Huge thanks to Scott Manley, Matt Lowne and Linuxgurugamer for sharing their expertise and opinion to make this video happen! KSP2's future might be uncertain, but the community remains strong. 💚
@chillbruh3335 ай бұрын
Thanks for the video Shadow!!!❤❤
@andreaslusti40185 ай бұрын
Well done! This was really great information. Professionally researched and delivered. We need more of this.
@Alfred-Neuman5 ай бұрын
I don't know why people are angry, the game is almost exactly like in the trailer they showed years ago, minus a few things here and there... :P
@johnburr94635 ай бұрын
Well balanced and objective as ever. You are good at keeping me grounded in reality.
@f4lenwarrior5 ай бұрын
I just feel so damn justified in saying this. "I TOLD YOU SO" Moment this jenky mess got released at full price in early access I knew it was a bust. Hell the moment TakeTwo took over I knew to avoid this turd of a game... Before they even finished the first game!!!!!!! And to think you bought in and rode that Hypetrain and helped push that crap onto the community. You kept telling everyone that "It's going to be great" and "Wait and see" Well we waited and saw and it isnt great and never will be. Nice vid but honestly you should have been more harsher on this entire game from the outset!. People have the right and are justified to say this game was a heap of junk and you can't say they wont be validated here. You are not the community. Nor are you your entire comments section. Not when this entire vid calls KSP2 a shit show indirectly. You helped push this garbage into the community by playing along with the hype to keep up your developer contacts intact to keep up your own viewership numbers. You even stopped producing KSP1 content on your channel to focus on advertising a bucket of buggy shite..... KSP2 is DEAD!!!!!!!, No great loss. Long Live KSP1!
@SqueakyBe5 ай бұрын
The irony. KSP1: A company whose primary product was marketing and advertising makes a great game. KSP2: A company whose primary product was games makes nothing but marketing.
@Infernal_Elf5 ай бұрын
Thats so totally spot on!
@daviniusb67985 ай бұрын
The moment they hired the scatterer guy (no shame, I LOVE his work!) I knew what was to come. They were in hot water over the whole wobbly rockets are part of KSP interview, and then they made a big thing out of making the planets look better. Timing is important lol
@charlieiskandar15975 ай бұрын
damn what a bullseye
@shawa6665 ай бұрын
Felipe Falanghe makes a great game
@SqueakyBe5 ай бұрын
@@shawa666 exactly. Squad was pretty hands off as I understand it. Leaving the developer to have a clear vision of what they wanted to accomplish, in a way they saw fit.
@MattLowne5 ай бұрын
KSP's absolutely shambolic development is a fascinating story. Great job on the investigation and video, glad I was able to be a part of it! I can verify that all my anonymous conversations with devs and former staff match the video's script.
@ShadowZone5 ай бұрын
Thanks for being the cool dude you are!
@MattLowne5 ай бұрын
@@ShadowZone right back at ya 😎😎😎
@Infernal_Elf5 ай бұрын
Great to see such a close knit community of content creators :D and thanks for calling out the developers also Mattlowne
@darksars36225 ай бұрын
Intercept right now: EVERYTHING IS FINE EVERYTHING IS GOING TO BE OK (explotion)
@tiagodagostini5 ай бұрын
Well most people that worked in game industry warned publicly that it smelled like a bomb. But we were all shut down and called very bad names for daring to warn of the clear truth.
@linuxgurugamer5 ай бұрын
It was an honor and pleasure to be asked for my opinions.
@ShadowZone5 ай бұрын
Thank you for taking the time, your insights were valuable!
@grapeape72845 ай бұрын
Subscribed!
@lunabell-25 ай бұрын
thank you for your input!
@darknote75795 ай бұрын
@linuxgurugamer! I love you! Subbed!
@basila335 ай бұрын
Whose opinion if not yours should be asked? You're living legend!
@tiefensucht5 ай бұрын
You never hear that managers that mess up at this scale lose their jobs. No, they fire the people that actually work.
@doltBmB5 ай бұрын
Because it wasn't the managers, didn't you pay attention?
@tiefensucht5 ай бұрын
@@doltBmB This is clearly failed project management. Take-Two is a huge software company, they should know how things work.
@doltBmB5 ай бұрын
@@tiefensucht It was clearly incompetent devs, take-two just gave them too much leeway.
