Maybe, but we've had 4-5yrs of 100 people working on the title... So it's not entirely unfair to use that as a baseline, for the same 100 people working for another 2yrs IMHO. ie: If we have a company building a row of houses, could we not judge the potential quality of the next 2 houses, based on the past 5 they've built already?
It's definitely a sensible baseline for our expectations. I would throw these potential positives into the ring though:
- Seasonal 'flagship' deliveries clearly had a negative impact on game design & delivery.
We've all seen this clearly in the fractured releases, with their lack of complementary overlap, hurried-feeling mechanics at points (Multicrewwwww ), and thin accompanying content. Informal dev chats suggest the feeling was the same inside FDev. IE these Lavecon snippets [1],[2] for example:
The way they told me things, since Horizons was such a, let's stick with the term 'hard lesson', they decided to go with an 'everything at once' approach for the next expansion / update thing. So taking off time to actually work on the thing was necessary but in result as a whole it'll provide a more unified and refined experience that Horizons did not manage.
On the brighter side, the fact that it would be developed as a whole thing, with every aspect in the mind, does make me kind of happy... When talking with developers it felt like every single one of them couldn't wait to tell you about it in a genuine non PR way.
And this bit of drunken gossip from a prior Lavecon
Horizons having the roadmap publicly laid out for the entire expansion (major features at least) meant they were locked in to specific promised feature set with no wriggle-room for deviation if they thought of better/more important things along the way, or certain features turned out to be not as fun as expected, etc.
So this time they're completing the entire mega-update in advance and not telling anyone what's in it until they're absolutely sure about what is going to be delivered.
EDIT: This is what I gleaned from talking to a very drunk Sandro Sammarco (nice chap) at Lavecon the other year.
- Staffing has seemingly upped slowly over that time. (See links in OP. During Horizons they were talking of '100 staff', but after various mentions of staffing increases, they started referring to '100 devs', with further ancillary staffing).
Now, it's entirely possible they've had staff changes at Frontier, but I'd say unless they've had a significant change in designers, or management have significantly changed their approach, I don't see why we can't have a gut feeling for how next year might pan out based on the past 4-5yrs. Hence me not being very optimistic. But I hope we might still get something as technically impressive and bar raising as planetary surfaces.
Ultimately, fingers crossed but not hopeful.
I see a positive here personally. Designers behind game mechanics that were particularly well received from the launch game are still at the company. They've got a chance to have a proper long, considered run at some game mechanics again. And to fill out more content to complement it this time. (The area which is traditionally part of the 'final phase' of game dev, and seemingly very pinched here in ED during Seasons).
They're still up against the proc gen monster though, on all of those fronts. Still waiting to see if they can even land a flesh wound on that beast
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TLDR: Imagine a Horizons run where SRVs could actually be used with Multicrew, SLFs had specific missions ('destroy the fusion reactor inside the installation...'), Engineering launched with QoL like pinnable blueprints & mat trading, and all of them could be used in concert for top tier missions, as well as narrative features such as solving Guardian puzzles or shutting down invasive Thargoid bases. Both in Solo or Multiplayer.
It's not revolutionary. But it would have been a helluva lot better
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