I'm just wondering where the devil lies in these arguments.
I see that the main philosophy behind ED is being a lonely pilot in a vast universe. It's easy to understand. And if I read it in a book it may be well enough for a tale.
But being part of a game which requires the pilot be passive like reading a book is different. Because this is a game where effect and counter effect gives the play.
I see this argument returning saying "In Elite you as a pilot should not have any influence on the galaxy" which then leads to EVE and classic MMO comparisons. And it's fine. As a pilot I don't want to be in a power to influence anything galaxywide, it's not a hero-game.
But as a game it may be relevant to expect some sort of content which puts the play in perspective. Something pilots can influence on their level and can do interactions for it or against it. To be able to shape and manage a resourceful chunk of something worth playing for. In other successful games (MMOs too) there are multiple layers of tools and aims/goals a player can take and that keep them coming back to do the same over and over again. It's all repetitive and grindful but as the environment, the possibilities and the aims are adjusted with every action, replayability is there with passion.
In ED the tool and the aim is only the ship. I still understand that this is a space game and the player is not a hero but even then it's not going to be enough. If we want to call it a game genuinely it'll need multiple layers of contents which reflects to the status of the pilot and has a coherence behind: that's needed to set up a meaningful goal. An new ship may be a goal and then another one. But if I can only do the same with them, the motivation to get the next is significantly low. That's why people here are trying to bring ideas ED could implement to fill up that huge gap. May it be a player owned base or a clan or whatever - all because without properly scaled contents players can influence, ED is not more a game than a wooden peg. Of course it's beautiful but still a peg.
I know I can not prevent anyone not to consider this and go on with the "this is not X or Y game"-kind of approach. They are right actually because ED is not a game at all. I would like to see ED as a game.
I see that the main philosophy behind ED is being a lonely pilot in a vast universe. It's easy to understand. And if I read it in a book it may be well enough for a tale.
But being part of a game which requires the pilot be passive like reading a book is different. Because this is a game where effect and counter effect gives the play.
I see this argument returning saying "In Elite you as a pilot should not have any influence on the galaxy" which then leads to EVE and classic MMO comparisons. And it's fine. As a pilot I don't want to be in a power to influence anything galaxywide, it's not a hero-game.
But as a game it may be relevant to expect some sort of content which puts the play in perspective. Something pilots can influence on their level and can do interactions for it or against it. To be able to shape and manage a resourceful chunk of something worth playing for. In other successful games (MMOs too) there are multiple layers of tools and aims/goals a player can take and that keep them coming back to do the same over and over again. It's all repetitive and grindful but as the environment, the possibilities and the aims are adjusted with every action, replayability is there with passion.
In ED the tool and the aim is only the ship. I still understand that this is a space game and the player is not a hero but even then it's not going to be enough. If we want to call it a game genuinely it'll need multiple layers of contents which reflects to the status of the pilot and has a coherence behind: that's needed to set up a meaningful goal. An new ship may be a goal and then another one. But if I can only do the same with them, the motivation to get the next is significantly low. That's why people here are trying to bring ideas ED could implement to fill up that huge gap. May it be a player owned base or a clan or whatever - all because without properly scaled contents players can influence, ED is not more a game than a wooden peg. Of course it's beautiful but still a peg.
I know I can not prevent anyone not to consider this and go on with the "this is not X or Y game"-kind of approach. They are right actually because ED is not a game at all. I would like to see ED as a game.