Replies: 6 comments 12 replies
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Tbh the only thing I disagree with is balance being at the bottom. The problem with ignoring balance is that it's a foundational problem: If the game is poorly balanced, the future content added will be poorly balanced, and thus it will take more work to rebalance it in the future. Even worse potentially, is that we keep balancecreeping further and further away from the actually balanced elements, because new stuff is compared to new stuff rather than the old stuff that the game was originally balanced around. While I can understand the mindset of "balance doesn't have to be rock-solid, because it will probably change", that's not an excuse to not balance what we have now for the game we have now; quite the opposite. We should balance even more carefully now, because how we have things established in the here and now will trickle down into everything that comes after (for example, the way the Lunarium Refueling Module has effectively benchmarked for fixed-fuel-generation outfits). |
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Moved this over from "Announcements" to "General" by request. Given the importance of development goals, vision, and philosophies; I would suggest that creating a "Governance" category and moving all these related discussions into that category would be beneficial. Then there is a clear place for it, and we can avoid cluttering up Announcements with anything that isn't related to new releases. |
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As someone who values the stories and campaigns quite highly, I agree that they should be diverse in their content. The diversity makes each one feel unique and interesting. However, they also need to fit into the canon of ES. I believe there is work being done on creating canon documents. Currently, there are lots of lore documents relating to each faction, but they tend to be hard to locate. A single document descripting the canon or lore of the entire ES world, that is easily accessible, would go a long way for future development. As an example, if someone took a Star Trek story and tried it place it in the Star Wars universe, it wouldn't fit. The same should be true for all stories within ES. I also agree that the immediate focus should be on finishing current projects before starting new ones. As long as everyone keeps starting new things the game will never reach a finished enough state for Endless Sky v1.0 . The problem is working on old existing stuff is boring. One possible solution involves people being willing to allow other newer faces to help finish up these existing unfinished areas. A fresh set of eyes and perspective can make a world of difference, but only if the original owner of said project is willing to be less possessive of their work. Github is supposed to be a place of collaboration, but it can also be a place of division. By it's very design, Github allows anyone to start their own sub project, and many do just to support their own personal belief or agenda. This can lead to an even bigger divide. It's basically, says " I don't like your idea so I'll just start my own" A better approach would be for people to discuss an existing or new idea before putting a bunch of time and effort into something that might not fit or work. PRs should be the last step not the first. It's only human nature for someone to defend something they just spent hours or even days on, and sometimes this defense turns hostile. We all know there is a divide in the community. To close this gap will require people to change the way they act on Github. My recent outbursts where a direct result of people not taking time to consider the merits of an idea, but rather to just consider who was saying it and give it an immediate thumbs down. Believe me or not, but it is very transparent to those that can see the patterns. I would bet that there are certain people that just blindly follow others and support one side, just to protect their ability to be accepted or taken seriously, even if they don't agree. There are certain people that could post the best idea ever but it will just be ignored or immediately rejected by members of the community based on who and not what. Take the time to read and fully understand an idea, and have the courage to post a real reply as to why you support or don't support an idea or comment, even it if might go against those that you usually support. Courage to speak out and voice an opinion, even an unpopular one, will help make real change by starting a conversation. Endless Sky needs collaborators not sheep. EDIT: I also wanted to mention that more frequent interaction from those on the development team would be a huge help. Too many times disagreements are allowed to go on for too long without any input from the powers that be. |
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I agree with pretty much everything here, except that I think ES is definitely in beta rather than alpha. Alpha implies an unfinished product that is in closed testing and is yet to be released to the public. Not only has ES been released semi-regularly for the past eight years, it is a very popular game and rated quite highly online despite its faults. If we were forced at gunpoint to make a 1.0 release within the next month, I think we could. It would be missing a fair amount of what MZ wanted in such a release, but it would still be a fully-functional, relatively complete, and thoroughly enjoyable game. |
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I wanted add another comment for people to ponder.
👎 without a comment.
When you agree, the content and context of what you agree with is already there, and an accompanying comment would only be a repeat. |
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I was asked to give my opinions to the vision in a private channel, and I thought I would make them public
Agree
I have a slightly different idea in mind, but I mostly agree:
In my opinion, balance improvements improve replayability by letting you choose different ships or loadouts each time, typos break immersion and make the game less fun, and better code style means an easier time maintaining the code, improving it further, and adding new features.
