Oversimplification

iamlegian shared this feedback 42 days ago
Under Consideration

TL/DR: Please don't oversimplify, or at least add legacy mode later.

The quality-of-life improvements in SE2 are appreciated, but they risk gutting the thing that made the original great, the fact that we had to build our quality of life.

Refining ore, sorting materials, ejecting gravel, automating logistics through scripts, none of that was busywork. It was the puzzle. It was the reason our ships and stations had value. They weren't just props that moved and looked nice, they were solutions to "real" engineering problems we'd defined ourselves. Remove the problems, and you remove the point of the solutions.

The resource loop has the same issue. In SE1, material scarcity shaped everything, where you built your base, how you defended it, what you kept in reserve in case a ship was lost or damaged. Flying with one ship felt genuinely precarious. Now, if you can circle a few asteroids and rebuild from scratch in a session, that tension evaporates. The stakes were never about the ship itself. They were about what it cost to lose one.

There's a broader principle here worth considering, look at FromSoftware. For years, the loudest voices online demanded an easy mode. From Software ignored them. Their games kept selling, first entry, second, third, because the players who connected with the design kept showing up, and new players followed organically. When you design for everyone, you often end up designing for no one.

SE1 built a fanbase around a specific kind of satisfaction, hard problems, self-imposed, solved on your own terms. That fanbase will follow you to SE2 if you give them reason to. New players will follow that fanbase. That's natural growth. Changing course at this point means having to rebuild your fanbase.

If the new direction is here to stay, a legacy mode preserving the original systems would go a long way. Give the old guard somewhere to live.

Replies (9)

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"Build our quality of life" great analogy,

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One of the popular arguments I keep hearing is that ingots are an unnecessary step in the production chain that just “make you wait.” And while I agree that arbitrary waiting timers should not be a thing in a game, that has nothing to do with ingots.

My best bet is that removing ingots was done to simplify the FTUE.

But then, the backpack building, for some reason, ends up dictating how the entire production system works?

And why shouldn’t a player be able to actually SEE how things are being produced in the backpack, or be able to order things manually? In games like Minecraft, you have to open a crafting menu to make anything. I’ve never seen a single person in my life complaining about it being too complicated :)

In the context of the new, more complex production graph we’re going to have in SE2, adding an ingot step wouldn’t change much. We can already “order” production top-down thanks to production lines - ingots would just be another dependency. They could actually simplify things once you start considering things like proper recycling.

Another argument I hear is that first-tier components already take the role of ingots, which is obviously not true, because they are not universal.

Even more interesting is the idea that ores are basically ingots now, and components can be recycled back into ores. Conceptually, this kind of “ore” is closer to ingots - but besides the misleading name, it has some serious implications.

It would mean either we are dealing with 100% pure element deposits, or that drills are basically mini refineries filtering out impurities and collecting only pure elements. I think both assumptions are bad. The first one can have some sense for an asteroid ore, the second one is maybe more plausible overall, but drills don’t really give any reason to think of them as mini refineries. And then what does the refinery block actually refine if you already start with pure material?

It just doesn’t really hold together from any angle, and it breaks immersion - which was something that made SE stand out.

I won’t repeat the full list of what ingots enable, I’ve already covered that elsewhere. Instead, let’s look at the common issues that are often (incorrectly) attributed to ingots.

Waiting time?

No - if you have enough power, you should be able to refine ore relatively fast. Instead of building tons of refineries, you could build fewer and just increase power input. The energy requirement makes sense - that’s what makes ingots more valuable than ores. But player time is more important, and you shouldn’t be stuck waiting. Refining should be at least as fast as mining.

Another issue is collecting “stone.”

I understand why people didn’t like it in SE1- you often end up with a full containers of stuff you don’t need while mining for something specific. But that can be solved without removing ingots.

"Environmental voxels" could contain the same element as nearby deposits, just in lower concentration. That way, you mostly collect what you’re actually looking for. When you refine it, you get the ingots you want.

Note: even gravel in SE1 wouldn’t be such a big problem if it actually had a use - like for building structures.


So what do we end up with?

No waiting, no useless gravel, one extra step in the production chain—but in return, a more believable system and a lot more gameplay options that emerge from mass/volume reduction and power usage for making them.

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Yeah, the names of "Smelter" and "Refinery" rub me the wrong way everytime I read them.