@tiefensucht5 ай бұрын
@@doltBmB This is what management is for: Hiring the right people, doing quality assurance, setting and controlling goals and budgets. You can't blame workers for the end result. They just do their job.
@doltBmB5 ай бұрын
@@tiefensucht You absolutely can blame them. First people cry about studio interference, then they cry about not enough interference, never prepared to blame the actual culprits.
@Cptn.Viridian5 ай бұрын
Probably one of the most consistent themes in this story is the frequent intervention of the "Higher Ups" making things worse. If the higher ups had allowed an earlier release date sooner, Nate Simpsons ambitions would be easier to realize If the higher ups hadn't mandated absolute secrecy, the team could have hired much more seasoned and relevant developers. If the higher ups hadn't enforced the use of old code, while preventing the team from contacting the squad employees that breathed it, development would have gone smoother. And this is just what I have seen in the first ten minutes!
@HuntingTarg5 ай бұрын
The rest is devolvement and fallout. I have a personal policy of not commenting until I've watched the whole video, but you picked up the gist.
@Private-GtngxNMBKvYzXyPq4 ай бұрын
Who hasn’t worked in an organization where the “higher ups” have ultimately screwed everything up and everyone over? All too common unfortunately.
@Robbadobbsoldier4 ай бұрын
It is important with management. Had they have a few more middle bosses it would have worked out
@MarcusHouse5 ай бұрын
Gosh. What a ridiculous bloody mess. Thanks for doing all the research around this one mate.
@ShadowZone5 ай бұрын
You're very welcome, my friend! I sure makes IFT1 look like smooth sailing compared to KSP2 development.
@RayneAngelus5 ай бұрын
@@ShadowZone IFT1?
@ShadowZone5 ай бұрын
@@RayneAngelus Integrated Flight Test 1 for Starship. The one where it cartwheeled out of control and made Das from NasaSpaceflight cry out "did it just do a Kerbal?".
@MiniEnder5 ай бұрын
The whole situation of higher-ups refusing to let anyone rewrite the code base reminds me of a situation with the development of Mother 2, known in the English speaking world as Earthbound, where they were over budget and behind schedule and the, at the time, future CEO of Nintendo was brought on as a consultant and told the people at Ape essentially, "We can either keep what you have here and be done in 2 years, or we can rewrite the code and be done in 6 months." Sometimes you need to take several steps back before you can step forward.
@ShadowZone5 ай бұрын
Also, the sunk cost fallacy comes into play. "We already invested so much time into this code, we can't just throw it away!" Time and time again...
@chrishoppner1505 ай бұрын
As a software engineer with 30 years of experience, refactoring and tidying existing code, as well as aggressively throwing out "bad" code (by whatever definition is appropriate in the context) is easily the most important foundation of my trade. I always get pushback from managerial types because they think of programming as a simple money per line of code type of transaction, when it's actually a much more complicated process that they very infrequently make any real effort to understand. They can't help but see any code you delete as "wasted money", since they paid someone to write the code you are now deleting. That this is wrong is obvious to anyone in software, but is very hard to explain to the average MBA type obsessed with cutting costs.
@ShadowZone5 ай бұрын
@@chrishoppner150 Ugh. 90% of software development happens inside the brain of the developer. The code is just the result of hours of hard work, losing yourself in a problem, trying to find solutions etc. If I read "money per line of code" it makes my hair stand up. And I basically have an MBA haha Thanks for keeping it real and trimming the code that has no business being in there!
@dosmastrify5 ай бұрын
@@ShadowZone This is funny because I know anytime a military project goes long and over budget. It's typically because the mission requirements change and the services want more features added late, And it's only when they freeze it early and don't let people add requirements that it gets done on time and not too far over budget, That sounds like in this case that certainly wasn't Right Way Forward
@thygrrr5 ай бұрын
(narrator voice) They were, in fact, not done in 6 months.
@fluxxi52895 ай бұрын
An article frome The Hard Drive I saw yesterday was titled “Gaming exec makes first positive impact to company by passing away” and that feels fitting with this video
@notapplicable72925 ай бұрын
Fucking up KSP2 is such a tragedy for the next generation of scientists and engineers.
@adamredwine7745 ай бұрын
And yet somewhat reminiscent of the "better, faster, cheaper" days of NASA where they kept crashing multi-billion dollar space craft.
