Essay on making Simplerockets2 (and maybe SP) more interesting.


Knowing the downsides of the Jundroo games.

I went through the negative reviews of the previous games that Jundroo had came up with on Steam, and tried to summarize up what the games that Jundroo made are lacking of.

So, I found a few points that caused the games to be bad/not good enough in some user's eyes.

  • The games' building mechanics are sometimes goofy.

  • The games have a steep learning curve

  • The players reach a skill plateau where they just stop gaining more skills and stop playing.

  • The online community is inseparable for game play.

  • A large portion of enjoyment came from mods that could be well included into the game after asking the original author for permission and maybe paying a bit of a tribute to them.

  • The games lacks life and variations, quickly gets boring. (sterile, as one reviewer notes) This is one of the most important one

  • There is nothing telling the player what to do: most players thought the end of the tutorial is the end of the game and just quits. This is equally important


Figuring out a solution for each of them

The goofy building mechanics:

In Simpleplanes, the part snapping mechanism frustrated almost all players during their beginning of gaming. There is simply no way of telling what one part is going to stick to. In Simplerockets1 we had highlighting of the part that it is going to attach to and we can even nudge our mouse or finger to change what it is going to attach to.

In Simpleplanes we had nothing, and before the in-game fine tune was implemented, all of us had to resort to the fine tune mod. The ones that didn't just simply got frustrated and gave up. The attachment points also had to be tediously changed by going through unformatted XML and part numbers. This is not encouraging for players to stick with the game and make beautiful crafts.

Jundroo could ask the modders (overload for example) for permission to implement their mod and give the modders a commission for it. Having these processes implemented and simplified will mean so much to the players in Simpleplanes and Simplerockets2.

Steep learning curve

Th is not shown that much in Simpleplanes as we had a lot of tutorials but in Simplerockets1 this was a nightmare. Having tutorials could tell the players that there is soooo much more that they could do instead of just go to the Smoon and then quiting the game. All the remaining players in Simplerockets1 that I know of are in China where we have an active online community discussing skills and techniques that no devs will ever think of. They are dedicated, but not everyone is dedicated, and those players are lost.

For Simplerockets2, we need tutorials that at least cover interplanetary missions that go to the Smarts and maybe even Smupiter. The tutotials could be implemented in the career mode, in some way that I will discuss in the last point.

Players stop improving

In Kerbal Space Program, they have a much more active community, and they have thousands of posts about new ideas and new records and stuff. The first page that we meet when going over there is the forum where the players have discussions while in Simpleplanes we are met with only crafts. Many players simply download and then leave the site, leaving the forum deserted and wasted.

The first thing that players should meet online is other players that will inspire them to preform better and challenge themselves, not some lifeless crafts.

The online community is inseparable for gameplay

Already explained, skills and ideas are all online, but we can do better. We can throw in a bit of the community into the home page of the game itself! We could have an image and link to the Post of the Week and the Craft of the Week and maybe even more records!

The game lacks stuff that are in mods

Many players do not like the idea of downloading mods, such as me, as I think it changes the essence of the game, how it is supposed to be played. If the best mods are implemented, all of us will be greatful! (but don't limit update contents to mods)

The game lacks life

For this, I have to compare with Kerbal Space Program, which was soooo successful at this. In Ksp, if we talk about Jeb, we know that he is the icon of the game: he represents the game. In the simple games, we had no consistent elements that are always present and interesting. Jeb is always the focus: the Ksp players care for him and other kerbalnauts, and will even bother to build return crafts that are mostly inexistent in the SR1 community.

Squad sells merchandise of stuff with Jeb and Kerbal nonsense on them. Players make fan art of the kerbalnauts, they write stories about them, they focus on them and their wackiness. In the Simple games, we did not have something that we really care about. A crashed craft is a crashed craft, why should I bother? There is no one aboard. We don't have an icon, a mascot, a feeling of life.

To me, we should have a simplenaut, just like the little astronauts in Space Frontier or humans fall flat that are adorable and charming. Give them personalities, give them traits, make them unique and standout. (I could write down different traits and different dialogues in thought bubbles that they have that will pop up during certain circumstances for example saying How green it is! when performing an Eva on Smearth)

Nothing tells the player what to do

With the addition of contracts in career mode, we now have the perfect opportunity to add a storyline to the game. In Ksp, we only have a few storyline-ish contracts that are only there to give us a good start. We can do better than that. We could have event based contracts and a story-tree that changes as we progress through its branches by accepting or unaccepting a contract, by completing the contracts or failing them. We will discover plots along the way, as if we are reading a book.

For example we could have contracts that will affect a virtual market in the game or exploration contracts that will lead to tourists, science bases, and maybe launching an interplanetary launchpad to other planets. (I am eager to start working on a story-tree right now)

Having a story tree could be one of the greatest advantage over other sandboxes. The contracts should have prebuilt satellites that are designed to make a player's life difficult/interesting. We could have a mission in the distant future about sending a repair package to a satellite launched years earlier (in game years of course) that were hidden away by the satellite companies until a repair must be made.


This game has limitless possibilities if the community could provide volunteer work.

