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Dreamcast
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[Table] Games: I'm the producer of Kerbal Space Program. AMA about our game, early access and everything else.

Verified? (This bot cannot verify AMAs just yet)
Date: 2014-07-28
Link to submission (Has self-text)
Link to my post
Questions Answers
As a developer, what are your personal feelings in regards to early access? What do you think the advantages/disadvantages are, and how do you feel about the common belief that it can frequently result in developers caring less about actually getting their game into a finished and shippable state? Early Access feels like a party that got out of control. We got in where it was only a couple people eating pizza and playing Mario Kart. Then suddenly it's Jesse's party from Breaking Bad. It's refreshing and reassuring that whenever an article, youtube video or blog comes out bashing Early Access as a whole, someone always seems to pop up in the comments and talks about how we're doing it right.
The advantages are plenty, you not only get to fund a project and help it grow, but it's fantastic for evangelizing and getting people involved in the community as well as partially shape development itself.
The disadvantages however can be -dire- if badly managed. You can even sabotage your own game by presenting it at the wrong state, overpromising or failing to communicate properly to your audience.
I like to believe that in reality the vast majority of studios get into Early Access with the plan of making the best game they can make, but there are so many pitfalls you can stumble right into, I can't say its right for everyone.
Any future devs reading this, please, please don't jump into Early Access thinking it's free funding and that you get to develop your game just as planned within it. If you don't have your core engagements present on the very first publicly available version and understand that every single update should be able to stand on its own, you're shooting yourself in the foot. It's a lot of extra work, but if you can manage it, it's incredible.
As a mexican video game designer (still in college) can you give me a heads up on the industry here? The industry here is... not really fully existent yet. A lot of potential, not a lot besides that. If there's one thing I can tell you right now is that you have to be excellent. Your competition for a job is not that chubby otaku in your design class who never pays attention. It's the killer guy in Vancouver who already made his own particle module for Unity. It's the girl in Scotland who is crushing it on youtube with her 3D animations. The game market is global, and if you're not up for the challenge I hope you're okay with doing mobile clone games for the rest of your life.
What is your vision for version 1.0, can you outline with a few words the things that you have on your roadmap? For example how do you justify the fact that you scrapped the stock resource gathering system in favor of developing career mode and then polishing the rest of the features that are already implemented? Our vision for 1.0 is actually starting to become visible as career mode gets bigger and better with each update, we want you to feel like you're running (and piloting) a space agency with the same levity of games like the old tycoon series. The resources thing was an unfortunate realization that the game was not only not particularly fun to play through, but also was pulling the game horribly out of scope. Kerbal Space Program has to hit 1.0 at some point, y'know.
Do you see things like larger Kerbol system/additional star systems? Do you see multiplayer as having a good enough framework for modders to use when it is completed? Do you plan many more reworks in areas that need such a rework on a large scale - such as aerodynamics and part remodelling, or do you plan to start implementing new features post .25? No additional star systems within scope right now, the other thing we'll have to wait and see. Multiplayer -has- to have a deep and flexible framework for it to work like we want it to. And yes, the game is not polished in some areas yet, so work will go into several community faves after .25.
Are Squad inclined to take 180 degree turns on other scrapped ideas after seeing the community response, like in the case of the multiplayer? Multiplayer was a unique situation in itself. We had been doing testwork and considered it a -long term- part of the plan, although the official line was 'not happening' mostly so it could be an awesome surprise when we got to it.
What do you do to maintain a working relationship with your community? And how do you handle the backlash of, "I want my feature implemented!" when you don't add something that a portion of the community wants? Here's a suggestion for devs out there: Get out of your comfort zone. Being somewhere where you have zero power will not only teach you humility, but you can find gems of wisdom even in a barrage of insults. Just keep your cool and make sure your skin is so thick it'd make an armored rhino blush. That also applies to handling backlash. You have to sift through it, figure out the valid points and in the end have the users trust you. If your players can't trust you, you've already lost.