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Exactly.. A smelter smelts... does not produce items other than purified ore into ingots is then usable.

Since the start, I thought it was a temporary process to speed up testing, and put back smelting at its own place later, shifting the production up and inserting back ingots into the smelter.

But for a polished product, later, a smelter should not produce anything other than ingots or the likes.

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I'd give Keen a pass on that. The smelter is like the survival kit in SE1, just with more variety in what it can produce. It is more than a refinery, because it also makes basic components. It is more than the basic assembler from SE1 because it can also process ores. Choosing a new name for that block is appropriate. It is also internally consistent as long as backpack building exists. If your backpack can build stuff directly from ore, then a larger unit should be able to do the same.

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I have to disagree with you here, Rabiator. The Smelter is not like the Survival Kit — it is a production block meant to be used throughout the entire game. You will use it constantly for basic components like steel plates and as dependency for more advanced production blocks in "production lines".

I actually like the idea that blocks do not become obsolete once you unlock better versions, unlike in SE1 where the Basic Refinery and Assembler were completely replaced by their larger counterparts. That part is good.

At the same time, I think the current system is bad both for gameplay and immersion.

From the gameplay perspective, removing the proper refining step — where you reduce the mass and volume of raw materials — completely flattens the “need to design solutions.” That mechanic alone added a lot of depth to logistics, infrastructure, transport, storage, and specialization.

On the immersion side, the system is also very confusing. There is no real “ore” anymore. Ores are basically already purified materials because there is no mass reduction during smelting or refining. We are effectively collecting “ingots” directly with drills now.

Then we have the Smelter — responsible for the largest material throughput — being one of the smallest production blocks. Meanwhile, the naming is all over the place. Drills now refine ores into purified materials on the fly, while the Refinery produces magnets and other components. The Smelter makes turbines? It becomes difficult to understand what each block is even supposed to represent.

So honestly, I do not think this is something we should just “give a pass” to. It feels far from being a coherent or well-thought-out production system right now.

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A tragedy? In some ways, yes...

Currently, there are two fundamentally different groups of players in the SE2 universe:

"veterans," who have often been playing as space engineers in the SE1 universe for several years—some for as long as ten years. Veterans want a more complex game because they are familiar with the "game mechanics." But “veterans” don’t spend much money; at most, they buy DLC, and not even all of it.

“Newcomers” are the second main group. For newcomers, a complex game with intricate mechanics and rules is a surefire way to turn them off. But—newcomers are a source of revenue; they are the ones who should be generating income for game developers. And developers must not deter them with the game’s high complexity...

What can be done about it? To be honest—I don’t know...

Probably the best solution would be to design the game universe as a highly complex system with intricate rules and mechanics. Because over time, newcomers will become veterans, and overly simplified rules will no longer satisfy them—and they’ll go elsewhere.

But how can we help newcomers? An acceptable solution could be a “training camp” with simplified rules, limited block functionality, and other simplifications of complex rules.

The player should complete very simple tasks/missions focused on a specific set of activities, such as orientation, movement, using a jetpack... initial missions should not last more than 15–20 minutes and should be completable in less than 5 minutes. Gradually, the complexity of the missions would increase... And the player would learn the rules and mechanics of the game.

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"(veterans," who have often been playing as space engineers in the SE1 universe for several years—some for as long as ten years. Veterans want a more complex game because they are familiar with the "game mechanics." But “veterans” don’t spend much money; at most, they buy DLC, and not even all of it.

“Newcomers” are the second main group. For newcomers, a complex game with intricate mechanics and rules is a surefire way to turn them off. But—newcomers are a source of revenue; they are the ones who should be generating income for game developers. And developers must not deter them with the game’s high complexity..)"

I am going to have top hard disagree with the statements in bold. I'm not trying to be aggressive/combative but In what way do you think someone who's new to the game is going to be the one dropping the money on something they haven't put any time into yet vs someone who has dumped 100's- thousands of hours in a game they genuinely know they enjoy?

-the veterans are the ones more likely to continue supporting the game via dlc's they are the ones putting time in on the game. and they are the ones more likely to buy most if not all the dlc.

