![]() ![]() “It’s a very common route for some of our staff,” Tregoning says, “Most of the people who work on KSP have played KSP. ![]() Dedicated modders have made components and features of their own which have later become official parts of the game – Tregoning and Leighton came to Squad from a modding background. It’s telling that everybody was full of glowing praise for the brave little beings.Ĭonstruction in the second game looks to make the process more user-friendly, while including all the aspects of the original that made it so captivatingįittingly, the devs also had nothing but praise for a cornerstone of the original game: the modding community. The characterisation of our little green heroes has always been important to the game’s appeal – producing an emergent narrative and pushing players on to achieve more than they otherwise would. So it is that first self-made mission to a new celestial body produces its next, follow-up mission: getting your people back.Ī faceless batch of spaceships with little to no personality wouldn’t have that impact on players nobody would care much about saving an inanimate object from an eternity of loneliness on another planet. But I think that’s one of the key parts of KSP that make it stand out from just a flight sim game or similar.”īy the time you’re successfully landing on the Mun, you’ve got a team of Kerbals you value, and, almost invariably, that first mission has no plan in place to extract your pioneer. It’s almost a fun thing, like they get blown up with smiles on their faces… or terrified looks. “The player gets sucked in and gets attached to them – but not in a way that they get upset they get blown up. “They really are a key thing,” says Jamie Leighton, co-lead engineer at Squad. One definite factor keeping players’ attention was those Kerbals – they went from wide-eyed, useful idiots effectively acting as cannon (or rocket) fodder through to trusted, valued members of a spacefaring crew in the space of one game. “But at the same time, a part of the fun is the challenge. That said, I’m sure there are people who get turned away and it’s a real hard balance.” Gomez agrees, and posits there might have been a benefit in, well, actually telling players how to do things inside the game proper: “If we were given a second chance to do it all over again, we’d try to do at least some stuff earlier, to make some things a bit easier for some players,” he says. ![]() “You can’t just get there, you can’t just follow the bouncing ball – you need to do some research, you need to do some work. “I think there’s a level of difficulty there that makes the achievements feel that much better,” Tregoning says. The game was hard by design, but it mixed in an actual thrill in its failure rather than a frustration – something to take you back to the drawing board and try again. A dearth of in-game tutorials led KSP to being a sort of Demon’s Souls-alike online, with most conversation about it being ‘How do I do x?’, and most responses pointing to a couple of incredible, fan-made resources. Intense challenge and achievement is a cornerstone of Kerbal Space Program. Colony-building is a big part of the sequel a key element of any interstellar travel plans being that you need forward posts from where to take off ![]()
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