Your gameplay loop is ruining the best thing about SE.

Jesse Stockwell shared this feedback 29 hours ago
Not Enough Votes

In SE2, the start is VERY scripted. I HATE THIS, and would not play the game. I can't just figure it out and mess around. I have to go through some stupid set of predetermined tasks.


People do NOT play SE1 because they like completing lists of meaning-less tasks. People play SE1 because there are no meaningless tasks. ALL of the tasks in SE1 are there because of the ENVIRONMENT that SE1 IS. What SE1 lacks, is that once you get production setup, the game world STOPS providing ANY motivation to DO anything.


You need to solve that problem, not provide a scripted list of pointless crap to do.


You need to create an environment with NPC's. Interacting with the world should provide opportunities. There should be reasons to look for resources after you can build things. There should be reasons to go to trade stations.


The world needs to be more DYNAMIC. Yes stories are fine, but stories you DISCOVER. Stories the PLAYER CREATES through interacting with the stories already in the world. NOT by being guided through some some story the dev team likes, or some story Marek likes.


I have over 5,500 hours in SE. Almost all of it survival, and none of those hours are the game just sitting at the start menu. Real in-game hours. Why?


It's an opportunity for me to create my OWN stories. My OWN reasons to do or build something, not some task list... and I say STUPID task list, Not because you're doing a bad job of creating tasks, but because I apparently NEED to go do them. In order. WTF. This is not SE.


Go look at "Serious Sam". Go look at "Serious Sam 2". Serious Sam was the most fun shooter game I have ever played. The second one wasn't worth bothering with. A total disgrace. Why? They had no idea what actually made the first one great.


Keen very much APPEARS to be going down a very similar road. Wanting to expand on something great, but in the push to do that... losing what was actually good about it in the first place.


Graphics are great. Planets are great. Water is exciting. I am SO excited.

Yet I have no desire at all to pick the game back up after playing long enough to get to Vallation station. Why? Read above.


If I want to leave that whiny ass bitch of a brother behind and never come back for him, that should be fine. Yeah Yeah I can tell he's the "villain". This is future story development... YOUR story. NO ONE cares about YOUR story. ALL ANYONE CARES ABOUT is a reason and framework to create their own stories in.


That is SE's strongsuit.

That's WHY people play SE DESPITE how hard it is.

That is your core audience.

Please don't betray us in your quest for popularity. I gift other people the DLC just as an opportunity to give you more money. I want you to succeed. I want you to build SE2. I want what you build to be worth my time. It NEEDS to have the essence of SE1 in it.

I do NOT see that at this time, and I am very concerned.


I wish Keen Software House the best.

Replies (10)

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7

Stop freaking out, they just gave you a sandbox mode so you can sandbox away. Nobody ever said that there wouldnt be a sandbox mode for people who like sandboxing.

What you consider their 'strongsuit' most businesses would consider a gigantic weakness - space engineers 1 is a technical demonstration, not actually a game, and that's why the playerbase is 1/1000 of what it could be. It doesnt matter if their core players are hardcore super gamers who spend 3 full work years ingame - a business has to pay the bills and they can happily both bring in new players while making super geeks happy. You blew your load a little too quickly here champ.

There is nothing wrong with having a campaign system designed to ease regular people into the game.

There is nothing wrong with building an actual game with things to do that reward players for playing it.

Most people are not capable of playing a game like space engineers on their own with no systems to ease them into it.

Let me say that again. Most people are NOT capable of playing a sandbox space engineers game, let alone making up their own reasons to make a base, make a big space ship, etc.. WITHOUT A REASON TO DO SO. So even if there was a sandbox, unless there are in-game reasons to upgrade and build bigger bases, ships and stations, OTHER THAN more bases ships and stations, then regular people will quit right after realizing the game loop is over. When you finish making your first big warship, there had damned well better be a good reason you spent all that time making it, otherwise alt+f4 and never play again.

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Hey dude. Stop feeling threatened by my feedback.


Telling me to stop playing, is you feeling threatened and being immature about that. It's ok If you feel threatened by my ideas, this is feedback for Keen. NOT YOU.

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maybe the space engineers forums isnt a great spot for your public breakdown

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That word you keep using, "threatened", I do not think you're using it correctly.

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Wow. Maybe it's it not a good place for you're childish behavior. Maybe you should alt+f4 and never play again. Probably the best choice on your part.