-newcomers are just testing the water and would be kinda foolish of them to drop a bunch of money on dlc's before they even have a grasp of the game. And it would be foolish of the devs to expect and depend on these individuals new to the game to be the ones to generate the majority of the revenue via dlc (they already bought the game that income is already in the bank as most refund policy thresholds are very short windows that are likely passed just from booting the game and tweaking settings)

-now if your referring to people that haven't bought the game yet then I can kinda understand that argument as that's income that still needs to be made but making the game overly simplified undermines the entire concept of the game which is to be a creative engineer. engineers are problem solvers. remove a problem and the engineer has no solution to aim for.

The rest of your post I agree with and in general that's whats already in place for SE2 but of course its not quite finished yet

-the problem to attracting more people isn't on the bases that the game is to hard that people are turned away its that the game needs proper instruction on how core aspects of the game work right off the bat. Its CRUCIAL to give them direction and thorough guidance on what to do next before they give up and loss interest. that was SE1 issue and they are fully aware of it and many of the things they are changing is in direct response to the shortfalls of the first game. But dumbing down game mechanics is not the way to address the issue, clear and detailed tutorials is

Overly simplifying the game wont bring people in but it will push people away.

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As an SE1 vet, I eagerly await each DLC drop and but it on the day of the drop, then start a new game to fiddle with the new blocks and whatever else came with the new release, so I agree with the statement that vets are probably the ones that will continue to drive ongoing investment.

New players either turn into vets as above, or leave the game after a while.

Keen is most likely trying to figure out how to decrease the latter, and most of us vets are trying to point out that they have a rather large existing base that will carry over as long as they don't forget what drew US to SE1 in the first place. We were all new players once, and had to figure it all out and stuck with it and have been playing for thousands of hours. So, in reality, the people who didn't jump into SE1 and didn't bother to 'figure it out' and didn't stick with it, are likely the same group (a half a generation later) that will likely also not jump into SE2 and bother to 'figure it out' and stick with it.

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I disagree that veterans are not bringing money.

They are most likely a majority in a group who already bought SE2 knowing it is not finished and far from being playable.


Let's repeat this - they already paid full price for unfinished product and offered their time as unpaid testers based solely on their experience with SE1.

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I agree with that. Most veterans bought SE2. I bought SE2 myself as soon as I could, even before it was available for download on Steam.

I'm not disappointed with "what I got"—I understand the game is still in development—but I'm concerned about the direction the game is heading.

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I'm a veteran. Bought SE1 from Keens store even before it was in Steam early access and since then I buy every DLC blindly. SE2 was a no brainer for me, pre ordered it on day one, didn't played it much in a year but I don't regret it at all. Also still buy every SE1 DLCs even I didn't played SE2 in the last 2 years... too many games on my backlog.


Why did I do that? Because with over 3000h SE1 is still my most played games of all time (good, maybe -500h of mod creating) and I play since early 80s, a Pong clone was my first game. Yeah, not all Keen did was always great, but didn't change my game time. I love the concept of the game, building your own ship which feels like a ship because you can get out of your cockpit while flying and walk around your ship. That's why I will keep spending money (and because the DLCs are fair priced).


I think many veterans think that way and there is still not really a other game that comes close enough on SE to be an alternative. You can also see that on the modding side, as long new mods came up, the game is alive. I know other games with Steam Workshop without much mods and often mostly old mods.


And yes, if you try to make a game for everyone, you likely will not really reach everyone. A game need to have a strong character. SE1 has this, SE2 I can't say that actually, alone water can change a lot to the good (or to the bad if it didn't work good enough).


For me SE was also a bit of a survival game that felt great in the first hours but than get too easy to early for that aspect.

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To boil it down, and I'm in that camp:


Many players want SE1 but with the engine, possibilities and functionality of SE2 - especially the unified grid system.


And I doubt we'll be happy if we do not get that. An absolute nightmare would be to be "stuck between" SE1 and SE2 because SE1 is the actual game one wants, but some fundamental features like better voxel rendering, stability and the unified grid system are "locked away" in a SE2 package that is too simple, to gamey and too console oriented.

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"Making you wait" is inevitable if there are large amounts of resources to process, unless you give the player abundant processing capacity. Which gets ludicrous at some point. The backpack in its current form is already pushing the limits IMHO.

In SE1 you need to build refineries and assemblers for serious throughput, not only for processing the more advanced ores. Going from the survival kit to a refinery is an achievement. Actually, I think the SE1 refinery throughput could be bumped up a bit for better differentiation from the survival kit.

