A great deal of the fun in KSP comes from iterative building. If you looked far enough back in its family tree, you might find a grandpa or great-uncle named The Incredible Machine. You build a thing, press go, watch it fail, and repeat until you’ve perfected your design. My best moments with the game happened when I hit launch and had the entire rocket fly in seven different directions, obliterating my intrepid Kerbanauts and leaving a huge mess for the cleanup crew.
You can find this kind of play in Angry Birds, Portal, and even some Tower Defense games. You’re not intended to succeed on the first try, and there’s just as much fun in developing a new design as finally seeing it work.
This is in sandbox mode. The game will eventually have a campaign mode of some sort, and I can’t help but wonder what that will look like and how it will work. Right now you have access to all parts and can build as many exploding rockets as you like without penalty. You can fly to any planet you want, as long as you can figure out how to design a rocket capable of making the trip. There’s no external reward or recognition for accomplishing anything.
It’s natural to look at this open system and want to add some direction to it, but if you do it the obvious way you might kill the fun of the game. I realize that there is no lower form of game commentary than armchair game design, but I ask that you’ll indulge me a bit of rambling analysis. Also, I haven’t read anything by the developers regarding their plans. I’m not trying to out-guess them or make demands, I just thought this was an interesting design problem and I wanted to talk about it.
Continue reading 〉〉 “Kerbal Space Program: Campaign Mode”
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