I spent an hour writing this please consider @AndrewGarrison @HellFireKoder @PhillipTarpley

Thank you

link to my page


19 Comments

  • Log in to leave a comment
  • Profile image

    yeah I agree with everything,,, pro bob ly

    5 months ago
  • Profile image


    • *maybe launching an interplanetary launchpad *

    5 months ago
  • Profile image
    0 racerx

    @GeneralOliverVonBismarck no i wont go play space engineers, you go play it if you DONT want it. Im not going to let you " i dont like multiplayer" fan-boys ruin this game like you guys did KSP. NOT GOING TO HAPPEN! I will continue to advocate for multiplayer and if you dont like multiplayer then DONT PLAY multiplayer simple as that! Go sit in the corner and play singleplayer with yourself! YOU go play another game. Im not buying the game until it does have it! You see general i have one power you dont....I/we have the money the devs want and need. You sir already sold-out and have no leverage. They already got your money you are powerless now. You could stop playing the game and it would not matter one bit to the devs. Its the multiplayer crowd, the people holding out and waiting, the silent majority with all the cash, THATS who the devs want there fan-boy. I LOOSE NOTHING THE DEVS DO! So yeah, you keep telling people to go play space engineers. Dont start crying when the devs stop developing the game because they have to feed their families and move on to other money generating projects in order to do so.

    +1 6 months ago
  • Profile image

    Play space engineers if you want that @racerx

    +3 7 months ago
  • Profile image
    0 racerx

    so I have KSP and have been playing since 2011. You see me all over the place. On steam in these forums asking about multiplayer everywhere i go. There is a simple reason for this. If I am going to purchase this game when I already have KSP SR2 has to do something different. I need a reason to buy. Modding is a good reason but i can do that in KSP. I want to play with friends. Build,fly ships and space stations. Goto their base and land next to their ship and refuel and help with construction and stuff. Perform rescue missions if need be. But if i cant do any of that with friends why would i buy this game when i already own a game that does this in singleplayer already? KSP promised MP to and said they would introduce it later in development which they never did because the code is to hacky. This needs to be done EARLY in SR2 development. The devs know it and I know it. KSP has a multiplayer mod called luna multiplayer which i am one of the testers. But I dont want SR2 mp to be a mod it needs to be native code with the game. I already know from a devs perspective that trying to do MP in a mod is nothing but a nightmare and very limiting in its capabilities. So again...if this game does not have MP why should i buy it?

    +1 8 months ago
  • Profile image
    0 Iron17

    I am thirsty for astronaut.And,here,chinese player:-)

    8 months ago
  • Profile image

    I am learning new stuff in part from my friend who challenges me to build crazy stuff @mjdfx150529

    +2 9 months ago
  • Profile image
    6,860 Kell

    @Nerfenthusiast Well stopping to learn did happen to some people when someone (like me) have the approximate same skills after years of gameplay. It’s that unless one is very dedicated to the game he or she might stop improving

    +1 9 months ago
  • Profile image

    The players stop learning is not true i have played simple planes for about 4 years but i started my account two and i am still learning from the community and the community is great at helping out

    +1 9 months ago
  • Profile image
    6,860 Kell

    @AndrewGarrison Thanks for the answer!

    9 months ago
  • Profile image

    I'm glad to hear you are excited, but we are really focusing on just getting the early access version out the door at the moment. We are not making any decisions like that regarding campaign mode yet. Also, if we decide to do a branching storyline, then that's something we would handle internally.

    +2 9 months ago
  • Profile image
    6,860 Kell

    @AndrewGarrison I Finally managed to pull an image from github after messing around with Markdown for an hour

    9 months ago
  • Profile image
    1,421 AN2Felllla

    These are some amazing ideas!

    +2 9 months ago
  • Profile image
    6,860 Kell

    @AndrewGarrison Could the team spend a few minutes next week discussing the idea of a branching story-line and maybe give a yes/no response at the end of next week? I am more than happy to start writing a story for it.

    9 months ago
  • Profile image

    @mjdfx150529 No worries. Just be patient with us. It's been less than a day since you posted this. If you don't hear back from us for a few days, try tagging us in the comments or using our contact page on jundroo.com. I try to get back to players, but sometimes it just takes a while.

    +2 9 months ago
  • Profile image
    6,860 Kell

    @AndrewGarrison Sorry for the rude comment :( I was writing this at midnight and my brain does not want to cooperate. I deleted the comment and thanks for cooperation!

    9 months ago
  • Profile image

    The campaign mode will hopefully tackle the STEEP LEARNING CURVE, NOTHING TELLS THE PLAYER WHAT TO DO, and THE GAME LACKS LIFE. I agree those are all problems.

    The GOOFY BUILDING MECHANICS is a tough problem to solve. I have a few ideas that I've been wanting to try, such as grouped subassemblies and an attach point part, that lets you define the attach point for a group of parts, essentially overriding all attach points in the group.

    THE ONLINE COMMUNITY IS INSEPARABLE FOR GAMEPLAY is an interesting idea.

    I don't agree that PLAYERS STOP IMPROVING is true for SimplePlanes and I don't think that will be true for SR2. When players look at other crafts they can comment and meet other players on the craft's post. I think that's a more engaging way to meet other players and improve: by looking at other interesting stuff other players are making. To this day, players have continued to blow our minds with what they are building. They come up with new building techniques and find ways to do things that we would have never thought were possible.

    THE GAME LACKS STUFF THAT ARE IN MODS will be true for any game that supports modding. We have to draw the line somewhere.

    +9 9 months ago
  • Profile image

    @AndrewGarrison @HellFireKoder @PhilipTarpley
    Please consider this incredible idea!

    +1 9 months ago
  • Profile image

    This is Perfect! Great job, well written. FYI, you can’t actually tag people in a forum post, but you can in comments.

    +2 9 months ago

21 Upvotes

Log in in to upvote this post.