Jeff: Hello everybody and welcome to the developer update. We at Blizzard have been very excited to announce this patch, and we feel that it will really improve the game play experience for everyone. For this next season, players with more than 10 hours of mercy game play have something special coming their way. A blizzard employee will personally show up at your house and shoot you.
Kerbal Space Program Enhanced Edition - Release Date Announcement
We are super excited to announce that Kerbal Space Program Enhanced Edition is coming out on January 16th, 2018 and it will be available on both Xbox One and PlayStation 4.
Kerbal Space Program Enhanced Edition is a new console version built from the ground up in collaboration with the experienced team of BlitWorks. Exclusive to the Enhanced Edition, we included re-worked and console-optimized UI, the addition of a new control scheme for the maneuver nodes controls, and three completely reworked controller presets that players will be able to switch between at any time during play: Cursor, Radial and Simplified. Click here to learn more.
Kerbal Space Program Enhanced Edition also incorporates the KSP 1.2.2 “Loud and Clear” update. This version includes a broad range of improvements and features that will improve the overall game experience from the prior console version, such as the introduction of CommNet and KerbNet, more tweakable options of many parts, a complete fuel system overhaul, and much more!
We also want to reiterate our commitment to stand by our promise to the owners of the previous console version, who will be able to redeem the Enhanced Edition free of cost.
KSP Enhanced Edition will appear on your library as a separate game and no data will be overwritten from the older versions, so you won’t lose your progress in those versions. However, because the Enhanced Edition was built from the ground up, save files from the previous version will not be compatible with the new Enhanced Edition. But that does mean you’ll be able to get those trophies and achievements a second time!
Here are the detailed release timings for the various territories where the game is going to be released on both platforms: ·
Xbox One: KSP Enhanced Edition will be available on the Xbox Store at Midnight in your Local Time Zone.
PlayStation 4(North and South America): KSP Enhanced Edition will be available on the PlayStation Store at Midnight EST.
PlayStation 4(Europe): KSP Enhanced Edition will be available on the PlayStation Store at Midnight in your Local Time Zone.
PlayStation 4(SGT/HKT/TWT): KSP Enhanced Edition will be available on the PlayStation Store between 10:00am and 12:00pm in your Local Time Zone.
With the recent criticism of Destiny 2 looking more like Destiny 1.5 than a full sequel, I was wondering how designers approach future entries in a series as it pertains to the game outside of the story/lore. Do you make intentional changes that might not be necessary, just to make it feel like a completely different game (like say a fancy new UI)? Or is there no fear of a game being to similar to it's predecessor when building a sequel?
When planning a sequel to a shipped title, we usually do several different things to figure out where to go with it. We look back at the old title to figure out what worked and what didn’t. We also go back to things that we wanted to do but couldn’t before (due to scheduling, resource allocation, etc.) and see if there are things there that we can plan for. In addition to these, we also look at the schedule and try to figure out just how much new content we have time to build.
The first thing we always do is go over what worked and what didn’t. Part of this is gauging the player response to the features in the wild via social media, reviews, metrics, etc. I’ve written about that sort of thing at length before. We also place a great deal of weight on our own internal observations during the original development process - if this system or type of content required a tremendous number of developer hours to ship, we need to seriously consider improving efficiency on it. Alternatively, sometimes the system is too old and needs rebuilding in order to allow artists and designers to create more up-to-date content. This is often large engineering-heavy systems like pathfinding, lighting, animation, etc.
We also often consider old ideas that were cut or that we had during development that were just too large in scope to be considered during the last game. Maybe we wanted intelligent AI sidekicks for the player, but we just had too much on our plate with new hardware, new engine work, and other systems that were just higher priority. Maybe we can revisit that idea for the sequel, because we have the bandwidth to actually do it this time. Perhaps, during the alpha and beta bug fixing sessions, we had a bunch of timing-specific animation bugs that were very difficult to reproduce consistently due to frame-perfect execution requirements. Our solution could be to build a system to let us save inputs with specific frame data, and then play it back so that we can more easily reproduce such issues.
Of course, all of this ultimately comes down to the total amount of resources we have allocated for the sequel. When we’re given the green light to start, we already have a general target date in mind, like Q2 2020. Given the target, we work backwards and figure out just how much development we can fit in these intervening 30ish months with a team this size. Building an open world full of living, breathing characters each with their own personality and schedule sounds like it could be a ton of fun, but isn’t feasible if the game has to ship next winter. It’s really hard predicting the future - the bigger the scope of the thing, the harder it is to predict. Often, the answer to “How long will it take?” isn’t “maybe six months”, but “We think six months, but we can spend a few weeks trying to get a better idea.”
Ultimately, we try to avoid doing things that aren’t necessary because that’s just wasted development budget, and nobody likes wasting resources. Most of our time is spent planning and developing stuff that we think players will like, or things that will help us build things players will like faster. When it’s a sequel, we try to keep the stuff that we think works really well, and we spend our time in ways that we think will naturally evolve and improve the game experience for our players while still retaining enough of the original gameplay that it still feels familiar and fun to fans of the franchise. Sometimes that isn’t super visible, like how the Destiny sequel doesn’t look like a lot has changed graphically. That probably means that they focused their development resources on something else, such as new or expanded gameplay systems, or tools and systems on the back end that allow them to create content at a faster rate.