As many here are interested in space games and some are confused about it- I think it’s a good idea to actually have some clarity.
The main selling point for a space game is for many to actually HAVE some sort of recreated space in it.
Elite does that and pushed the boundaries of what can be achieved in space games by going straight up the whole ten yards and actually give players the closest rendition of our galaxy in a 1:1 scale.
No other games ever pulled off or even tried it before… or better two did. Elite II: Frontier and Elite III: First encounter. Given the age of home computing at the time shortcut had to be taken and hard choices made.
Still- in Elite II: Frontier there was a whole galaxy in a single density floppy disk. The shortcuts I refer are the limitations of computing in the '90.
32bit machines, limited graphical power, internet connections only for a very limited public and so on.
From the get-go Elite:Dangerous was created with one scope only finally putting a real sized galaxy full of wonders at the hands of players.
A custom made engine dedicated to space (64bit from initial design), expandable and affordable (it could even now render not only in 4K but it could go way over that! Plus being developed in house has clear implication for future-proofing)- iterative design from a studio that has been developing consistently software for a long time with a leader that has drive, capacity and the skill to deliver but to be recognized even out of the field- Do you know Raspberry Pi and the foundation? Well thank this guy too!
But that’s not jut it- following the development of Elite was emotional and gratifying as from the beginning the idea of iterative design was an obvious choice.
Modesty, care and careful choices have been the corner stones of Elite: Dangerous development.
As such the Alpha stage was lauded as one of the best ever released in software design
The beta stage went a bit longer than expected but eventually Elite launched the year it was promised the way it was promised- that is limited. In a certain way it was exactly a newer version of Elite (1984)- no planetary landings, no walking, not much beside a beautifully rendered, enormous space, and solid flight mechanics. Here’s were iterative design comes into play.
Frontier knew it was impossible to release in two years (2012-2014) a complete space game- and willing to take no shortcuts this time they decided to take time.
I don’t want to list a chronology of Elite development but in two years it reached a state were it’s really hard, even for me, to downplay the accomplishments.
From the sound design that’s absolutely (you’ll pardon the pun) stellar, to the GUI that’s a pure joy to use - no matter what control scheme you prefer - to the gorgeous graphics… what’s not to like?
There were wobbly moments where the infrastructures creaked under the weight- but everything held and year after year more content (both free and paid DLC) is released.
One of the news of the latest is that Frontier requested what the players wanted as Quality Of Life improvements and taking notes of what players feel is important.
So far a LOT in player driven questions have been answered with on-point software updates like more filter for the galaxy map, routes that are memorized between gaming sessions, more granular keybindings…
There’s more to uncover but there’s even more to come.
Obsidian Ant is always a vital part of the Elite Community so in the meanwhile look at this
As hinted by Frontier and as logically as it can be inferred FPS is soon to come.
More info here
And for all of those that think a galaxy is boring compared to handcrafted planetoids- just look at these
Taken in game and usually untouched.
If you have questions directly related to Elite Dangerous I promise I’ll all in my power to answer as honestly as I can- let’s just try to keep this thread on this point and let it not devolve on debates.
I’m pretty sure the internet is filled enough with those.