I disagree. I think that the game can be released as 1.0 right now, and from what I can tell most steam reviewers either don’t know the game is considered “alpha” or are surprised that it is. Even the navy and syndicate campaigns would just be improvements to the main plot by allowing you to play more than one side, whereas yet another alien™ would be a new feature. There are already many different ways to play the game, and I think just improving those would still make a decent game.
I mostly agree. I think the game does a good job of looking like one game and not a patchwork of different games each being developed by a different person. I don’t want Endless Sky to become the snarl from the Order of the Stick (a tangled mess of different visions of the game that ends up killing development because people couldn’t work together or compromise and all wanted to do things their way). I already see potential for the game heading down this path, and I think we need to keep in this in mind. I do think there should be different perspectives, but they should be additive, not reductive. |
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Many people have been asking me over the past year or two what my thoughts are on what development for Endless Sky should look like. So this has been percolating for quite a while. As a foreword, I would just like to thank all the people who have taken the time to talk to me in regards to what they would like to see in Endless Sky's development, the problems they had, and what they wished could have been, the things they enjoyed, and successes they saw. Some of them are still in the community, many of them are not. Even more are sort of tangentially still around but no longer contributing. While their thoughts and ideas have informed my opinions, I will emphasize that, for better or worse, what I post here is my vision, spoken on behalf of myself only. In this, I do not speak for anyone else, although I hope that most (or even all) of it resonates with you. Likewise, there is no compulsion or requirement that anyone accept or follow it, or even agree with me.
Zitchas' Vision for Endless Sky Development
By Zitchas (obviously)
Goal: To help the community collaboratively create a game that contains a wide variety of stories and gameplay styles that reflects the diversity (in all forms) of the community.
The development process needs to be permissive, rather than restrictive.
- All PRs should be encouraged and supported unless detrimental to the project goals.
- This includes giving appropriate trust to a pertinent Reviewer's judgment.
Development must prioritize those items which have the greatest impact on the player’s experience.
- Functionality (stability & accessibility) is highest priority.
- Fun (gameplay and story) are second.
- New mechanics and capabilities are third.
- Fixes (non-stability impacting fixes, typos, code style, etc.) are fourth.
- Balance (that does not fall under gameplay) is fifth.
Endless Sky is a game in Alpha, not beta, and priorities need to match.
- i.e. Polishing a piece of glass does not make it a diamond. The game needs to actually be filled before we spend a lot of time worrying about fine tuning details unless it is directly impacting priorities 1 (Functionality) or 2 (Fun).
- Polishing details often cascades to requiring more polish on other things, ad infinitum. It creates more work for itself and drains effort from everyone, especially when it is comparative and must be repeated every time something new is added.
- When polishing impacts stories under development these changes have a negative impact on the development of the game, as they pull attention and effort away from writing the stories.
Telling diverse stories requires diverse styles.
- The intent is to have different stories that cover different topics, themes, and ideas. These different stories will best be presented in different styles.
- While reviewing and editing are extremely valuable, it should be with a view to improving the story and its presentation, not trying to make it feel like everything in the game was written by the same person, theme, or style. It is very hard to make every story in the game be told with the same "Voice" while also having many different stories that tackle different things. It is even harder to write in a voice that is not our own.
- We should recognise that trying to enforce a common voice is counter-productive, and that having diverse voices is a strength.
Zitchas’ Manifesto on Endless Sky development
(This is largely a supporting document fleshing out the vision, and may ramble a bit)
I believe Endless Sky should be a community project with a focus on creating a game that contains and enables a wide variety of stories, storytelling styles, and types of gameplay.
Community contributions are extremely important and need to be encouraged and supported.
The main priorities for our work and effort should be “Function” and “Fun.”
Diversity of styles and individual artistic integrity are strengths that we should emphasize.
I believe when a contributor contributes something, be it a ship, an outfit, a story, a mechanic, a faction, or even an entire campaign; the default response should be "Great! Let's see how we can get this into the game." This is not to say that everything will get in. Some things just will not work. Rejection and dismissal should be the last resort after significant effort has been put into trying to make it work. And that includes significant effort on all sides: Contributor, Reviewers, and Developers.