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Thanks for the detailed write-up this is a very clear articulation of the “systems depth vs. accessibility” concern that keeps coming up in SE2 discussions.

The core point here isn’t really about any single feature like ingots, gravel, or auto-processing it’s about whether SE2 preserves the need to design solutions or shifts too far toward removing the problems those solutions solve.

We understand the concern that simplifying production chains, resource loops, or inventory management can reduce friction, but also potentially reduce the sense of ownership and engineering challenge that came from SE1’s systems. At the same time, part of SE2’s direction is specifically about lowering early barriers so more players can reach the creative and engineering space faster.

Striking that balance between “approachable” and “meaningful complexity” is something the team is actively iterating on, and we’re seeing a lot of internal discussion around where systems should be streamlined, where they should remain deep, and where optional or scalable complexity might make sense.

Nothing in this area is considered fully final especially around progression, production depth, and automation systems — and feedback like this is exactly the kind of input that helps clarify where the current direction may be overshooting or missing important aspects of SE1’s design identity.

Appreciate you taking the time to lay it out so clearly and consistently across systems.


Arron, Community Manager

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What about offering a choice between creative and survival mode in all scenarios?

Right now, "Creative" always sends you to the Concordia Research Station, while any other game start dumps you into survival mode. Instead I suggest having a toggle between "Creative" and "Survival" in the "New Game" menu, for all available worlds.

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I think the need to design solutions was one of the most important gameplay features we had in SE1. And it can be roughly categorized into two areas: warship design and civil infrastructure design.

I know many people who mostly play SE just to design warships. Things like the conveyor system, armor types, fuel, and acceleration-to-mass ratio were simple mechanics that had a huge impact on engineering and creativity. And there can be more base mechancis helong to elevate this experience fartehr, like a simple temeprature system. Combat balance, most likely, will be improved in the sequel.

But the “civil” side of engineering seems to be heading in the opposite direction.

Removing mass reduction and volume from the equation flattened many possible emergent gameplay opportunities. On paper, the production graph is more complex now, but it has much less impact on the actual gameplay and mostly serves only to gate progression, while the engineering side of it is basically already solved for you in the best possible way.

I don’t think simplification itself is the problem we should worry about. SE1’s production system was simple, but meaningful. It was not perfect of course — I don’t think auto-refining and excessively long waiting times were good mechanics either.

Instead, I think strategic use of environment and energy should play a much bigger role here.

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My worry is we'll end up with a watered down SE1, with better graphics. I honestly didn't expect a simpler system than SE1 and I'm clearly not the only one.

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A port of SE1 to the new engine might be a good idea. Tons of content are already in game, and the simpler graphics might be helpful in rendering more massive structures than in SE2. Personally, the main thing I'd love to see is a unified grid for SE1. Even if the minimum unit remains 50 cm. It would ease a lot of limitations for placing decorative elements. 25 cm would be a bonus, sometimes I wish I could move a wheel suspension by a little bit. But those are minor concerns.

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I do not wish to be unkind, but a game that has a design criteria that is orientated around getting your mum or your sister to play will be more like a family game that you play at Christmas for a few hours than a game for 'shut-ins' to while away endless hours of creative and strategic enjoyment throughout the year. Your mum and your sister will not be waiting excitedly for the next DLC, they will not be hyped, watch the release stream and pump questions into the chat. Many of the players that did do that, were looking for the SE1 'thing' and better, they want the SE1 experience and more, not less.


They are looking at other games that can recapture the feeling that they got from SE1 and to take the experience further. Pretty graphics are nice, but they are not the game, they should be a bonus to the gameplay. The mechanics of SE1 is where the guts of the games success lies and is where SE2 is falling short. Reaching to a wider audience is earnt through feature set and 'buzz', keeping a wider audience is harder and requires a special sauce, mess up the flavour and loose the custom.

A question that I would like to see asked, is not how many tried SE1 and gave up because it was too hard, but how many played SE1, wanted more depth and scope, and then left to play a game where they found what they were looking for. How would you get those players to return and play SE2? If that nut was cracked then many more players would follow. I do not think that is an easy task but it is the right one, and probably a bigger risk.

