Astroneer did great for what it was, but games don't really scale linearly with complexity. I think KSP2 being 2x the price is at least 4x as hard to do.
Work experience is very valuable, but getting whole team to be comfortable with a project takes time and failures that you learn from. Some problems can hit you even when you see them coming. And i'm not talking about design, KSP showed what works and what does not. But even when you know exactly what you want, to actually code it, make it work, you still need to stumble along the way as you do it. Idk i may be underestimating Star Theory, but great development studios don't just pop into existence.
Yeah, but then we paying full price for unfinished products and it's a coin toss weather the game company can stay afloat while they are finishing it up. Not saying it won't but also i don't see it trying to make 100% sure it will work.
I'm not too worried about design, main concept is already solid, thou multi-platform does make me nervous they get some "great idea" to make it more appealing for consoles. Also i bet multiplayer will either be too limited or be too limiting to the game (a balance here would be really hard to hit blind).
You don't really build smooth games, you can have robust engine that does not bog down as much when you add new stuff during development. But in case of these resource intensive games, smoothness is fixed and you dial the content around hardware limitations.
Similarly "richer" and "more complex" isn't given as they are building the game from ground up. It's something that is added over time, and i'd much rather see it done like original KSP, with some supervision from the game community.
In fact since game hardware didn't really expand that much over the recent years, i've seen first handed in a game that i am a tester in, how a sequel looses features over the predecessor on performance grounds as new fancy graphics features demand so much that even the top of the line PC can't fully handle it (and i do mean the very best you can buy today). Having community feedback on what to cut and what issues to focus next can be invaluable. And even then you have to make a choice.
Yeah it's not "the cash cow" but business is business, Amazon did not become giant it is by only focusing on the big fish, they look for money everywhere. And here is where the 60$ comes in. For a game that complex and performance dependent a longer open ended development (like Early Access) is much more fitting, but it also has less chance to become a "Hit". So to me the way KSP2 is to be released feels like a marketing decision. They might still pull it off, but it will be "in spite of" not "thanks to" multi-platform full game release at full price.
What im trying to say is that there is a lot of design decisions that can be altered mid development at a small cost, but when the game goes live it's usually very hard to make such alterations. And both multiplayer and multi-platform usually require big commitments that shape the game as a whole.
And I've seen first handed a game studio full of passionate people that are very experienced in the genre they are working with, do decisions that really go against wishes of consumers, and usually the bottom line culprit is the "expansion" of the scope of the sequel.
ps: Sorry for that wall, i should probably stop typing and let you guys (us!) be happy to get KSP2 confirmed, im sure it will turn out alright (guess im too old for hype haha)
edit: better formatting