What keeps you "on track"? Ie, how do you stay focused on ksp? Also, What will be the main feature of .25? Finally ! Will there ever be a liquid fuel powered generator? Staying focused on KSP is easy when we have a community as supportive and positive as our fans. We always have plenty of content to dive into for inspiration, and they're quick to call us out when we're doing something they don't like. Other than that, playing a TON of other videogames on my free time but always coming back to KSP for my Friday stream for KSPTV over at Twitch.
25 will see the growth and further development of the contract systems. We'll also be adding a new building with a spiffy new set of systems within it to make Career mode even more cohesive and interconnected.
And honestly that's a pretty neat idea. I'll bring it up.
How did you get started with Squad and KSP? I had been playing KSP for a couple months at the behest of a great friend, then one day she contacts me with 'KSP IS LOOKING FOR A PR PERSON' via text (which is my background). I didn't get why she was telling me since I live down here in Mexico City and of course a studio making a game this cool couldn't possibly be anywhere but in California.
One google search afterwards I had to spend about 20 minutes cleaning my brain off my ceiling and I threw my resume in. Got the job and I can say after 9 years of work history (have been working since I was 18) this has been the best job in my life.
How did you get into game development? My background's PR, but I had worked for a game's podcast station years ago (WoW Radio, where Totalbiscuit, JesseCox and Turpster got their start as well!) so that helped me get closer to gaming itself and make a bunch of connections. This really only helped me get in once I got an interview to do PR for the game, though.
After that, 20+ years of playing videogames way, way too much and an insatiable thirst for knowledge helped me pop into discussions the team was having, suggesting changes, features, etc. Next thing I knew I was designing the new tutorials and, well, here I am.
What is your educational background and work history like? What prepared you and/or led up to making a complex simulation program? Worked for a podcast station called WoW Radio back in the day, got connected closer to gaming through it. Been gaming for 20+ years while closely following the industry, which gave me a pretty solid amount of insight.
After that, got a degree in Marketing and PR, worked in other industries down here, was just about ready to accept that I'd never get into gaming when I found the ad for my position.
The whole making a complex simulation program is very much HarvesteR's idea and ballpark. My job is to help him make it as efficient and easy as possible.
Were you guys surprised at the amount of mods? We're always crazy happy to hear about really young people playing KSP, so thanks for letting him watch!
What mod surprised you most (purpose, ingenuity, etc.)? We absolutely were. We keep seeing more and more creative stuff being dropped in.
Does it complicate development knowing that mods are such a huge part of player's enjoyment? Do you guys actively try to prevent new development from breaking mods? The inner workings for Mechjeb are really impressive. I don't particularly use the mod myself but having the game play itself just blows my mind.
Have there been any features which were contemplated, but not implemented because of mods? Yes. Very yes. It seriously makes it really complex because we have to make new systems and then figure ways to make it accessible to modders.
What is your favorite mod? Nope! Mind you by now we've accepted the idea that by the sheer man hours the whole modding community puts in vs what we put in, they're probably going to have a version of everything we're working in before we get to it.
Thanks for making such an awesome game! Hot Rockets. The effects are fantastic.
Do you (as a company) consider to just make certain mods official or incorporate it into stock KSP, or hire the modder or anything like that? We believe in it and do it sometimes.
Is a rework of the aerodynamics system still planned? Are stock fairings planned? Are there any ideas about how either might be implemented? Aerodynamics needs a -lot- of thought before we do any work on it. Pen it as a maybe outside of some much needed polish.
Does KSP make enough money to pay for its own development? We can't discuss sales for a multitude of reasons, but you have no reasons to worry about us ending development due to lack of funds.
Do you have any pet peeves about the game? Not particularly. Being so close to the game itself means that whenever I find an issue I can bring it up to a dev for either an explanation of why we have to wait a bit to fix it, or to have it fixed.
Do you have any other completely unrelated hobbies? It often seems that passionate people have many other involving interests. I used to do Brazilian Jiu-Jitsu but stopped because it was starting to mess with my joints. Now follow MMA religiously.
Last updated: 2014-08-03 04:06 UTC
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