Hello guys, gals, and nonbinary pals! The purpose of this thread is to act as a place where we can brainstorm ideas for how we would want to see an eventual sequel to KSP be developed so that it can avoid the pitfalls the current KSP 2 fell into. That is to say, I want to try identifying what went wrong with KSP 2 development, and much more importantly, figure out a plan of attack for how a hypothetical future attempt to develop a KSP sequel could work. After all, there is an argument to be made that a lot of the issues that occurred with the KSP 2 development were from the people in charge not understanding the community and what it actually wanted, so by getting together as a community and brainstorming all of this now, if someone does try making a KSP sequel in the future they’ll already have this as a good jumping-off point for what they should do to make us happy.
So, without further ado, to start us off with here are my thoughts:
Based on the recent digging by ShadowZone along with trawling acorss the various threads on these fourms, I think it’s fair to say that KSP 2 failed for the following primary reasons, in rough decreasing order of importance;
1 - Company upper leadership not understanding how game design works, leading to such problems as a refusal to commit to changing engines or refactoring code despite the scope of the project requiring it
2 - An overcomittance to secrecy causing years of work being wasted on reverse-engineering KSP 1 code rather than just asking the KSP 1 devs, among other associated problems
3 - Improper management resulting in massive efficacy losses (e.g. developers being moved around constantly and not being given time to settle)
4 - An unwillingness to pay developers respectable amounts
5 - A lack of interest in community input resulting in prioritization of the wrong things
When designing a KSP sequel, there are basically two options. The first is to use the unity engine, reuse much of the KSP 1 code, and essentially aim to run a short, cheap project that delivers a highly polished version of KSP 1 with a bunch of the best mods being incorporated into the stock game. This is, to put it mildly, a bad idea, given that the KSP 1 engine and code is almost completely incapable of properly handling that, as anyone who has played heavily modded KSP 1 will know. Implementing anything like interstellar, colonies, and especially multiplayer, would require so much work to update the existing code and systems, and work around the limitations of unity, that it would be cheaper and faster to go with option 2.
Speaking of which, the second option is to start from scratch in a new engine, and develop a game that is a true successor to KSP 1 rather than a polished version. I think this is the objectively correct course of action to take, however it seems the upper leadership for KSP 2 disagreed. The original plan as I understand it was to do option 1, delivering a better version of KSP one with some mods made stock, using the same engine and code. However, scope creep then very rapidly increased the goals to include interstellar, colonies, and probably the thing that killed it; multiplayer. This would require a new engine and refactored code to work, but the upper leadership was made up of business executives that had never coded a game in their life and who decided to explicitly make that not an option. Thus, the KSP 2 team was forced to develop a game of impossible scale using old, outdated code, and a bad engine, and to make it worse, while they were handed all of the KSP 1 code to work from, they were not allowed to talk to the original KSP 1 devs. That decision alone probably cost them a year or more of development time.
With all that out of the way, if a development project for KSP 3 was announced tomorrow (or if KSP 2 was restarted from scratch), and I was somehow placed in charge of setting the development goals and pacing, here’s what I’d do.
Firstly, start from scratch in a new engine, probably Unreal. As far as I’m aware the only good alternative to this would be building a custom engine, but from how I understand it the development costs and amount of time required would be incredibly prohibitive, so Unreal it is.
Secondly, don’t have any secrecy. Have all of the developers talking with the public, be very transparent about what people are working on, and what the roadmap is, and be prepared to listen to community feedback and change accordingly. Release to EA as early as physically possible, and while we would probably have to charge full price for it, make it exceedingly clear (and in legal writing) that if we don’t fulfill our roadmap goals within a certain amount of time we’ll refund all the copies sold regardless of playtime.
Also set realistic goals, and prioritize getting code and core system mechanics working first, then optimisation, and only then user experience and graphics. Of course in reality all of these would have to be developed in parallel, but I would want there to be a heavy emphasis on leaving anything that's purely visual/graphical for as late as possible (though obviously you still have to develop your systems so the visual stuff is fully integrated when the time comes and isn’t just duct-taped on top like most KSP 1 graphics mods are).