What is needed is not a watering down of SE1, but a filling in of the missing parts that were lacking in SE1. That will make SE2 a better game.

The complexity of SE1 has been wrongly identified as the problem of play adoption. Guidance was probably the main cause. What was offered appealed to a hacker mind set not to a generalised gamer audience, but with time the hacker appeal of a decade or two ago becomes the norm of today with better UX, UI and help documentation.


Some years ago I found myself asking which game would I like to play today? I had finished an initial play of Satisfactory, I had played many hours of both SE and NMS by that time too. The thing I liked about SE1 more than the others were the methods of construction and destruction, they felt right, the others felt token and toy. SE2 needs the special sauce of SE1, by all means add servings to the meal, but please do not change the core recipe.


( I apologies for another rant, thank you for your time reading.)

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I agree with the statements above about the production chains. Additionally, I go back to an earlier comment on a different thread on the topic of oversimplifying things to teach new players.

I know you guys (Keen) put a lot of time into the tutorial aspect of the start of the game with the cutscenes, voice acting and the like, but I think a solution to this new players vs. existing players is sitting right in front of us.

Push the tutorial and early game challenges back in time to the trip to the Almagest system.

In this case, you create guided scenarios and walkthroughs and challenges (that may still be fun to do, perhaps a few random events so it's not always the same). A part's broken on the ship, you need to go out in space and mine a nearby asteroid and make a new part (teaching the production chain), you need to get fuel, take the mining shuttle and go harvest ice, etc, etc.

Along the way, these missions would provide the guidance and skills needed to teach the new player how to engineer in space. Solve a problem, go back into cryo sleep, perhaps get prompted with a choice to skip ahead to Almagest or more minigames, repeat. When you arrive and crash in Almagest, the training and hand holding should be over. You're in a crisis (the game) at this point and the handholding and freebies should stop. Dialogue between your space buddy and brother can guide you through your next goal, but at that point you have to figure out how to get that goal done on your own. (note, I would let you chose your space buddy during the tutorial, and make it a brother/sister combo yes it doubles your voice acting, but also likely increases potential new player draw)

The point being that the game starts with a 'crisis' but everything is so oversimplified that it quickly feels like 'not much of a crisis' and in fact as it stands now your character even seems to forget it's a crisis as he single handedly goes off to colonize Almagest despite his injured brother and trapped cryo colonists on a potentially failing ship.

New players trying to figure things out can learn how to do that before the real crisis starts, so that figuring out how to solve the crisis actually feels like an accomplishment vs. just being walked through how to solve it.

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That change would also open opportunity for immersive choice of game start scenario:


* stay on the ship = easier start with basic shelter and infrastructure, access to components from wreck and easy resources from asteroid they crashed into, main goals - repair broken things, secure crew, organize help, defend against pirates etc.


* take a rescue pod and land on far but earthlike planet = more difficult start - start from ground but with possible support of NPCs and abandoned structures on the planet, with goals like building a base, provide medical equipment, building a shuttle and ultimately return to the space and evacuate the crew,


* take a rescue pod and land on nearby barren planet = high difficulty - hostile environment, no NPC stations, no wrecks or structures, but closer to ship etc.


The actual colonization should start only after initial crisis is solved.

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I like @wilheim's comments on pushing the tutorial back in time to a place where you start with everything, learn how to use your suit, learn to fix things, learn to drive a service vehicle, learn how to build a small marker beacon, all whilst aboard the travelling colony ship before the impending disaster.


Then as @inreality.net has suggested, make a choice on how to proceed after the ship has crashed.

These two comments would make a positive step in the games development. Show what the game can be at the beginning, loose it, make a choice going forward and then build back up again.

@william - will you post the tutorial idea as a new post so that it does not get lost the mix of these comments.

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Will do!

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In my opinion, the "we want to be inclusive of new players" is simply a veil they put in front of us to hide the truth of the matter. That being that they don't want to invest the time, money and developers to create a system of depth. They KNOW they have a hardcore player base going back for over a decade who support SE1. But, the bottom line is money. They don't want to spend what they need to in order to bring back what made SE1 great. This is my opinion, anyway.

I have said it before and I'll say it again - backpack crafting makes me feel like I am in Creative Mode. There is little to no thought that goes into it. I just load up my backpack or welder ship with ore and POOF - there is my item. No thought, no consideration for component storage or quantities. Meh. The more that goes on, the less I am drawn into SE2 with the current crafting system.

