Endless Sky's Vision #10025
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"Vision" feels like a loaded term. Perhaps we just copy the vision document into the style goals page, as I feel that "style goals" is a more fitting description of what this document ended up becoming. Thoughts? |
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Good to see it finally make the light of day, but the fact that the very first thought is that
ReviewSo I spoke previously on the essential components of a vision document. I referred to 2 particular elements:
Since that time I would actually add a third one that'd be worth elucidating in a central vision document:
While I'm sure there is much in here that is valuable in terms of updating our collective understanding of things, I'm going to restrict my commentary to things which in some way satisfy or contribute to actual Vision elements (including Focuses). Full scope of review:
Generally, this is something that you'd determine by measuring against definable, vision-supported outcomes. We'll see how this pans out. Consistency and CohesionThis is a constraint which falls under "Principles", complete with attendant rationale:
This is a constraint with weak rationale:
This is a vague constraint with weak rationale (and clearly targeted):
This is a constraint with no rationale provided, re-emphasises the targeting of the previous point, and is arguably inconsistent with content going all the way back to MZ:
Why limit the scope?
Well, not so far, but let's keep going and see... Gameplay DesignSo in here we should definitely have some vision elements. This is a value with a clear rationale, but less-than-clearly communicated, with a weak example:
This is a principle lacking an underlying, articulated value rationale:
These are a principles lacking an underlying, articulated value rationale:
This is an attempt at a value rationale, but it is weak as there are many "why" questions that can be asked of it:
This is a principle/constraint lacking an underlying, articulated value rationale:
This is (mostly) a principle lacking an underlying, articulated value rationale:
This is a principle/constraint lacking an underlying, articulated value rationale:
This is a principle lacking an underlying, articulated value rationale:
This is a principle with a conjoined attempt at a value rationale, but it is weak as it has imprecise explanations of the goals trying to be achieved:
These are focuses that are in conflict with each other - and the approach to how that conflict is ideally reconciled is not explained:
...There is 1 (and a half) value-level core vision statements in this section. Story-Telling StyleSo in here too we should definitely have some vision elements. This is a clear principle that is supported by the only value with a clear rationale so far:
This is almost a derived focus:
This is a clear principle (and an old one) that is supported, but lacks an explanation of the linkage to the supporting value:
This is a principle lacking an underlying, articulated value rationale:
This is a clear principle (and an old one) that is loosely supported, but lacks an explanation of the linkage to the supporting value:
...There are no value-level core vision statements in this section. Game BalanceNow here I would expect to find many principles supported by values that were already articulated above... This section contains some fundamentals of game design. This is a clear principle ... that is lacking an underlying, articulated value rationale:
This is in conflict with the above principle:
This is a good and reasonably clear focus... presented in a completely isolated manner, which makes it minimally useful:
...There are no clearly pre-supported vision statements in this section. Visual DesignNo vision commentary possible. In conclusion:
The purpose of this exercise was to produce a vision that could:
These purposes have not been achieved. There were more vision statements in my example template than in this entire document... Perhaps it is time to consider whether, if this is what "dev-led" looks like, that an alternative approach is warranted. |
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I'm glad this has finally been released. It'll be very helpful having this all centralised and publicly available. re: What stage of development is Endless Sky in? re: Consistency and Cohesion re: Why limit the scope of Endless Sky? re: Gameplay Design re: Storytelling Style re: Game Balance re: Visual Design re: Usage of AI-generated content Final comment: |
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My response to the vision document:These points are all up for discussion, and I would love to talk (on Discord) through each of these quotes to better understand the dev's, and everyone else's, viewpoints.
I get this. Having all 3 introductory campaigns seems like a good prio for the 1.0.0 release.
First section, what? But the introductory campaigns haven't been finished yet. Republic and Syndicate campaigns don't exist yet, and the Free Worlds campaign is being reworked. This isn't a full release yet without at least the first campaigns fleshed out.
I would love to see changes being discussed and considered in a more public space. Or at least being visible to the public, so the public can give some input somehow. It gets frustrating when someone makes something that sounds good, then is denied for no apparent reason.
This ties back to the alpha, beta, full release version mentioned previously. There are only a handful of campaigns in vanilla, and only one campaign finished. It's difficult to see this game as a full release with so much material missing in vanilla.
Too many features can be detrimental to a game. Game-breaking bugs can be nasty, hard to track, and hard to find sometimes. With that said, adding a popularly suggested feature here and there can also be a beneficial thing to add. It can appease the community... unless this game is not for the community. The community would likely be happy to test out bugs for new features. Forks can alleviate some of these problems, but forks have limits as to how much can be added and maintained without its own team. The realism paragraphs are something too sinister to discuss, but I will say that high fantasy and science fiction (spelled out to emphasize science) don't really coincide often, and can break immersion if there are too many cross-overs.