Design the game's code and systems from the start for modability. I’m not sure if we could do something quite as far as what, say, Hades and Hades 2 do, where literally all of the game's code is unencrypted and open for anyone to see and edit, but if that’s possible it would be great (I’m not aware of actual downsides to doing this, it’s just that there’s so much cultural momentum in the industry against it that it would be hard to the leadership to allow it even if it would make the game way better for no extra cost).
Pay the developers properly, and don’t put people in management positions who don’t have the experience required to fulfill that role properly. In fact, if possible a worker-led development program, such as one done in a cooperative or other worker-led company, would be ideal. All empirical data collected to date indicates that worker-led companies are multiple times less likely to fail, are more stable, produce higher-quality products, have way better working conditions, and the workers enjoy their jobs orders of magnitudes more. Interestingly, the people in worker-led companies usually vote to reduce wages rather than lay people off in times of hardship, which is usually the right move because losing talent is really bad. The only downside is that the per-unit cost of their products is usually higher because they pay their workers more, so even if they never go out of business, they have trouble climbing up the ranks in the market as it were. Still, for developing a game like this a high amount of workplace democracy would seem to be key.
Oh, and don’t implement multiplayer. From what I’ve seen, everyone on here who’s familiar with game design seems to agree that it’s a massive undertaking that would take an insane amount of effort to pull off even when starting from scratch, and it’s not super clear to me if the demand is even remotely high enough to justify that. I would love to hear all of your thoughts on that though.
So, with all that being said, here’s a rough roadmap of what I would expect from release onwards. Of course, I’m not a software engineer, so I may be overly optimistic or pessimistic here. Also, keep in mind that while I lay it out in just a couple of major updates, I think in reality it would be better to do this with a much larger number of individually smaller updates, but I don't have the patience to write all of that out, sorry about that. Oh, and I would love to hear all your thoughts on the order I've put all of this in, especially the career mode release, since I'm not certian myself if it's the best.
Initial full release (1.0)
- Recoded from scratch in Unreal engine, utilizing 100% new code, and heavily optimized.
- Graphics on par with KSP1, but using all-new systems and with allowances in place for them to be properly improved in the future without it just being a series of patchworks and band-aid fixes like it is in KSP1.
- All new parts, most redesigned from the ground up to be more internally consistent and fill gaps, and with most stock KSP1 parts represented out of the box.
- Complete UI revamp across the entire game to improve user experience as much as possible, including a redesigned parts window and filters in the VAB so that when thousands of parts are added in the future finding and sorting them doesn't become a pain.
- New resources and resource systems, including new ISRU systems, for a more detailed and realistic experience while still being streamlined and easy to understand.
- Systems in place to allow for easy integration of robotics parts and kerbal-deployable parts in the future, maybe with some limited number of them already implemented.
- Very basic science mode implemented, but no career mode yet.
First major update (1.1)
- Graphics improvements.
- More parts, think stuff from stockalike station expansion, planetside, the near future mods, etc, along with all the KSP1 DLCs and some of the stuff they planned for KSP2 (Orion etc).
- Basic life support system, with 5-6 new resources, as well as simple crew habitable volume requirements, all togglable in options.
- Interiors properly modeled and visible through windows, and going on EVA fully animated with the hatch opening and everything.
- Kerbals now only carry small SAFER-style jetpacks in their inventory, and go on EVA by default using by fully modeled tethers and climb along the outside of vessels using a completely new set of climbing mechanics. MMUs are separate parts like command chairs that they can get in to fly around properly.
Second major update (1.2)
- More graphics improvements (now up to the standard of heavily modded KSP1).
- More parts, mainly focusing on high-tech stuff.
- Other star systems and interstellar gameplay mechanics.
- More structures on Kerbin, including entire cities, along with new launch sites.
Third major update (1.3)
- More graphics improvements.
- More parts.
- Career mode, completely overhauled to use a better progression system that feels more like an actual space agency, with programs instead of contracts, and part unlocking based both on science collection and the programs you’re running.
- Colony system similar to what was planned for KSP2.
- FreeIVA polished and implemented into stock, maybe with VR support.
Real History DLC
- Basically Bluedog Design Bureau, Tantares, SOCK, KNES, and every other stockalike historical parts mod you can think of, but all put on several metric tonnes of steroids.
- Virtually every spacecraft ever conceptualized or designed, let alone actually flown, in the history of the human race, all meticulously modeled to 99% accuracy (more accurate than BDB for example), while maintaining a stockalike style (though they would all be fully in scale to each other, not shifted to conform with KSP's 2.5m, 3.75m, etc diameters).
