So I was having a chat with one of my buddies about Elite
angerous, and we felt things were pretty good with a few exceptions.
Basically, he brought up how "the grind" was a problem, but I don't think that's entirely the case. I think it's the lack of emergent depth to the game. While you can interact with the galaxy, the NPC's never really interact with you (beyond a bounty system.)
Basically, aside from bounties the game world doesn't interact with the player much. So the credits and the ship I have are always a bit "separate." The next enemy ship will spawn in a RES, the USS's appear just for me, and so on. I never really feel a part of the world. So, the only part that I can meaningfully gauge my progress is via credits and ship, making the game about grind rather than space adventures.
I think the game would be helped lots if the 'verse reached out and poked back every once in a while. Here are some examples off the top of my head:
Your assasination target gets away. A few jumps later, your target interdicts you with a wingman for some revenge, you look up at the comms and see "Time for my revenge!" by that tart that got away. Or maybe that fella is the more subtle type, and hires a bounty hunter to interdict you. The bounty hunter, instead of lighting you up, offers, "pay me double what he's offering and he'll be the one that dies in the black."
Maybe after you've bought goods from a station, you get interdicted by some pirates. As it turns out, the station loaded a tracking device in your cargo and is in league with the pirates! Pay them off, run away, whatever the case, they may send a bounty hunter after you to make sure that secret is kept.
But it's not just linear missions, why not mix and match? Say you get a tracker on your ship, but it's an assassin, not pirates! Escape and then he might want revenge, or maybe he'll just want some credits to bribe his employers and keep his reputation intact. Maybe he's now on the run and offers you some credits to team up and take down his former employers. The possibilities and narratives that can be generated with these three scenarios are vast! Moreover, having persistent NPC's gives some permanence and persistance to the world, so it doesn't feel like grinding mobs of identical enemies.
Does anyone else feel this way? Does E;D need some more persistant NPC's and more interaction with the world?
Basically, he brought up how "the grind" was a problem, but I don't think that's entirely the case. I think it's the lack of emergent depth to the game. While you can interact with the galaxy, the NPC's never really interact with you (beyond a bounty system.)
Basically, aside from bounties the game world doesn't interact with the player much. So the credits and the ship I have are always a bit "separate." The next enemy ship will spawn in a RES, the USS's appear just for me, and so on. I never really feel a part of the world. So, the only part that I can meaningfully gauge my progress is via credits and ship, making the game about grind rather than space adventures.
I think the game would be helped lots if the 'verse reached out and poked back every once in a while. Here are some examples off the top of my head:
Your assasination target gets away. A few jumps later, your target interdicts you with a wingman for some revenge, you look up at the comms and see "Time for my revenge!" by that tart that got away. Or maybe that fella is the more subtle type, and hires a bounty hunter to interdict you. The bounty hunter, instead of lighting you up, offers, "pay me double what he's offering and he'll be the one that dies in the black."
Maybe after you've bought goods from a station, you get interdicted by some pirates. As it turns out, the station loaded a tracking device in your cargo and is in league with the pirates! Pay them off, run away, whatever the case, they may send a bounty hunter after you to make sure that secret is kept.
But it's not just linear missions, why not mix and match? Say you get a tracker on your ship, but it's an assassin, not pirates! Escape and then he might want revenge, or maybe he'll just want some credits to bribe his employers and keep his reputation intact. Maybe he's now on the run and offers you some credits to team up and take down his former employers. The possibilities and narratives that can be generated with these three scenarios are vast! Moreover, having persistent NPC's gives some permanence and persistance to the world, so it doesn't feel like grinding mobs of identical enemies.
Does anyone else feel this way? Does E;D need some more persistant NPC's and more interaction with the world?