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Transferring most of the SE1 mining and manufacturing logic should not be a problem if Keen desires to do so.

In my days as a software developer, only one software project I was working on was finished on budget and in time. The distinctive feature of that project was that it was a re-implementation of an existing system, condensing a bunch of scripts and existing programs into a single Windows application. The "business logic" was explicitly supposed to be the same as in the old system. That was the equivalent of simply porting SE1 to the new engine and it worked outstandingly well.

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I didn't mean to reply to you but it won't let me delete it

"They risk gutting the thing that made the original great, the fact that we had to build our quality of life."

That's an amazing quote, as were several others in your post. They basically made it somebody else's sandbox world that we joined after they defeated the Ender Dragon. Imagine if Factorio automatically built all the automation for you, because that's what SE2 has done with (basically) premade space faring ships, backpack building, and removing ingots. The only gameplay loop now is mine to make bigger ship and shoot enemies one day. There are plenty of other games like that. We need things to improve, that's the whole point of Engineering. Take away backpack building and you get a dopamine hit when you get a basic refinery and assembler up, then you get another dopamine hit when you upgrade to regular refineries and assemblers. They are stripping the best parts of SE1 out of it. Creative and survival modes should not feel like the same thing with only a difference in how much ore you mine.

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As a Stationeers enjoyer I strongly agree, admittedly I never played SE1 but after playing stationeers and then playing SE2 building a base/space station felt somewhat empty and at first I didn't know why exactly. But then it clicked, I didn't really have a reason to. There is no need for a place to eat, sleep and live. There is no need for a large factory to make components and so on and so forth


The reason base building in stationeers is fun is because of the complexity and I think SE2 can improve a lot in that regard


Oh, thought this was to reply to the post lmfao. Ah well

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Sajnos azt kell mondjam hogy az SE2 egy gyönyörű grafikával ellátott üres játék. OK még csak alfa állapot. Túl leegyszerűsített hátizsákból építkezés??? Max elfogadom kreatív módban. Túlélő módban legyen már valósághű! Bányászat úgy mint az SE1-ben. Ércek felkutatása, kibányászása, finomítása felhasználható anyaggá formálása...

Az új játékosoknak egy oktató küldetés készítése ami bemutatja az alapvető játék lehetőségeket. Ne Laposítsuk el az SE1 örökségét egy jó grafikával ellátott túlegyszerűsített játékkal. Keen szerintem rossz az irány......

Unfortunately I have to say that SE2 is a hollow game with beautiful graphics. Okay, it's still in alpha. Oversimplified backpack building??? I accept it in creative mode. It should be realistic in survival mode! Mining like in SE1. Finding ores, extracting them, refining them into usable materials... Make a tutorial mission for new players that introduces the basic gameplay features. Don't simplify the legacy of SE1 with an oversimplified game with good graphics. Keen I think this is the wrong direction......

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“Systems depth vs. accessibility”


Systems depth does not mean it should be impossible to progress unless you have an engineering PhD :)

Production does not have to be complex to set up and use in the game. The DEPTH comes from having meaningful gameplay benefits once you DO APPLY engineering, and this is what motivates your NEED TO CREATE.

But do not forget that this is also a sandbox game.

That means any artificial limits or “intended progression paths” will eventually fail miserably because:

  1. players will always find ways around them,
  2. and it makes the world feel less believable, which makes people stop caring about it and "survival" at all.

The best way to achieve depth is through simple core mechanics like:

1. A proper refining step where the mass of raw materials is reduced.

1a. Optionally, refining could also produce waste or byproducts for players who want even bigger engineering challenges to solve.

2. Mass vs. Volume. Volume could play a huge role when designing cargo ships or considering ammo storage for the warships.

3. A simple temperature system that encourages players to think, plan, and engineer better solutions that provide BETTER results. Not to block players from doing something, but to reward them for doing it well.

3a. High energy demands for production.

3b. Production requiring cooling, optimal temperature ensure production is running on full speed.

3c. Power generation requiring cooling, things like reactors and h2 generators can produce more power with sufficient cooling consuming same amount of "fuel"

3d. Welding requiring cooling, you can build and repair grids faster when the temperature is not too high.


