09-21-2015, 01:12 PM
High Frontier is currently still more simulation than game. As a game, it should improve substantially once we add "career mode" (currently at version 0.25 on the road map, though that could change).
But we're at the stage now where we need to be thinking very carefully about the design of High Frontier as a game. One thing we've come to realize is that it provides too many choices at many points in the game. This is great for an advanced player, but quite overwhelming for new players. Too many choices leads to decision paralysis, postponement, and regret.
So, we're currently working out ways to limit the reduce the number of choices, especially when you are new to the game. You can read more about it over in this thread on the Unity game design forum, which is a great place inhabited by a lot of cool froods who really know where their towels are.
And of course, if you have any suggestions or questions about game design in High Frontier, post 'em here! We'd love to hear what you have to say.
But we're at the stage now where we need to be thinking very carefully about the design of High Frontier as a game. One thing we've come to realize is that it provides too many choices at many points in the game. This is great for an advanced player, but quite overwhelming for new players. Too many choices leads to decision paralysis, postponement, and regret.
So, we're currently working out ways to limit the reduce the number of choices, especially when you are new to the game. You can read more about it over in this thread on the Unity game design forum, which is a great place inhabited by a lot of cool froods who really know where their towels are.
And of course, if you have any suggestions or questions about game design in High Frontier, post 'em here! We'd love to hear what you have to say.
Joe Strout
Lead Developer, High Frontier