Can you answer us honestly, who did you/egosoft envision as being the target audience for X:R? Naturally this is what will reflect on the design choices.Bernd wrote: The answer to this is complicated: Of course we do not intentionally alienate old fans. But X Rebirth is not X4 for a reason. I know many of you would have preferred a true X4 where we just take X3 and make it better, add more on top.
Actually you can believe me that I wished many times in the past 7 years we would have done just that. Not because I lost faith in the different design goals of X Rebirth, but because of the financial risk in developing this huge monster over 7 years.
If possible, can you give or share with us some additional info outlined in your game design doc, or rather a summary of where you originally planned on taking this new line of development? I mean its pretty obvious you might not have achieved your milestones, but this doesnt mean such design elements were forgotten in the long run.
Finally, IF big IF, you do receive enough revenue from this release, are you guys up for hiring dedicated and experienced character artist/level designers? Once you start going in the direction of walking around ships and stations with NPCs, level designers and character artist become more important, something you guys might not really have needed in past games.
Finally, just a bit of advice, mini games rarely if never work well (outside of crafting and diplomacy systems) in sand box type of games. They are a double edged sword. Whats in X:R right now is a mixture of arbitrary redundancy and alienation (container looting/theft and fake ships appearing in highway).