I believe that in order for game development to progress smoothly, we need to establish a set of priorities in what we look and work at. In my view, the first priority is "Function", with the follow up priority being "Fun." New mechanics and capabilities come third, with fixes coming fourth, and Balance explicitly last. In this case, I consider "Function" to be improving the ability of everyone to run the game without crashes, technical bugs, or accessibility issues, and includes improving its stability as well as ease of use. “Fun” is the lived experience of regular players playing the game, with a focus on people on their first playthrough. Generally, I divide this into two intertwining areas: Gameplay, which has a focus on the mechanics of spaceflight and combat; and Story, which is the roleplaying tale of their adventures and immersion. Fixes come in two varieties: Ones that impact the ability to play the game, in which case they fall under “Function,” or ones that don’t, such as typos or code style, which fall under the “Fixes” term.
I believe that in order for the community to be healthy we need to focus on accepting diversity and respecting differing opinions. By diversity, I do not just mean different cultural, racial, gender, linguistic, or societal backgrounds; but also diversity in styles. There is zero need for it to look like it was all made by the same artist. Nor is there any need for it to read as if it was all written by the same person. Things that are taken for granted in one story need not be even relevant to another. Requirements that are imposed should be minimal and restricted to aspects that affect the overall game. For instance, things that affect Endless Sky’s legal availability in various countries, prohibiting omniscient-narrator-provided absolute truths, etc.
Example from EVN
For example, in Escape Velocity Nova there were Six major storylines that were largely mutually exclusive. These stories had significantly different feels to them, as if they were written by different people. Different assumptions, different portrayals, different styles. I consider this to be a huge strength for the game; and there are correspondingly a lot of people who love some of the stories, but hate others, and are OK with the rest. Not just the stories themselves, but how they work, how they flow, and how they *feel*. This is healthy, and I consider it to be awesome. It's not just "this story if I'm feeling nice" and "that story if I'm feeling like being nasty", but rather entirely different stories that sometimes cover some common elements, but with vastly different expectations, methodologies, and deliveries. If all the stories were the same, then everyone would fall into one of two camps: Either love the whole thing or hate the whole thing. With the stories doubling down on the differences, it opens the door for everyone to find a story they love in the game.From a developmental perspective, we are a large community of contributors spread out over the entire world. We are in almost every time zone, virtually every continent, in countless different stages of life, and from innumerable backgrounds. We have two choices: We can try to force everyone into the same mold with the same styles and feel and everything; or we can capitalize on our differences and both accept and embrace them to reach a much broader audience than we could otherwise. Major corporations with specialists in managing those differences often fail at merging everyone into a single cohesive culture, even with the not-insignificant stick of controlling paychecks and livelihoods. We have neither of those. No-one is forced to be here; the only compensation is being able to contribute to a collaborative project and have others appreciate our work.
In my opinion, we are more likely to cultivate the environment of acceptance and friendliness if we accept those differences as positives, and encourage the writers of every campaign to adopt their own style, whether it be personal or impersonal, fast or deep, comprehensive or linear. Our space is literally endless. We can not only afford to have stories of vastly different styles; we are better for having them. We should be letting the writers of each campaign dictate their own style, and allow them the freedom to complete the stories they are writing with minimal interference. Writing while simultaneously being corrected, edited, revised, and having to defend one’s ideas from revision by those who don’t know the story is incredibly hard on authors. Each one of those breaks the flow of creativity, and increases the risk of writer’s block. As such, stories should be allowed to flow to their conclusion, and only subject to in-depth revision once they are complete and the entire story can be seen.
Methodologies for achieving this Vision
A. Imperfect sources
As established by MZ, I feel that we should stay away from establishing universal details. So long as it comes from the individual perspective of a character, then many problems can be avoided. Even supremely powerful characters can be wrong, have irrational fears, lie, misdirect, and provide information that is less than 100% on the "truth" scale. As soon as we start just providing information that the pilot has absolutely no way of ever knowing or provide omniscient 3rd person narration, we start running into problems.
B. Avoid overlinking the narratives
I believe we need to take a step back from the efforts to corral all (or as many as possible) of the stories into sequential steps of full-game story. Trying to create a single linear story that encompasses all the factions is going to be a monumental and probably well-nigh impossible task that requires an intense amount of coordination and probably having a single person with final dictatorial authority over the entire story of the game. I do not believe that it is a good idea for us to require that level of coordination between story writers, nor do I believe we should have anyone with final dictatorial authority over everything. Both of these I believe lead to us not having story, and are contributing to the current dearth of meaningful story development.