- Plus all the launch stands and pads to go along with them.
- And a revamped VAB parts list system to allow for you to actually navigate all that.
- Would probably require a significant team of 3d modelers working around the clock for years to complete, hence why it’s a paid DLC.
- Full compatibility with the RO DLC mentioned next if you have it installed.
Realism Overhaul DLC
- Pretty much RSS/RO, but with the polish one would expect if it was properly integrated into the game itself, and even more attention to detail and features, for example:
- Procedural crewed pods and modules, with editable interior layouts and systems.
- Procedural engines on top of a selection of most real ones.
- Procedural tanks, with the internal bulkhead arrangements and all that being customizable.
- Human rather than kerbal astronaut models (togglable if you don’t want that).
- Improved structural simulation system, with internal part stresses properly modeled, so the weight of your tankage and structure now actually depends on what it’s supporting and how many gees it’s expected to endure, etc.
- An aerodynamic simulation system that could make FAR blush, plus a thermodynamic simulation system to match (togglable).
- Principia-level n-body physics (togglable).
- The option to play in either RSS (plus real nearby star systems) or 10x stock.
From what I can tell KSP 1 got developed to 1.0 in around 4 years, by about 12 people, and KSP 2 went from having all work on it restart to 0.2 in a little over 3 years with a team of 70 people, while also dealing with massive management inefficiencies and trying to work systems into the KSP engine and code that would be faster to just do from scratch.
Therefore, I would optimistically estimate that we could probably get from development go-ahead to 1.0 on my roadmap here in about 3 years, assuming a development team of 70 people like KSP 2 and it’s properly managed and well-funded. From how I understand it the fully burdened cost (e.g. the entire cost the company pays, not just their salary alone) of a software development employee for this sort of role is typically about 200k per year, and the KSP 2 team had it capped at 150k by upper leadership that led to severe issues.
For some margin of error, let’s say 250k then. That means, for 70 people for 3 years, the total dev cost to 1.0 will be about 52.5 million dollars. To get to 1.3 and then the DLCs is harder to estimate for me, but let’s assume 5 years, so 8 years total. That means the total dev cost from development go-ahead to DLC#2 will be 140 million dollars.
KSP 1 has around 100,000 reviews on Steam. On average, games on Steam have 63 sales per review, and though this can be lower, it increases the older a game is so it’s probably actually higher. In any case, going by those figures that means KSP 1 sold 6.3 million copies. The price of it changed a bit over time, but was usually around 40-50 dollars.
That means we have an existing playerbase of 6.3 million players to attract, not counting new players. If we price KSP 2 at 50 dollars, and only half of them transition over to KSP 2, that’s 157.5 million dollars. If the two DLCs each sell for 10 dollars and attract a total of 0.5 million players, that’s another 5 million dollars for a total of 162.5 million. That gives us a total profit margin of 22.5 million dollars, which is very tight, but might be just about doable.
Keep in mind, that was assuming 70 people and a total dev time of 8 years. Given the DLCs are unlikely to be very profitable relative to the cost of making them, if we delete those and scale down to, say, 3 years to 1.0 and 2 years to 1.3, so 5 in total, and redo all the math, accounting for no sales from the DLCs, we get a total dev cost of 87. 5 million and a profit of 70 million dollars, which is much more workable.
So, does anyone have any thoughts on these ideas? Am I being completely nonsensical and not understanding how game design works? I would love to hear some input on all that, and also if you have completely different ideas on how to go about redeveloping KSP 2 I would love to hear them as well! There was after all also that recent tweet after all from Jundroo, the Juno New Origins devs, about potentially getting some of the KSP devs onboard and reworking Juno into essentially a KSP sequel, I would love to talk about that but unfortunately I just don’t have the knowledge about Juno to be able to comment, especially given I’ve never played it or followed it’s development, but I'd be happy to hear others discuss it.
EDIT:
Okay, so, I wrote that post pretty late last night, and I’ve now had the chance to think about some stuff, and I want to expand a bit on my thoughts.