I am completely fine with this point. Provided the QoL features are added in some way or another to ease frustrations, I am happy. When things are denied without discussion, that does hurt and discourage people considerably. Again, transparency can help calm the community and ease frustrations. Without communication, trust is broken and tempers flare.
This makes a lot of sense, but tweaking system sizes to be slightly bigger would also help make the systems feel a little less empty. Do note that I play zoomed out entirely (as do some other players). Another idea I'd like to propose is adding some kind of departure distance to systems to make the player feel like there is more substance in each system.
I would really like to see more variance with this. It feels like most races don't have enough variance with their weapons. The Korath do have quite a few heat weapons, but they and the Wanderers an exception. The Wanderers, I suppose, have superior missiles and anti-missiles. These two aliens aside, there isn't much variety of weapon types. Having a race focus mostly one that one damage type could open the game to more possibilities.
I am all for this. Perhaps we can add something for the Alphas? I'm quite sure they're not nearly as horrible as most of the factions describe them to be. And this is coming from someone who almost always sides with the Pug. (Maybe the Pug and Alphas eventually come to an understanding and ally?) ... I'll go through the rest of the document later. The next section is balance, oh boy... |
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After reading this a few times, I can only come to the same conclusion as GreyMasterofGrey did: This is not a vision, this is a style guide that changed its name to pretend to be something it isn't. As a style guide, it has some value, and a lot of what is in here is codifying what has been said here and there over the years. It is good to have it written down, if only to make it easier for everyone to see the writing on the wall. I can't say that it inspires any degree of optimism, though. Looking through it, the level of quality and the degree of restriction present make me pity any new person hoping to contribute to this game. I know I had lucked out to be able to contribute what I did, since I know that if I was just starting out now, my efforts would likely be completely "No'ed" without hesitation. I likewise both sympathize with and pity anyone not a Dev who seeks to add any story. As far as I am concerned, this document is the death knell for any significant degree of community participation in Endless Sky's development in any meaningful capacity. I am sure there will be plenty of minor things from the community. But anything that actually challenges preconceptions, brings its own ideas into the game, or dares a storyline or faction that doesn't conform to a spreadsheet? I don't see those going anywhere. From the top-down delivery to the contents therein, this is effectively nailing down that no, the community does not have a say in how the game is going to develop, and should not expect to be able to make significant and/or meaningful contributions to it. And then there's the bit that many have been expecting me to comment on:
First off, I can think of no valid reason why any one faction's rate of technological development should dictate the rate of development of any other disconnected faction. There's no basis for comparison. They are different creatures in different societies in different environments thinking about things in different ways. Good science fiction writing is repleat with examples of civilizations evolving in completely different directions, technologically speaking. The story that one experiences with one faction in no way indicates that the story and development of another faction should progress a certain way. You even explicitly state that interconnections between campaigns should be rare and carefully decided, and yet here's this blanket rule that carefully maintaining a fixed ratio between factions is more important than story or gameplay. This game purports to be sandbox-ish. And that means that the player's experience should be different when they do things in a different order, including having some ships and outfits that may have been excellent choices in one playthrough are unappealing in another because the player has access to different things. This is good, and results in variety. Just like most factions should feel like they are "the good side", there's nothing wrong with people feeling that the faction they chose ends up better off than the alternatives. Secondly, I can't think of a single reason that such a rule would be contained in the vision document for the game. Thirdly, stories naturally happen at the point of change in their environment. When new things are invented, when societies change. This is the nature of stories. No one wants to play the story of how things went ho hum nothing changes for the next three hundred years. Speaking of contributions to the game, and probably of interest to those who have been gently inquiring as to when they'll be able to play the next chapter. There's currently one faction in game that currently runs afoul of that rule. Are they the exception to it, or are they going to be deleted? ? Technological development and the exploration of how society and individuals adapt to it is a fundamental plot line of that campaign. Trying to reset them to ensure they haven't accomplished in the past 300-400 years what has taken others thousands will pretty much gut the whole faction & storyline. Not to mention, humanity itself will need to be downgraded a lot since they've accomplished more in last thousand than pretty much any of their neighbors have done in the ten thousand prior. Especially the Hai. Much bigger numbers there. The Hai and the Korath have lost ground over the last thousand, so does that mean that every other faction's campaign should be negative technological "progress"? That'll be fun. I guess that means no moonbeam or newly developed Wanderer ships, right? Honestly, tying any one faction's rate of progress to another's is just... beyond words. |
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My name might not carry as much weight as Grey's or Zitchas's, but I've written my fair share of plugins, and might voice opinions that many plugin-writers like myself would feel after reading this "Vision" Document. Simply put, it seems Endless Sky is forgetting it's a community-made project. Whether it be smaller things like Ship Folders, and Submunition-Ships, to Boarding reworks, and Realism Changes. Many of which were specifically called out in this document, and categorically refused. These talented people are now getting burnt out trying to change this system, making them regret the hours they've spent on it, instead of being able to put their talents to use the way they want to - by making ES a better game for everyone to play. Derpy seems intent on keeping the general vibe of ES exactly the way it is, it's why this "Vision" document lacks direction, because there isn't any. Or it dies. Which ES might, if it keeps going down this path of snipping talent, rather than nurturing it. |
