I'm not sure if this helps (or if what I say is accurate) but maybe we could set up a baseline to avoid the repetitive turnups of "this game is empty" or "when will this or that happen".
I don't want to question the legitimity of anyone's opinion but I believe if we understand some basic facts about how a game is developed and not rely only on consumer's instinct, we could make a step towards more understanding and less distrust. (The text below is a copied comment I've made earlier under another topic.)
I hope once players will put some more time to rethink and redefine some terms they have about games and about how they are created.
What ED has on the plate is a really widespreading concept. So wide that it is just well over the general boundaries of a game or what a game can achieve. And that can be misleading when it comes to expectiations.
A 'game' as a concept is always based on someting particular: a definitive part of the world or imagination which can be narrowed down into the well constructed boundaries of a box. Within that box there's the very simplified version of that particular reality we call 'game' with all the symbolic acts the players are offered to to according to the rules. Achievements and goals can only be met there too.
I know that as our hardware capabilities are now much more sophisticated it's an easy and automatic jump to the human mind to adjust one's expectations to grow exponentially in listing what features there should be in that box until the boundaries are broken and nobody knows any more what's valid and what not.
This is a very basic emotional reaction (a kind of 'ego-rush') towards the subject and it doesn't help to make the game better for the user who let this expectation booster affected him/her at all.
The game code is the same for all of us - as the experience is different I allow myself to say: it's not about the game we are talking about but how we experience it. And that's based on how we think about it, the "shoulds and shouldn'ts" we raise towards it and so on. So as a review can not be good or bad but something closer or further from what one gets as an experience.
ED in its aims is well out of the general boundaries of a 'game'. It's valid to expect wideness and deepness from a 'game' which has its boundaries defined and the rules regulated. ED is not like that and in the last couple of years I saw this title rising up and reaching an unbelievable level of immersion already with carefully picked contents to back it up.
It's easy for our minds to get sparkled by what we have already and say why don't we have this and that and most importantly 'right now' otherwise we stick some labels on ED quickly like 'unfinished', 'shallow', 'boring', etc.
That's where one may need to revisit the terms and redefine what it does mean to be finished or entertaining or deep. One thing may help in this: to understand that programming and successfully implementing something into a code framework like ED is a slow process - much slower than the arising creativity of the mind can speed on with new ideas poured over in every hour.
Building up all expected and announced aspects of a big universe in a good working order is an endless and epic work. ED is an integrative title so it multiplies the challenge (unlike a truck sim for example which is just about driving or an FPS shooter which is just about shooting, etc.). You can get a finished product in some particular titles because they never intended to break their boundaries to be integrative or if they are, they got only a very limited map to work on together (like tanks and airplanes lately in other games).
What FD did so far is to build a solid fundament on which a great number of other aspects can be built later. That's ED 1.0 after launch and I see it as a great achievement in desing and programming. And that's what we players can rely on when we look at ED now and in the possible future.
Or we can list the complaints without showing some essential understanding about the concept here. I know patience (as time as well) is a rare commodity but being impatient or jumping into quick judgements without deeper understanding will not help for anyone's game experience.
But please share your thoughts so we can bring our problems out and discuss them (without emotions hopefully).
Thanks,
M
I don't want to question the legitimity of anyone's opinion but I believe if we understand some basic facts about how a game is developed and not rely only on consumer's instinct, we could make a step towards more understanding and less distrust. (The text below is a copied comment I've made earlier under another topic.)
I hope once players will put some more time to rethink and redefine some terms they have about games and about how they are created.
What ED has on the plate is a really widespreading concept. So wide that it is just well over the general boundaries of a game or what a game can achieve. And that can be misleading when it comes to expectiations.
A 'game' as a concept is always based on someting particular: a definitive part of the world or imagination which can be narrowed down into the well constructed boundaries of a box. Within that box there's the very simplified version of that particular reality we call 'game' with all the symbolic acts the players are offered to to according to the rules. Achievements and goals can only be met there too.
I know that as our hardware capabilities are now much more sophisticated it's an easy and automatic jump to the human mind to adjust one's expectations to grow exponentially in listing what features there should be in that box until the boundaries are broken and nobody knows any more what's valid and what not.
This is a very basic emotional reaction (a kind of 'ego-rush') towards the subject and it doesn't help to make the game better for the user who let this expectation booster affected him/her at all.
The game code is the same for all of us - as the experience is different I allow myself to say: it's not about the game we are talking about but how we experience it. And that's based on how we think about it, the "shoulds and shouldn'ts" we raise towards it and so on. So as a review can not be good or bad but something closer or further from what one gets as an experience.
ED in its aims is well out of the general boundaries of a 'game'. It's valid to expect wideness and deepness from a 'game' which has its boundaries defined and the rules regulated. ED is not like that and in the last couple of years I saw this title rising up and reaching an unbelievable level of immersion already with carefully picked contents to back it up.
It's easy for our minds to get sparkled by what we have already and say why don't we have this and that and most importantly 'right now' otherwise we stick some labels on ED quickly like 'unfinished', 'shallow', 'boring', etc.
That's where one may need to revisit the terms and redefine what it does mean to be finished or entertaining or deep. One thing may help in this: to understand that programming and successfully implementing something into a code framework like ED is a slow process - much slower than the arising creativity of the mind can speed on with new ideas poured over in every hour.
Building up all expected and announced aspects of a big universe in a good working order is an endless and epic work. ED is an integrative title so it multiplies the challenge (unlike a truck sim for example which is just about driving or an FPS shooter which is just about shooting, etc.). You can get a finished product in some particular titles because they never intended to break their boundaries to be integrative or if they are, they got only a very limited map to work on together (like tanks and airplanes lately in other games).
What FD did so far is to build a solid fundament on which a great number of other aspects can be built later. That's ED 1.0 after launch and I see it as a great achievement in desing and programming. And that's what we players can rely on when we look at ED now and in the possible future.
Or we can list the complaints without showing some essential understanding about the concept here. I know patience (as time as well) is a rare commodity but being impatient or jumping into quick judgements without deeper understanding will not help for anyone's game experience.
But please share your thoughts so we can bring our problems out and discuss them (without emotions hopefully).
Thanks,
M