It's definitely a sensible baseline for our expectations. I would throw these potential positives into the 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:
And this bit of drunken gossip from a prior Lavecon
- 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).
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