Firstly, timescales. I’ve gone crawling across the forums once again for some more information, and I realized I misremembered some of the stuff relating to KSP 2’s development, specifically they didn’t restart development in 2020 but kept on using the old work they had, but started refactoring it. However, given the way people talk about how this decision cost them time, I think it’s fair to assume they could have restarted from scratch code-wise and still gotten to the point they did, or even further perhaps, in 3 years with their team of 70 people, so my estimates still seem reasonable. Also, apparently the KSP 2 devs were really close to having colonies and interstellar in the game for the initial EA release, and the fact they’re still not out even now was mostly due to them getting tied down fixing things and optimizing and whatnot, along with a lot of mismanagement. So it’s possible we could aim to have those in the base game for the initial release of this hypothetical reboot, though I still think it would be a better idea to build the game’s code ready to accept that, but not actually include it until a future update.
Also, I must have been really tired yesterday because it seems I missed this, but there are actually already a couple of threads on here talking about pretty much exactly this. Sorry about that, if the mods deem that this one is redundant and close it I fully understand.
Now, the key question. What do people actually want from a KSP game?
There’s been some talk of a colony-designer game where you start out with something akin to cities skylines or something like that, and then start launching rockets later. I don’t agree with this idea personally, while I do like the idea of something city-builder style for the colonies I think that should be a late-game thing.
However, one thing I am thinking about would be for the KSC upgrade system in career to be replaced with a city-builder style system where you get to actually build the KSC. So you start out with just, I don’t know, a small airfield and tiny pad for sounding rockets, and you get to, using a cities-skylines style system and interface perhaps, redesign and expand it over time until eventually you have an entire space center.
Of course, unless you just want to be placing down upgraded versions of the same 8 buildings over and over, we would have to find new buildings to add and things for them to do. Maybe have it so that placing multiple launch pads could have an actual benefit, such as introducing a system like kerbal construction time where refurbishing pads take time? You could have that be togglable in settings as well - I know adding togglable stuff like that massively increases development costs but for stuff like construction time etc it doesn't seem like it would be a massive issue compared to some other ideas. And maybe we should make the players put a lot of thought into how they lay out their space center, with the way buildings are connected to each other and the distances involved all being important. For example, make your crawlerways too long, and it takes a while for the rockets to get to the pads. Make them too short, and if a rocket explodes not only does your pad get destroyed but your VAB might as well.
While we’re talking about this, I may as well brainstorm other ideas for career mode as well. Instead of contracts, maybe we could have programs, which each contain several goals and milestones, and give you research benefits. And instead of like it is in KSP 1, we could lay the programs out on a tree. Selecting a program to do could give you research benefits to the parts that would be involved with it, like a lunar landing program reducing the unlock cost of the LM-style lander pod. And to stop the game from becoming linear, we could make it so that you can skip further down the tree and initiate a later program if you want to without doing the ones leading into it, but that would incur penalties like lower rewards or less research benefits. And we could make it so that if you landed on the moon without ever actually selecting the lunar landing program, it would autocomplete it but not give you any rewards for doing so.
I think a good way of doing this would be for each program to have a set end goal, or maybe multiple, and also have several milestones along the way. For example, if you take the lunar landing program, it will give you individual missions for a crewed lunar flyby, orbital mission, and the landing, each with their own rewards and research benefits, on top of the rewards and benefits from the overall program, which could be set so that the more of the individual missions you complete in a program the higher the total bonus reward you get will be from the entire program itself when you complete it. I’d love to hear other people’s thoughts on this though, given I’m pretty much just spitballing here. I’m also not sure if this would completely replace the contract system, or if we should still have some conventional one-off contracts as well to supplement it.
In any case, to round all of this off, I think there should be three main difficulty settings for career mode. In easy mode, the city-builder elements of the KSC are disabled, and it just expands automatically over time or maybe it starts out really big. The core gameplay loop here would be similar to KSP 1. There would also be no life support, no commnet, and no construction time. On regular default difficulty, life support and commnet is enabled, as are the city-builder elements for the KSC, but construction time is still turned off. On hard difficulty, not only is construction time turned on, but life support now takes into account not just the resources you have, but also how much livable space there is, and also radiation becomes a factor. When starting a new game, after picking career mode large buttons would appear for these three difficulties, with description below them fully explaining all of this to avoid confusion, and of course there would still be the option to go into the advanced settings and mix and match all of this.