Then there can be additional balancing and gameplay features/tweaks to promote more variety in ship and infrastructure designs.

1. Helicopters and rockets should not be the best way to transport heavy loads on planets. Rovers and proper cargo ships should excel at that role instead.

2. Production lines, as they currently exist, solve too much, too easy. I think they can still work as they are, but there should be ways to improve and optimize them through engineering.

One idea would be production ratios for items crafting, allowing players to come up with the most efficient setup possible. If a production block has a queue but is still waiting for materials, it might continue consuming energy. That means inefficient layouts would waste power. And energy, as I said, should play a major role in production gameplay.

If you switch production to different types of items, the optimal setup might change. Of course, players would need proper monitoring tools for this. You should be able to see things like idle status and idle statistics for different production block types, so you can actually “play the game” of optimizing your factory by:

  • shutting down unnecessary production blocks,
  • adjusting production queues,
  • specializing production lines and trading for long term efficient production,
  • using some kind of automation setup to turn on/off production blocks automatically for super advanced players :)
  • installing different production modules,
  • hiring specific NPSs.

3. Speaking about production modules and NPCs

NPCs could also be hired to boost or tweak production (or other aspects). For example, once you hire an NPC, you could ask them to follow you and bring them near your production facilities. They could have general “skills,” such as reducing power consumption, or more specialized ones, like boosting the speed, efficiency, or yield of specific items or categories of items.

The same thing apply to production modules. You might discover very powerful modules as rare loot, encouraging exploration, or “save” and hire a particularly talented NPC engineer who provides enormous bonuses for certain production tasks.

This would add another layer of gameplay on its own. You could naturally gravitate toward producing things for which you found the best modules and NPCs. On multiplayer servers, this could also act as a natural balancing system, ensuring there is no single perfect setup or universally optimal production strategy.

By combining modules and NPCs in different ways, players could optimize for different items and goals: producing faster, spending less energy, reducing PCU usage. It would encourage trading and cooperation between players and with NPC factions.


And I want to emphasize this one more time: None of these systems are meant to prevent players from producing things.

They are meant to encourage players to engineer BETTER solutions, To feed that “need to create.”

These mechanics are not about reducing accessibility. You can still perfectly produce things with no much "brain" involved, and it would be not very different, especially on a small scale, where it does not really matter to optimize that much.

But the important part is this: once you DO discover a better solution, it feels genuinely rewarding. And that is the gameplay loop behind production and survival in general that makes Space Engineers tha game worth playing for 1000s of hours.

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Sometimes I get the impression that a significant portion of the gaming community consists of two very different types of people when it comes to what they expect from a game.

One group wants to build stations and ships, explore alien worlds, and survive on foreign planets and in space. They expect a believable (= realistic) universe and believable mechanics for how things work.


The second group wants to fight enemies and other players. Preferably victoriously.... I don’t care how or why he acts that way. They are probably frustrated with their daily lives and are looking for a way to vent their frustration and get a portion of adrenaline in fight - and serotonin after victory.

The key point is this: these two groups have fundamentally different perspectives and fundamentally different expectations regarding game mechanics.

For one group, gathering resources, building a shipyard, and constructing a ship are tedious tasks that come before the adrenaline rush of combat. For the other group, combat is an extremely unwelcome disruption to their work schedule.

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As I said, they will still be able to produce stuff in a very simple way. But if they don't like all of the "burden" of engineering they can always paste ships in creative and organize duels or fleet battles. I would also not categorize players like this, putting them into "groups". I do also enjoy creative mode and participated on many servers that focus primarily on role-playing and battles. I do still prefer "engineering" part of the game, but it is not like there is a conflict between game mechanics or something.

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"Systems depth does not mean it should be impossible to progress unless you have an engineering PhD :)"


People need to check out stationeers or factorio for this. Both games hit this mark perfectly, the game is completely playable without a PhD but similar to life... it certainly does make it easier, better etc.


A game should slowly introduce new mechanics. SE2 already has kind of a shell of that with the first electrical engines and then hydrogen. But IMO I would aporeciate this game to have more depth in at least the production of stuff. Sure it shouldn't be factorio but some more depth and interesting mechanics would be greatly appreciated

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A game called "Space Engineers" should contain engineering challenges. It seem like Keen is trying to simplify those challenges away. I am not optimistic.

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