Instead, we should be allowing the writers for each campaign to write their campaign as they wish, and use suitable branches or substitution in the dialog to take into account changes that may be present wherever feasible. The flip side of this, however, is that campaign writers should be careful in how they reference things in other campaigns. Some interconnection is good, but it should be optional or alternative content, not required for the main story. Mutually exclusive campaigns can definitely be a thing. If someone writes a Navy campaign that ends up with humanity somehow taking control of the Coalition; well, that's obviously going to be mutually exclusive to the Coalition campaigns. This is not a problem; but it also isn't something that should be done lightly. Campaign writers should not be invalidating (and thus blocking) another campaign merely for completeness or to completely wrap up loose ends - instead only doing so if it is important for the story and the player's experience. Each pilot will not be able to experience every campaign.
C. Role of the Reviewers
I believe that Reviewers have the primary responsibility of getting things into a state that is good enough to merge into the game. This includes verifying and helping improve functionality, how fun it is, how well it fits into the game, and approving the final state as ready to merge. Developers have the responsibility to ensure that it is merged cleanly and that the appropriate reviewers have checked the work. In these matters, I believe that a reviewer specialized in one topic has a greater say in whether something gets into the game or not than a developer not specialized in that particular topic.
D. Endless Sky is in Alpha, so we should treat it as such.
Endless Sky is, practically speaking, in Alpha. We are still adding mechanics, our AI is terrible, combat variety is poor, and we still are not even in full agreement as to what the full set of mechanics should be or look like; and the campaigns are few and mostly incomplete. At this point, the focus should be getting everything into the game necessary to get it to Beta. That means getting it to the point we can deem the engine “feature complete,” doing whatever it takes to streamline our writer’s efforts to write stories, and ensuring that all the pieces are in place.
Given that Endless Sky is still in Alpha, I believe that "balance" should never in and of itself be a reason for changing anything, ever. All changes to existing statistics and rewards should be based in two questions: i) How does this change improve gameplay? and ii) How does this change improve the story? If a change cannot be directly and clearly seen to be improving immediate gameplay and story as seen by a casual player, then it should be left for the Beta stage.
I view balance for the sake of balance to be an active negative for development. Balance changes suck the energy out of writing. As a story writer, having the statistics of things contained within that story changed is akin to being an artist doing a painting in the park and having someone walk up and tell me “this blue isn’t the right color, it should actually be aqua green” and then replacing my paint without asking me. They don’t know what the painter is doing, or how they planned to use it. Likewise, interrupting them to tell them that and try to do so distracts them from doing their painting, potentially for long periods of time. Few artists are going to keep painting while the discussion is ongoing as to what blue it is going to be. Few are going to keep painting that painting at all. The best course of action is to wait for the painting to be complete, and then, if necessary, color balance as needed.
Beyond that, how can statistics be balanced and fit into their proper place when we don’t have all the pieces to compare to nor the story they fit into? Statistics are neither automatically tied to everything else, nor are they isolated and distinct from the story they are a part of. They are brush strokes for enabling gameplay and telling the story. Until we have all of those in place, statistics should be nothing more, nothing less, than general ballpark values that are sufficient to convey the story intent.
In short, what do we want? A story that helps us achieve a finished game that we can then balance as needed, or a perfectly balanced Alpha that never gets any story because every time something new is added (and I do expect every story will add new things) it gets sandbagged in attempts to make it perfectly balanced?
Summary
Endless Sky has a long ways to go before it even reaches Beta stage, and is supported by a community of contributors with an immense amount of diversity. I have been immensely privileged to contribute a significant amount to it, and I believe that it is in the best interests of both Endless Sky and its community that quite literally everyone interested in contributing be encouraged, supported, and enabled to do so. I consider this to be a fundamental responsibility and core duty of our developer and reviewer team to enable this. This diversity is a huge strength to our game, and something that can set us above so many other games if we embrace it.
If we all work together, then we can achieve an awesome game in which everyone can find a story and gameplay that they enjoy. A game that thousands of people can point at and say with pride “I helped make this game, here’s the part that I did!” And that is worth every effort that achieving it may require.
edit: fixing the drop down box hiding the EVN stuff.
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