@bustabusts5 ай бұрын
No it's not we have scientists and engineers pouring over the border..
@livethefuture24925 ай бұрын
Eh no worries we still have the original for that, certainly what got me into it.
@CCountZero5 ай бұрын
Honestly though, they can go grab RP-1 off of CKAN, easy-peasy install; if they really want a better understanding. And then they can progress to the (very old) MIT-license Orbiter simulator if they wanna get proper serious about orbital dynamics.
@Kanakotka5 ай бұрын
Nah. It was always going to fail, you could see it from get go before any game footage was seen from dev interviews talking about how they want to expand the lore of kerbals and the story instead of, i don't know, focusing on the game. Juno: New Origins is the real KSP 2.
@KnightDaylight5 ай бұрын
In Aviation, the #1 rule that everyone must abide by is “If you don’t know, ASK” The fact Take Two’s studios were not allowed to contact each other for input was a massive mistake, and the greed they have shows in the final product. The indecisiveness of the developers for the “vision” made a huge problem worse. KSP2 was screwed out of success because of ignorance and greed, and we were caught holding the bag as players.
@mprojekt725 ай бұрын
It is as if the Take Two execs were watching the publicly available news of Boeing's issues and failures with the 737 Max, while high AF on meth and cocaine, and thought to themselves, "We can be just like Boeing but our mistakes and idiocy won't get people killed, so no one will get mad and the Feds won't come after us. Amirite bois? Gimme the pipe, intern-person."
@murasaki8484 ай бұрын
And blocking out Scott Manley in specific is baffling as well. A huge fan, an astrophysicist, a coder, a pilot, someone who helped put KSP1 on the map, someone who's not looking to jump ship from his current job or probably even any compensation if you don't push him too hard like asking him to actually write code, and someone who despite being a KZbinr very much understands and will conform with an NDA. What that rattles around in my head as is FREE TECHNICAL AND FAN EXPERT ADVICE WITHOUT HAVING TO NECESSARILY FOLLOW IT. I mean, seriously? "This stays away from Scott"???
@Izithel4 ай бұрын
@@murasaki848 If you ask me, the insistence on secrecy is why, Scott Manley is an outsider and would be unlikely to agree to a very stringent NDA. Not to mention his influence on the potential audience, if Scott knew development was as much of a disaster as it was he would have told his audience. And Managment displayed no competence in development, so I doubt they had any desire to consult him for his expertise. And that is without going into all the complot theories about Star Theory trying to scam Take-Two, or Take-Two scamming Star Theory, either way non of the companies involved would have wanted Scott Manley to know anything if any of those theories are true.
@Rootiga4 ай бұрын
take two is one of the greediest game companies out there, all they have cared about for the last 8 years is GTA...
@Fred-rv2tu5 ай бұрын
Not the first time I’ve been done wrong by game. But this has to be the most hurtful. KSP 1 is so wholesome and beloved. I knew it wasn’t squad anymore but that never really clicked until after I bought it and saw the results. To be clear it’s not the money I’m upset about. It’s the murder of something so beloved.
@thewonkysauces20025 ай бұрын
same here dude, I'm lucky enough to be able to afford the original and this game, just upset about how they killed this game plus the fact the science update made me believe - like REALLY BELIEVE - that this game had a future and now this..... its the hope that always kills you
@Yaivenov5 ай бұрын
"Look how they massacred my boy." 😢
@dangercopperfield5 ай бұрын
Yes, all of this, 100% this. I decided to hold the line, root for the dev team and wait for the game to improve. For Science was a good start but the closing of the studio has left me with a sense of betrayal and thoughts of what might have been.
@thewonkysauces20025 ай бұрын
@@Yaivenov fr fr
@only1thatmakessense5 ай бұрын
The worst part is that they continued to try to blag it after as well , shows ABSOLUTE contempt
@Stratzenblitz755 ай бұрын
Thank you for making this. In a sad way, its nice to have closure on what went wrong with development and why we received such a broken game on release after being promised so much more. Just... what a tragedy. Before it released, I was so excited about my future ideas for KSP projects but after the first few days of playing it my enthusiasm was killed. Seeing everyone else's excitement about the game fade really snuffed out the remaining enthusiasm I had for making content as well. Its really sad to hear how out of touch management was on software development. I'm not super experienced with writing software, but in my time developing I've come to realize how important refactoring is and how horrible things can become if you defer maintenance on your code. Sometimes, it really is better to throw something out completely rather than waste time trying to band-aid it into a working solution. Also, about reusing the old code... I KNEW it. When I was playing, I was under the assumption that we were getting a new engine for the game and felt crazy running across the same bugs that I had experienced in KPS1.
