It's called analysis. To be able to improve a game (or anything really) you have to analyze exactly what the player does, want, experience, etc, everything. Pull the pieces apart, logically and find solutions. Thats what game designers (should) do. Sorry it sounds "anti-fun" to you... "analytic concept dissassembly" usually does not sound "fun" for gamers because its looking "behind the theater curtain". Especially for a concept that relies on the appeal of mystery: explorationrepatomonor wrote: ↑Mon, 13. May 19, 23:41 What's with you guys nowadays anyway? Going for the 'most anti-fun person on the forum' title?
Yes. The important point i already wanted to express with last post:repatomonor wrote: ↑Mon, 13. May 19, 23:41Isn't that just the case with any open world game's any mission, ever?Killjaeden wrote:It would boil down to "randomly receive a 'go to' mission, fly to location to get new 'go to' mission , <repeat a few times> , ... get reward"
Wether its boring or not depends on if the mechanic and visual representation and other things you do during the mission is interesting or not. Do you have to make important decisions or actions, do you see something new or exciting, does it have engaging story / character development, what benefits do you get etc. If the benefits are large and the mechanics/visual epxerience is utterly boring its a "grinding mechanic" , as you surely know...
When i think of exploration is that the concept is attracting everybody for X or space games yet nobody i've seen so far was able to express what he actually expects. It's all completely vague and nebulous, just like the subject matter of mystery. It's only fun as long as you dont see through mystery and recognize the mechanic behind it. Then it becomes boring immediately.When I think of exploration, I expect to find something beyond the standard plane of the sector, let it be lore-related (that indeed requires writers/voice acting), loot related, a bunch of enemies to shoot down, or just random/fun/interesting encounters that would justify the idea of flying beyond the damned imaginary box you are settled in (the one big feature Egosoft kept advertising as ground breaking). I wouldn't care if it gets repetitve (since it is bound to, duh) as long as it's put well together and provides proper risk/rewards.
So lets try and inch closer to less vague expectation
- random encounters - precise and clear. easy to do. Teleport/spawn something near player for example. Already have that. Not fun or interesting particularly. I think you agree ?
- Fun or interesting encounters - Here's where it gets vague already. What's a fun or interesting encounter that is not handscripted but repeatable (and random, so not always the same)? If you see a pirate or hostile ship, is that interesting or fun? I'd wager no, because you can find pirates anywhere else. Finding a friendly ship? Not special either. In general everything you find in known space anyway is not a good reason to "fly anywhere randomly".
That means whatever the encounter is, it needs to be something you can not experience in normal play. That means it has to be specifically created for this purpose. And of course it should not always be the same thing so it needs multiple ...
Your task: come up with 5+ fun and/or special encounters you could have randomly in 'outer space' that remain even remotely interesting after the 3rd time of each encounter. - proper risk/reward - There is no risk or challenge in traveling in empty space. It is not visually interesting or mechanically engaginge, as already explained last post. There is currently only a risk if enemies are thrown into your way to stop you deliberately (by the game mechanic). Soo at current game mechanics it would just be another fight mission in disguise, if the game randomly spawns enemies into your path before you get to a reward location. If it doesnt spawn enemies, whats the proper reward for flying 10min into the same direction? After <10th time of doing this "not a mission but secretely a mission like any other" there it will likely repeat. The flying is not interesting, mechanically or visually. The only mechanically interesting bit is fighting. You dont need deep space for that... though. Therefore the only reason to do it is the reward (monetary or "unique encounter"). And as i already mentioned... boring repetitive tasks with high reward are grinding mechanics. And boring and repetitive tasks with no high reward are the mechanics that nobody uses anymore
So there is not much potential without very significant gameplay mechanic and visual mechanic improvements...
TLDR - extending exploration features means developing something that runs in parallel to the core gameplay loop, aka. has no crossover - because whatever is in the exploration part cant be in the normal part, as it would make the exploration bit feel not special / feel like something you've seen before. At current state of main game that is a very bad idea to investment dev time - and imo never will change for Egosoft, as they are just too small of a team.