Replies: 7 comments 5 replies
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What kind of soft locks are you thinking of? For the remnants we already have the keystone lack of passive ramscoop and the ion storms (tho we could add some hostile creatures ig) Also I dont see why we should block deep missions as they provide smth to look forward to, or some intrigue at least |
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You make a couple of points I agree with here, but I don't agree with your concept for a solution or with several other things you've said.
This part I agree is a concern. Once the campaign is over, we should not be trying to push the player around. They should be left to explore freely, and we should be open to the fact that they could find and begin any one of several storylines, or postpone the storylines and start mapping out the galaxy first, or anything else. There should not be an intended sequence of progression after the end of the main campaign.
This is an important point. Yes, the player may not initially be able to complete these missions. But, crucially, there isn't anything saying "come back here once X" - rather, both seem to end, and then re-emerge unexpectedly later. I think this false end and then surprising reappearance works a lot better than trying to leave an "I need to go back to this place after I do this thing I don't know how to do" in the back of the player's mind (or, worse, their mission log).
No. This one I am fundamentally opposed to. Hai space should be something that the player might discover before the campaign, not something they will discover. Both "the player discovers the Hai before the main campaign" and "the player does not discover the Hai until after the main campaign" should be valid progression paths - this is important to making the discovery of the Hai feel like an accomplishment for the player.
And this does the opposite of what I mentioned about the deep archaeology missions, leaving a note to linger in the back of the player's mind, as a distraction to which a lot of people are going to respond, naturally, by thinking "OK, so the next thing I need to do is get a jump drive", and either sequence breaking or deliberately ignoring anything that doesn't seem JD-related with the intent of coming back to it later. But also, I feel like it's best if the player first learns about the Jump Drive from the main campaign, rather than hearing about it from the Unfettered or finding one for themself.
Two things here. Firstly, I dislike at a fundamental level this idea that the sequence of events should be fixed. I think it really adds something that two people can play through the game, find different mission chains and secrets, and have completely different experiences of the game. It's really enjoyable when you're new to the game to talk to other players and compare your experiences, and you talk about different things that one of you found and the other didn't. |
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I really dislike the idea of having the whole game structured on rails. |
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I don't think those are very good examples. NV in particular was extremely frustrating to me due to how absurdly on rails it seemed; the fact that the paths you highlighted are the paths made me groan and think "really?" dozens and dozens of times on multiple playthroughs. From Software games on the other hand, such as DS and ER like you highlighted, have way over-the-top barriers that are pretty clearly not passable just by basic walking or climbing. However, these games also suffer from extremely contrived blockages and gateways. Both types of irksome issues with the barriers and mechanisms put in place in those games to try and steer the player into a certain "intended" route or ideal play order are very immersion breaking when it comes to the story, and it becomes clear the developers needed a way to extend the gameplay time you were on a specific task or objective, but couldn't find means that did that that could be justified within universe, so we end-up with very easily climbable hills that are stacked with invisible walls, and random castles and magically disappearing walls. Given the story-driven element of ES, I really don't think we should look at those games as good examples of softly steering gameplay into a certain way. |
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A few thoughts:
tldr: Give people more stuff that is interesting to do that is purely internal to human space, and people will spend more time in human space. Caveat: It has to be interesting, and preferably with a decent amount of meaningful stuff. Including unlocks. |
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There are good games that are on rails, but when the rails run out the player gets bored. However, creating a structured story is also not the point of ES. We shouldn't have an "ideal" path to completion, because sooner or later, someone is going to not follow that and then creatively break the game in an unexpected way (ie, me doing the Bactrian and Deep Archaeology questlines at the same time). When there's just a rough structure in place, it works okay, and maybe you get a few laughs out of it along with a lesson to not play for both teams at once. When everything else is structured, however, having some missions inexplicably overlap in difficult ways is much harder to handle. I think it's okay if there's four or five factions vying for the player's attention. They can choose one and come back to the rest later. Personally, one of the things I enjoy so much about ES is how there's no normal way to do things. Eventually, we'll probably have ten or fifteen routes through the war, with you working for three sides, making one or two big decisions and a whole bunch of small ones. Meanwhile, you can go complete the story in nearly any order, build up an enormous fleet, collect one-of-a-kind vessels, hack your save and play with the mechanics, or install plugins that make the game do things it was never designed to do. That's the beauty of ES. Nothing is intentionally discouraged save what the player's conscience deems immoral. If we change that, I think we risk losing the spirit of the game. |
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I have recently completed a playthrough of Endless Sky on continuous version d21ee81
Throughout this playthrough, I avoided sequence breaking or using metaknowledge, meaning I went through what I believe to be the intended "progression" path.
Following the intended progression path worked great until the end of the Free Worlds questline.
As soon as I finished Free Worlds, got my Jump Drive, and was interested to begin exploring on my own, like maybe going to check out the Korath or the hidden systems to the south of FW, which I had spotted previously but wasn't able to get to, Hai Reveal sent me straight to Hai space which I had not discovered yet; going to Hai space then triggered both Deep Archeology and Deep Research to continue, Deep Research then led me straight into both Gegno and Remnant. HR quickly led me to the Unfettered, leading me to Wanderer shortly after.
Meaning as soon as I completed FW, I suddenly had about four new races and five new storylines, all trying to start at the same time, all of which were vying for my attention, leaving me unable to appreciate any of them as I bounced between various regions of space doing all of these storylines in tandem.
As you can imagine, this was slightly overwhelming, with so much new stuff all trying to happen simultaneously, and a newer player that doesn't understand any of this would have been even more overwhelmed by it.
As such, it would be a good idea to structure the progression chain of ES a bit more than it is currently, at least in the very early game.
To that end, I believe that an ideal progression chain for ES is something like this:
At this point, it is important to note that immediately after obtaining a jump drive is not the time to hook the player into any new storylines. We've already set up a variety of hooks by telling them about the Korath and their basic location, by setting up a soft block in the Ember Waste which they can now bypass, by blocking their progression with both Unfettered Hai and Deep Archeology until they're able to obtain Jump Drives, which they now can do.
At this stage of the game, the player should not be pulled into any new storylines; they should be free to choose which of the previous hooks we've set up that they wish to follow now.
A player may choose to:
The important thing to note is that we've now had a very structured early game that introduces the player to the galaxy at large and to a couple of different factions and, most importantly, sets up a variety of hooks that can't be completed immediately.
We've then given them a Jump Drive and opened up the galaxy, giving them the freedom to choose which of those hooks they wish to pursue and allowing them to complete all of the remaining content in essentially whatever order they choose, without immediately trying to drag them into all of those different storylines.
A structured beginning sets up concepts and intrigue when the player is released from that structure and given free rein to explore how they see fit.
Whereas right now, we have a very loose beginning where the player can easily get lost or stumble into things before they're ready to and then try to pull them into a structured narrative at the moment we should give them freedom.
To accomplish this, we would need to do five things.
If we can accomplish these five points and set up Endless Sky with a structured beginning that branches out into complete freedom, we can create a much more pleasant experience, especially for newer players.
However, I leave the specifics as to how those five points can be accomplished up to discussion.
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