@welshcorgi46525 ай бұрын
I remember watching one of your streams where you were convinced it was the same spaghetti code after getting the grounded state bug
@Stratzenblitz755 ай бұрын
@@welshcorgi4652 Yes, I was literally screaming inside. It HAD to be same code!
@dandula33785 ай бұрын
The fifty dollar stream was absolutely iconic, I can't believe you almost landed on the VAB in that mess
@AsliceOFtea4135 ай бұрын
I was so excited to see your ksp2 interstellar shenanigans:'
@ryanspence58315 ай бұрын
@@Stratzenblitz75 50 DOLLARS FOR LANDED STATE
@merinsan5 ай бұрын
I work in software development, and any time I mention refactoring, management gets scared. So I don't mention it any more, and just do it. They wanted better error messages, I refactored the import function that was generating them!
@tiberius83905 ай бұрын
I don't really understand how they can be scared or maybe it's the communication part. In technical design the design engineers do exactly the same. If they come up with a better design they "throw away" the old one. It's not like you literally throw it away, but it is digitally stored anyway, so in case somebody wants it it can be recovered. Also higher ups in the management who have no technical insight should not have a decision in those refactoring processes anyway. If it does not change the "cutomer requirements" or whatever you want to call it in game development but potentially improves things it should not be their concern. That's the decision of a lead engineer. Someone who really understands the design/code/... on a technical level and has the ability to decide what the better solution is.
@thygrrr5 ай бұрын
It's YOUR responsibility to do it. Just do it. All the time. Don't tell anyone that it's different from business as usual. It is business as usual.
@mga1495 ай бұрын
We see the same in IT. As soon as we even hint at rebuilding something now that we've learned from out mistakes, it instantly becomes impossible to get approvals. Endless meeting on justifying why. Usually ending with; we'll get to is sometime. Which is always after the problem or band-aid solution we wanted to rebuild correctly causes a major outage. Then we get blamed for never fixing it. It's like they want to keep the crappiest version of the system that they can. I think some of it comes from not wanting to waste resources on something that doesn't directly generate revenue. Other times it because an exec remember that one huge problem that was caused by an engineer wanting to refactor something, therefor ALL refactoring MUST be bad.
@Ikbeneengeit5 ай бұрын
Better to beg forgiveness than ask permission!
@Innero5 ай бұрын
That’s just normal. Don’t mention it, just do your work. Who cares what you are writing, it’s the code, it will work on the demo.
@danieldorn99895 ай бұрын
Squad was able to build KSP1 in cave with a box of scraps
@livethefuture24925 ай бұрын
😂 That's so ironically true! There's another comment here that went something along the lines... "Squad a marketing company, went all on producing a fantastic game And take-two a game production co. went all in on producing marketing..."
@brendanrockwood65355 ай бұрын
“I’m sorry Mr TakeTwo Games, I’m not Squad.”
@quality92995 ай бұрын
which took 10 years lol
@chaptap83764 ай бұрын
ok i see
@rileygladue39793 ай бұрын
@@quality9299 Still impressive considering how minute their capabilities and budget were compared to what TakeTwo could've mustered with the lift of a finger
@Archris175 ай бұрын
God, just hearing how KSP2 was all but smothered in its crib and then we were thrown the carcass just makes me want to cry. It's heart-breaking to see how every single step went wrong.
@fractalelf77605 ай бұрын
Sadly apt metaphors… 😢
@kelly41875 ай бұрын
I swear, if they had just turned the source code over to modders we would have have a significantly better product, in a fraction of the time.
@tsm6884 ай бұрын
What burns me is how they just lied, over and over. To keep people interested, they told us they already had multiplayer -- not "were working on", **HAD**. They claimed significant progress on all the things they never did. That is how they got everyone's preorder money, and it was all a lie.
@bobbyjeffsupremelordofcraz35325 ай бұрын
Ultimately, they claimed they could slay the Kraken, and they were punished for their hubris.
