level grind loops. That's a choice.
Taking an existing mechanic (trade) and adding nothing to it and making a new feature depend on repeating only that activity many dozens of times on top of timers...is objectively lazy and bad design, especially since trade itself is boring, predictable, and mostly dead air gameplay.
But it's fdev's livelihood. If they think this is the way forward....maybe this vision is more important than mundane things like enjoyment and new users and excitement.
It would be nice if it did actually have a coherent vision beyond not letting anything of consequence be actually driven by players and making everything optional, avoidable, and thus pointless outside of your imagination. Something to drive it into being great at something instead of just having great tech made back in 2014 and a philosophy that ensures it compromises gameplay design built on that tech to such a degree that the tech actually hurts the game.
New features dont have to be for everyone. But they should bring value and innovation to the game. Colonization struggles at that when it shouldn't have to.