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A summary of my thoughts, as this piece of document seems like an important milestone to me. I find it a commendable initiative to set ES goals into stone and such goals would definitely help to resolve some questions that are constantly argued about. That said I think some parts of this document seem to open more questions instead of resolving existing ones. Take this paragraph for example:
Now given the heading:
What does this tell me about the game? Nothing. If I dont know EV this could literally be a sidescrolling shooter or an alien invaders type game. Where is the part about story driven? Where is the exploration, where is combat and where is trading? If you dont want EV to be in foreground, just dont mention it here and describe what you want ES to be, EV should be a sidenote here, not 80% of the paragraph. I have a similar problem with More of these problems come through the whole document, such are:
So far for the problems, but i also see lots of good decisions, obviously I wont focus on them so much because there is nothing to explain but here is a short list of what I consider main statements that actually affect development (they are sometimes hidden between a lot of explanation, consider highlighting them more):
Now I have one more thing to say, that is more related to some replies I have seen here, that is that people who work on features often get them closed after hours of work. Maybe it is worth to take a turn on this point, often people just open PRs without opening an issue and getting some approval on it(this includes me, I am guilty too), but the correct order of operation would be:
Second, big PRs take a lot of time. This can be tiring, I know for myself, but if you open something with over a hundred lines of changes, people will wait until they got more time to review this. More changes=Longer review process, simple as that and if you want something faster, consider splitting it up into multiple small PRs, this is not always possible, a reason why factions take so long. As stated earlier, I will have time for ES again soon, hope this feedback is actually helpful. Edit: Edit: Edit: of course they are all qualified, no doubt in that. |
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I gathered this document would be used to show why or why not to make X PR, rather than just closing it with a vague “this doesn’t follow the vision of the game.” First of all, the devs should probably explain what MainPanel is. After looking at the source code and RisingLeaf’s documentation, I think MainPanel is outer space, but not everyone will know this. However, the main issue I have is that the developers seem reluctant to draw the line. For instance, one paragraph talks about how features should not be added that make the game too much like an idle game. However, fleet jumping makes it easier to do what is considered the core gameplay loop of the game, making it more automatic than it was before. Where would developers draw the line here? How much automation is too much? Another paragraph mentions how the game should not hand-hold the player too much. However, from what I had gathered, the developers seemed to be in favor of some communication on where you were told to go to continue a story line. Would that now be considered too hand-holdy? What hints are considered realistic enough to be acceptable by the developers, and what would cross the line? I had those sorts of questions on almost every paragraph. The only way to ensure this is being followed without having to have long back and forths between a contributor and a developer is to assume the worst case scenario, which would mean almost no changes to the game. This is probably what is causing some of the controversy, and this is why my biggest issue is with one paragraph near the beginning:
There is no explanation as to what counts as a sweeping change, and one person’s small bugfix is another person’s sweeping change. Unlike other paragraphs which deal with specific types of features, this paragraph deals with every feature ever requested, while not actually drawing the line. Even one of risingleaf’s quoted lines (“Combat missions are designed with the expectation that they can be completed by a sufficiently experienced player in a single ship”) still doesn’t draw the line, as it doesn’t mention what the developers think counts as a sufficiently experienced player. This makes me wonder if this is even the right approach. If the developers are unable to determine where to draw the line, then I think a better idea may be to have the developers give a list of issues that they want solved along with the solutions, and then the contributors can work on those issues, with the reviewers making sure they meet quality standards for the game, rather than having this game of contributors making a solution, convincing people to support it, only for it to still be closed because the contributor and the developers had a different interpretation of the vision document. This is still a notable improvement from before, where there was no idea at all what the vision was, but I still think there are many ways to go before this can be used as a good way to see if X PR should be made, or if it will be a waste of time for both the contributor and the developers. Thank you for your consideration. -ziproot EDIT: Clarity |
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from ziproot:
I think this is a much better way to do things at least for the mean time. (i.e. until the back log is cleared) It makes more sense to have contributors working on what is wanted and needed instead what the contributor wants to add. I feel any 'new' ideas should be brought up as |
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The vision document that @Saugia, @warp-core, @Anarchist2, and myself have been working on is now available on the repository wiki here: https://github.com/endless-sky/endless-sky/wiki/Endless-Sky's-Vision
As the first paragraph in the page describes, this is effectively an expanded Style Goals page, some of the contents even copying from that page. We'll potentially combine these two pages in the future.
This should be seen as something of a "first pass." There are likely topics that were missed on our first go, and there will undoubtedly be questions about what the page contains. I'm opening this discussion to act as the comments section for the vision page.
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