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The hell is your problem, Jesse? You go on a presumptuous tirade that claims to speak for all Space Engineers players and then snap back with middle school level insults.

Your 5500 hours in SE1 is an asset but also a massive blind spot liability.

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I paid for it, and I would pay for it again. I AM people too.

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Awesome, I'm so glad you gave them money. I give them as much money as I can, because I love SE.

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I think the solution for your concerns are:

  • additional start scenarios for single player and multiplayer, which include alternatives for the colonization tasks which are as rewarding and work in multiplayer
  • balance tweaks to make player effort to get a usable spacecraft a little steeper and risky (perhaps for the single player survival this needs only be small tweaks such as puzzles with open-ended solutions the player has to solve -- as apposed to additional grinding or ferrying ore).

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Thanks for not feeling overly threatened by my opinions as other here seem to be.


I'm very psyched about the contracts and the fact that there is SOME KIND of stories as part of the game.

I'm am hopeful that they will come up with actual puzzles to solve.

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No matter what you do, there are always gonna be someone who wouldn't be happy about it. A lots of people were not happy about SE1 because it had no actual gameplay, had almost no tutorial, had no NPCs, game was pretty empty and lonely, if you had no friends to play with you online. Now Keen are trying to fix this for SE2. And I love it!

Old school survivol is still gonna be in the game, just not yet. But you still may play those survivol foundations now after finishing a few contracts or downloading someone else's saved game.

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I like this reply quite a bit.


I guess because it elucidates some of what other people who are trying to shut me up, are unhappy about. They think I don't want all the cool new features SE2 promises. I do. I very much do. I want the NPCs. I want it to not feel lonely... but honestly NPCs won't fix that. They aren't people.


What SE needs, is reasons to do things other than create a production base.


I think they 100% need better tutorials and instructionals... but really, when it comes down to it. SE is a hard game because of the engineering. Because you have to actually solve problems. Some of those are Klang, and game bugs. The game bugs I can do without.


However, dumbing the game down, so that it's not super hard and frustrating... how? Take out all the moving parts? Take out all the engineering? No... don't do that. Give better instructions. SE1 came out with the AI blocks for example... and people need a lot of experience in the game to use those... and a lot of people can't. I don't see how they can take away the challenge without also taking away the flexibility of the system.


They appear to be trying.

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4

Bro, relax, you’re not the only one here. I have played SE1 and still can remember how confused I was years ago when I first started playing. I very much like the story mode. It is so funny reading your phrases like „NO ONE” and knowing I am one of these people.

Also, your entire problem can be solved by just choosing a different game mode. Peace!

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Yeah I know, I'm not he only person in the world.


When I started SE1 it was the most frustrating game I had ever played, and base don that I had no idea WHY I kept wanting to play it. What kept me coming back was the game world. The posibilites it provides on it's own.


I'm glad you're liking the story mode.

I'm actually VERY psyched about the contract system... from the standpoint of modding and creating my own stories to experience.


I think they're is an awful lot to look forward to in SE2.

I don't want them to f it up.


Oh yeah... and uh. for telling me to play a different game. You couldn't be more of a dick for saying that. I gave valid and constructive criticisim. I have valid concerns. Telling me to go play another game? You play another game dude.

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"Oh yeah... and uh. for telling me to play a different game."

He said different game mode; not different game. I'll be surprised if there aren't future game mode options that are survival but without the story thing, just like SE1 survival. That being said, I didn't find the current Survival contracts to be terribly difficult or take too long to complete in the grand scheme of things (other than the two planetside contracts that are 100km away from the contract base). After that, you're free to do whatever you want.

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Yeah, I meant that the perfect solution to your problem would be to have "no intro" option when you start survival and that's it - similarly to what e.g. Satisfactory allows (god I love Satisfactory!).

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While I agree the sentiment that a sandbox mode should just dump us in to the world randomly, with no objectives, the post is a bit inconsiderate and unhinged.

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Really? inconsiderate? unhinged?

Sorry to bother you dude.


This is real honest feedback. It's valuable constructive critcisim. I describe problems. I express frustrations. I explain WHY. I provide solution suggestions.


Unlike the idiot children that rant and spew hate.


If my comments seem intense and aggressive... they're not for you. They're for Keen. Don't worry about it. They're adults. They asked for feedback. They got it.

