I love the fact there are thousands of minor factions.
Give us a few more months. We'll get there sooner or later.Wouldn't 20 minor factions with a lot of depth, make more sense than thousands with no depth?
Simple, if we had 20 minor factions across the bubble:
- people would complain about lack of variety. "I visited 20 different stations, ALL had the same faction"
- with low faction variety gaining rep with one would take ages - since one would be present in hundreds of stations, rep income must be very low to make them last.
Current system may be more tedious but at least gives much more variety. Not the perfect one (quality lacking) but you can't please everyone.
What depth would be brought by reducing factions down to 20?
I don’t see any benefit from this apart from the ’beigeification’ of system factions, something that very passionate people have fought tirelessly to eradicate.
Having less minor factions would allowing Frontier to provide more depth the those factions. Right now, the minor factions get two sentences or so worth of background information. I'll use one of the Democratic govt. minor faction descriptions once again, "Members of this group are actively engaged in the promotion of a democratically approved political agenda." Now, what is that agenda? We don't really know because the game provides no further description. And what happens when two Democratic factions affiliated with the same major faction go into an "election"? What are the political issues? Who are the candidates? No one knows because the faction descriptions are so shallow. Given so many different minor factions have the exact same two to three sentence description, there is already a "beigeification".
In Star Trek, the Federation governs hundreds of different worlds, in Star Wars the Galactic Empire rules approximately 1.5 million different worlds. In sci-fi (or the real world for that matter) it is perfectly reasonable for factions or governments to have a huge sphere of influence.
When it comes to procedural generation, there's no difference between the workload for creating 200,000 vs simply creating 20. The problem isn't the number of factions, but the minimalist BGS that doesn't produce enough detail in said factions. In fact, it could be argued that with more factions in the game, the procedural generator is more likely to throw out a few extreme edge cases that produce the variety that people are wanting, while having fewer factions doesn't give sufficient rolls of the dice to produce this variety.
The US has rather more than two political parties - at least five that I've heard of from the UK, probably some more localised ones which don't make the news over here. Many people support none of them, of course.In the USA, ~300 million people are represented by two 'factions'. Billions of people represented by ~20 factions thousands of years in the future doesn't sound unreasonable to me.
The US has rather more than two political parties - at least five that I've heard of from the UK, probably some more localised ones which don't make the news over here. Many people support none of them, of course.
It also has a *lot* of big corporations. Remember that they count as minor factions too.
Several major and minor religions, for some theocracy factions.
Some prisons, so there's the prison colony minor factions.
etc. etc.
If you map the USA to Elite Dangerous you get:
- two *superpowers* (the Democrats and the Republicans), to which thousands of minor factions are affiliated either directly or indirectly (plus a whole load more independent minor factions)
...or alternatively you could look at it as...
- the Federation, with two Powers (Hudson and Winters) with control spheres encompassing a range of minor factions and some Federal minor factions outside the power control spheres.
I tried my best to follow your main point(s) so I could address it but I mostly give up. My argument is quite simple, having less minor factions that are hand crafted (there is no need for procedural generation if you only have 20 or so) would allow Frontier to provide detailed descriptions for those minor factions, thus giving the player more potential motivation to support one over the other. That's it.
It has occurred to me that what I may really want is just a bunch of major factions and to do away with the minor factions. Of course, the Devs can't even be bothered to provide a detailed description of the major factions in the game either.
Absolutely agreed there. At the moment the government types affect:If I may, in the U.S. you can find out the values and ideology of all of those minor factions, in addition to the policies of various corporations and such so one can decide which one you want to support, if any. In Elite Dangerous, you can do no such thing. You get a two sentence description, that's it. This is the problem in my view.
A Dwarf Fortress-style procedural paragraph setting out the aims of each faction - and ideally tying it to particular inter-faction alliances and enemies, minor adjustments (e.g. this Dictatorship really likes Coffee, that Theocracy bans Geological Equipment, a Democracy which has better than normal outfitting for Power Distributors at the cost of being slightly worse at everything else, etc.) and so on ... that would be really good.
That sort of procgen text is really hard to also translate into multiple languages, because you don't just have to translate all the inputs, you also have to basically rewrite the sentence-writer entirely for each new language. And for 80,000ish factions it would require a *lot* of source text to make them properly unique.
They already have those - 6 for each faction as mission issuers, a few more for passengers, and I think a couple of other more obscure ones.but also add in a half-dozen notable NPCs for each faction, each with their own personalities, skills and goals.
Even so, I wouldn't underestimate it. Doing it well - even at this restricted a level - I think could easily be "headline feature" levels of work.Procgen text shouldn't require too much work initially, as initial setups for it will likely involve short, concise sentences to describe particular facts about the faction.
They already have those - 6 for each faction as mission issuers, a few more for passengers, and I think a couple of other more obscure ones.
Now they just need a basic personality adding (though if they got to be 1-dimensional the Powerplay leaders might object to being outdone)
Even so, I wouldn't underestimate it. Doing it well - even at this restricted a level - I think could easily be "headline feature" levels of work.
I wrote a procgen galaxy generator once - basically inspired by the original Elite one and the Dwarf Fortress "history generation" style, to give unique(ish) descriptions for a few hundred systems. ... It took a week or so of programming and two weeks of thinking of interesting text lines - just to get one language, on a much smaller scale, without even thinking about the implementation and balance of the in-game effects.
And BGS changes need to be made cautiously. Lots of people are attached to their factions despite the thinness, and even seemingly minor changes can have substantial effects. It's only relatively recently got to the stage where it works reliably in its basic state.