Next, changes outside the space center part of the game. Going over to spacedock and looking at the most popular mods can give us an idea of what the community seems to want most, and so let’s go over that real quick.
Firstly, visual improvements. Given we’re switching to a new engine and rewriting everything from scratch, building these into the base game to a level that even surpasses KSP 1 should be possible. I would prioritize getting the underlying systems needed for the visuals to work done first, and then actually adding all the visual stuff later though.
Next, stockalike parts mods, especially the near future series along with some others. Adding a much larger selection of parts in a stockalike style should be possible, hell it’s probably one of the easiest parts of the entire development process, though if we’re redoing everything from scratch I think we should take the opportunity to completely redo the stock parts as well rather than just copy them. However, after doing some thinking I do believe the stock 1.25m, 2.5m, etc scales should stay, but with additions like 0.9375m, 1.5m, 2.1875m, 3.125m, 4.25m, and 6m, along with maybe even larger scales than that. We would need a new parts sorting system to deal with all that without it getting confusing, but I don’t think it’s anywhere near impossible to come up with one that would still be easy to use and beginner-friendly. I considered upscaling everything by 1.5 to 2 to be more or less actual scale (in terms of the spacecraft), but I think part of the kerbal charm as it were is that they’re slighter smaller than humans are. This decision may come back to bite us later with RO/RSS DLCs and mods though. Oh, and more spaceplane parts sizes would be nice, right now we just really have three. If we’re really clever with how we choose them and model the adapter pieces for them, we could even allow people to make unusually shaped vehicles like an X-33 by stacking various adapter pieces in front of each other.
After that, we have interstellar extended, which again should be easy to implement compared to everything else. There are also a lot of quality-of-life things, better burn time and docking port alignment indicator for example, which again should be relatively easy. Kerbal attachment system, kerbal inventory system, and ground construction as well, we’re already close to that with the braking ground stuff anyway for the former and the latter would come with colonies.
You have to keep going a while before finding any planet mods, even kerbalism seems to come before that, but nonetheless I think an overhaul and expansion to the stock kerbal system, along with more star systems for interstellar, would be nice. Actual asteroid belts, way more asteroids and comets, rings that have actual particles in them, all sound like amazing ideas if they could be properly implemented. Another gas giant as a Saturn analoge, and an ice giant or two, would also be really nice, and completely revamping all of their moons to be more realistic would be awesome. Jupiter has almost a hundred moons and thousands of smaller objects orbiting it, and Saturn has even more. Most of them would be very small, but even then, it would add a lot of interest to those systems I think, and I can’t imagine it would be hard to implement compared to all the other stuff we’re talking about. It would also be nice to see some more interesting features on the planetary bodies themselves, especially ones that require specially designed equipment, and effort and skill, to get to, like deep ravines that require kerbals to bring climbing equipment or winches to get to the bottom of.
Also, stuff like FreeIVA and through the eyes of a kerbal are really cool, and it would be neat if we could get those fully implemented at some point, maybe even with VR support, though for all I know that might be as difficult as multiplayer would be. But in any case, fully modeling the interiors of spacecraft and having them be visible through windows also seems like an awesome idea, and since KSP 2 did it it probably is possible, though we might want it to be togglable for low-end computers. Also, I really like the idea of having kerbals go on EVA properly, by getting in an airlock, depressurizing it, and opening the hatch to step outside, all fully animated. We could have it so that kerbals can’t just exit from any random hatch, thus making having actual airlocks important on larger ships. Some smaller pods, Apollo-style ones for example, obviously could just have the entire thing depressurize as they did IRL. And once on EVA, it would be cool if we could have fully modeled tethers, and redo the climbing system from scratch so the kerbals have to clamber across the sides of the spacecraft until you unlock EVA jetpacks. I’m not sure whether the EVA packs should be modeled like they are in stock, or if they should be large, clunky things that have to be stored externally and entered like an external command seat, like the real ones are, I’d love to hear your thoughts on that. Of course, we could still give the kerbals smaller and less powerful SAFER-like packs that they can carry on them.
Alright, that’s about all I can think of for now. I’m sure I’ll come up with more ideas in the future, and I might keep on posting them, but for now I’d love to hear some feedback on all this. I’m trying to figure out what the community wants most from a KSP sequel, not just what I do personally, so it’s important I don’t just ramble on about my own thoughts unchecked.