Two other games that spring to mind are Minecraft and Kerbal Space Program.
Both of those games are really only "challenging" during the initial period.
After that, the game relies on you, the player, to set your own goals and then challenge yourself to complete them.
Alternatively, those two games, being single player games, allow you to ramp up the difficulty once you master the basics. In Survival games like Minecraft, I often set my difficulty to the equivalent of Ironman (death is permanent) and in the case of Minecraft I turn off health regeneration. My goal is to see how far I can get in the game before dying.
Seems like ED is a similar thing.
If you just buy/upgrade a Cobra and then spend your time flying around in it, I suspect ED wouldn't seem very challenging.
But, players being the way we are, we want an AspX, then a Python, then an Anaconda, then a Fleet Carrier....
I pretty much switched to BGS manipulation once I owned a Cobra Mark III, which was during the Gamma. It was then I realized my roleplaying of a “struggling Commander fighting a one woman war against the Evil Galactic Federation” was starting to have
real effects in the game, and started studying how my actions related to them.
Then I decided to help the brave freedom fighters in Lugh throw off the yoke of their oppressors.
My philosophy towards this game has always been “Winning a war will cost you most of your gold, losing it will cast you all of it.” So I’d always been a philanthropist where BGS manipulation was concerned. Before reward inflation really began accelerating (around the Passengers update IMO), it was an interesting struggle balancing my generosity while still making a profit, especially once I became aware of Buckyball Racing.
There’s a world of difference between maintaining one ship, and owning a collection of highly specialized ships. So the biggest impact that level of reward inflation had on my game was my sense of verisimilitude. “You could by your
own ship for what you’re offering. What do you need me for?” That hobby was a welcome credit sink, but even then my need for credits fell behind my ability to generate them, which meant I wasn’t being tempted out of my comfort zone as often.
Which is a bad thing in my book. Failure can be fun, in my opinion, and it’s outside my comfort zone where failure lives.
For a while, the exchange between reputation, influence, and faction states still pushed me out of my comfort zone from time to time. But then Frontier changed the BGS faction states from singular to being on a spectrum (good), and killed criminal missions having a “negative” (aka nuanced) impact on the mission giver, transforming BGS manipulation from a byzantine-like exercise in political gamesmanship into a straight up influence grind.
Then I left with Distant Worlds 2, after I learned that the FSS can be used to explore a system via parallax like in the early days, and stayed in the Black until Odyssey gave me a reason to the Bubble.
In another thread, I realized I can estimate how many credits I've donated over the years by looking at my PowerPlay 2.0 strategy. It's a rough estimate, but in terms of raw credits, it's around 20 billion, enough to buy a fleet carrier and maintain it into perpetuity. And that's just raw credits. If I'd focused solely on earning credits, I could've probably made ten times that amount.
But then the game wouldn't have been nearly as much fun, so I consider that the best 20 billion credits I'd ever spent in the game. As opposed to a Fleet Carrier, whose only purpose would be as a monument to my character's ability to make credits, in a game where credits are ridiculously easy to acquire.