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real honest feedback?

lets check some quotes from your "feedback":

"I HATE THIS, and would not play the game"

"I have to go through some stupid set of predetermined tasks"

so you call their work stupid


"I say STUPID task list"

so you call their work stupid


"Serious Sam was the most fun shooter game I have ever played."

you compared space engineers to serious sam


"If I want to leave that whiny ass bitch of a brother"

you complain about the attitude of a fictional character in a fictional story?


"NO ONE cares about YOUR story. ALL ANYONE CARES ABOUT..."

you proceed to claim to know what everyone else cares about

then drop this ace line:

"If my comments seem intense and aggressive... they're not for you. They're for Keen."

sorry bub, but that ship sailed when you claimed to represent everyone else on a public forum.

"don't betray us"

us, huh? maybe you personally feel betrayed, dont try to stretch it and expect nobody to chip in.


"I wish Keen Software House the best"

odd thing to say after purposefully insulting their work, calling it stupid and proclaiming to represent the entire community (which you dont).


"valuable constructive critcisim"

we may disagree on the definition of value here.


"Unlike the idiot children that rant and spew hate"

this is literally you


"You couldn't be more of a dick"

serious you name-call non-stop, does it make you feel powerful?


you post your thoughts on a public forum open to replies from anyone worldwide and think you are exempt from receiving feedback in kind? think again man

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have you looked at the game after the latest hotfix? I think that solves a lot of the issues you have with the game,

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Nope. Have not. Thanks for the tip.


:)


I want to be clear. I AM PSYCHED about SE2.

I just don't want them to screw it up.

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Sandbox, Survival, etc...all will be available. They released the tutorial mission to help new people to SE Universe how to use the tools in the game. Not everyone has 1000's of hours of SE1 like some of us.

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Yeah I know. It's a great point. It would be nice to get lots of other players in the game... and I think the backpack building will help with that... although there's a lot of work to do related to that. I actually think it's a shitty feature, but a great compromise.


I think it's AWESOME that they want stories in the SE world. I want them to not present the "base game" as "their story". I DO NOT want some useless list of pointless tasks to do. I DO NOT want them to F this up like they did SeriousSam

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Here is the fix:

Give the NPC's the ability to accept contracts. Have different factions generate different contracts that are aligned with their own goals.

Basically...a 4x strategy game layer that dynamically generates missions for players and non-players...

...good luck with that. It would make the universe 'alive', vs totally random spawns/random contracts, or a linear list. But that would also be like developing an entirely other new game as well as developing SE2. And also change the flavor of the game, much easier to have fixed contracts. Quicker, too. Player mods with probably create campaigns and stuff. Should be interesting.

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Hi Jesse,


I can see you are very passionate about this and feel the need to use generalizations, superlatives and capitalization.

To me, although I can relate to some of what you are saying, this comes across as very emotional and somewhat demanding.

What do you think when you read back your first post after a little while and about my feedback on this?


Here are some tips that might help you:


Tip #1 Breathe In, Breathe out. Repeat until your relax. Don't post when you are somewhat emotional. Giving your feedback is great. But the style you used in not always productive.


Tip #2 Written language is a poor medium to properly express emotions or intent. Hence you might want to tone down a bit on the superlatives, generalizations and capitalization. You'll see your message comes across with more effectiveness.


Tip #3 Have patience. Keen is listening and they are working to address the community feedback. There are few development teams I see this engaged with their user community (and I've been around for a while). So far, I hear them addressing your concerns. Listen to the webcast from yesterday. They touched upon letting people tell their own story. It is still part of the DNA of the system, including the options to modify it to suit the story you want to tell.


It is great you are so passionate. Many of us are. But you catch more flies with honey than with vinegar. You'll see when you adjust the style of your message that the reactions, in particular the first ones, will be a lot more to your liking than what you got this time .


I'm pretty sure you didn't mean it bad. And life is ongoing learning and development. (And failing at times again, I know I do.)


I'm also sure the game will become something you enjoy in the end.


P.S.1 Giving feedback is usually best done in the form (usually f2f, but you can extrapolate from that in a forum):

1. I see, note, etc. - state facts

2. It makes me feel x, y and or z.

3. What do you think?


2b or 3b optional: provide some suggestions towards improvement


P.S.2 Apologies if this comes across as a bit patronizing. Please believe me when I only intend to help you out here.

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