Who is writing the Elite story and game setting?

I've had a hunt around to find out what i can about tge game setting but not really came up with much.

I'm wondering who are the writers of the game setting, story, events etc.

Will there be highly interactive campaigns?

A role playing element?

How much difference will players actions make to the worlds of elite dangerous, locally and galaxy wide?

or just fairly random missions against a somewhat static stage?
 
These videos are a little old now, but they may interest you if you haven't seen them yet.

https://www.youtube.com/playlist?list=PL7glm5rbPHKway8jUwKEw6MeWjC4voHD4

I wouldn't expect much direct narrative involving the player, as the game is aiming for more emergent storytelling rather than scripted stories.

There will be NPC contacts/relationships for missions, and there will be injected political events with story that effects the systems on a large scale. No cut-scenes or dramatic stuff like that though.
 
In one of the interviews or dev diaries (I don't recall), it was mention that David Braben has given the team a sort of an Elite bible on the setting. I assume it was a design guide/bible of sorts.
 
David and Michael did a universe bible, they redid lot of things as ED is not very direct sequel. Michael writes "Dark Wheel" sequel. Michael is also responsible about lore in other tie-in media and game in general.
 
We will see some references into the game (missions, quotes etc..)from the books released this days on amazon?
 
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David and Michael did a universe bible, they redid lot of things as ED is not very direct sequel. Michael writes "Dark Wheel" sequel. Michael is also responsible about lore in other tie-in media and game in general.

Actually, Andrew Gillett, Michael Brookes and David Braben (of Frontier), worked on a set of guides with myself, T. James and Dave Hughes.

Michael's story, which will be packaged with the game is described as a 'spiritual successor to the Dark Wheel'.
 
Does Michael Brookes' book come out with the gamma or do we need to wait until the completely polished release?
 
In one of the interviews or dev diaries (I don't recall), it was mention that David Braben has given the team a sort of an Elite bible on the setting. I assume it was a design guide/bible of sorts.

It's in the "Ask David Anything" thread. WHen asked if he still codes, David said he doesn't but he does the world building.
 
Actually, Andrew Gillett, Michael Brookes and David Braben (of Frontier), worked on a set of guides with myself, T. James and Dave Hughes.

Michael's story, which will be packaged with the game is described as a 'spiritual successor to the Dark Wheel'.

Cool,

I assume the game will include a sort of a primer about life in the Elite Dangerous milieu.

Hope to see an early draft before release day.
 
It's in the "Ask David Anything" thread. WHen asked if he still codes, David said he doesn't but he does the world building.

Thanks,

Just found the interview with Rock Paper Shotgun where David Braben mention the background and setting:

RPS: The alpha is the first time the public will be playing a new Elite in nearly 20 years, which means you have both a legacy to live up to and a clean slate to start over with. How has that driven the design?

Braben: The main factor for me is creating a compelling ‘world’ – ie a galaxy – that I want to explore and inhabit. The ambition for me is just as it was with Elite and Frontier, but now we have far more capability to do things that we couldn’t even consider before.

Fundamentally it has been a balance between the ‘clean slate’ and embracing the heritage. The latter has provided a great framework, and we have expanded this hugely with a very rich tapestry to the world – something we didn’t have before – detailing everything from how food is made, transported, consumed, how electoral systems work, what is in people’s homes, who the corporations are and what they do, in addition to the obvious elements like what the spaceships look like and what goes inside them, the technology of the time and its underlying physics. This may seem like superfluous detail, but it helps provide invaluable information for the associated fiction, for the subject matter of missions, and also in the whole immersion of the worlds.
 
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