@eekee60345 ай бұрын
I'm torn between replying, "Indeed they were!" or "It could have been done if they were actually good." It's hubris either way.
@birbeyboop5 ай бұрын
the kraken does not take kindly to challengers. they're lucky to be alive.
@OGPatriot035 ай бұрын
The chance to do it, was when they considered starting from scratch on a new engine. Once they decided to stick with the original code/engine I think it was doomed.
@5Andysalive5 ай бұрын
well they thought building the Kraken in was a good idea for a while.
@connycontainer94595 ай бұрын
@@5Andysalivethe kraken always finds a way - Jeff Goldblum
@mocko695 ай бұрын
The first requirrement for hiring people for KSP2 should have been ''have you played the original KSP?''
@CJSHM5 ай бұрын
The moment the release disaster happened my first response was "did none of these idiots ever even play KSP1?" I was ridiculed for supposing such a thing. Vindicated.
@kjgoebel70985 ай бұрын
"Do you have over 1000 hours in KSP?" "That XKCD where it's 'knowledge of orbital mechanics' as a function of time, that was pretty funny, huh?" "What is your favorite sci-fi movie, and why is it The Martian?" "Do you even lithobrake, bro?"
@p_serdiuk5 ай бұрын
Tbh considering a lot of gamedev involves coding that's not necessarily specific, having decent hours in Factorio should also qualify
@jonc29145 ай бұрын
@@CJSHMnot to mention SHADOW kissed KSP2's a$$ up until now... he supported a game he knew was junk.
@cybisz28835 ай бұрын
Reminds me of what Netflix did with their Witcher series. The execs didn't give a damn about the original works - they just wanted to milk a beloved franchise. It's the same story with Take Two.
@50_Stars_and_Stripes5 ай бұрын
"We're fully funded." Famous last words.
@Infernal_Elf5 ай бұрын
Famous last lie!
@Fred-rv2tu5 ай бұрын
Yea that set off alarm bells for me. I don’t want to bully the guy but it seems like Nate has a surprising amount of responsibility for this. Usually it’s just a greedy studio.
@Ph33NIXx5 ай бұрын
@@Fred-rv2tu I am not sure how you got that impression from seeing this movie.. the guy loved the project, he had both hands tied at his back and just wanted it to succeed. Maybe he hoped that if he could somehow satisfy or put the community at ease.. he could keep it going until the game was "ready"... and sale would start going
@Fred-rv2tu5 ай бұрын
@@Ph33NIXx what I took away from the video was he was the driving force that pushed it beyond an achievable scope. I wasn’t say he bears sole responsibility. Just I’m surprised that it’s probably not a trivial amount. Also by the time he said we’re fully funded he would have know. It was doomed.
@Ph33NIXx5 ай бұрын
@@Fred-rv2tu yeah.. from his perspective they probably was. As far as i know.. the reason they still work on it is because of law. Not because Take Two is being nice. And well, there is some truth in him making scope creep.. but the original 10mill 2 year plan seemed bad as well.
@ElTurbandito4 ай бұрын
KSP 2 has the same development vibe that disney star wars has. The soulless corporate husks whose entire thought process revolves around how much milk they can get out of the cow start feeding it sawdust to save money and spray it down with lead based paint for easy PR wins and are surprised the cash cow dies moments after they get their hands on it.
@tsm6884 ай бұрын
it's not dead. the movies are kind of terrible but they got lots of other stuff going on. some of it actually interesting.
@eskandare19685 ай бұрын
Hello, Eskandare here (Kerbal Konstructs, Kerbinside Remastered, Eskadare Aerospace) I appreciate your shedding some light on what happened with development. I seriously hope that this someday gets rebooted fresh with a solid structured code base. Since Take 2 is a business they are more likely to go and invest in a new money making fad then what they misperceived as the next Minecraft. I think what will likely happen is a similar game may be developed with racoons instead of kerbals, who knows.
@HuntingTarg5 ай бұрын
Yet still hold on to the IP just so noone else can make a profit (and possibly a good reputation) from it and thus show them up.
@thebluehat68145 ай бұрын
"we want this to be the next Minecraft!" >10 Million USD budget >2 years development time ??? what the fuсk were they thinking???
@PrograError4 ай бұрын
@@thebluehat6814 except minecraft, and mojang, is still living on the original game... nearly every single venture is a bust... except for refactoring and screwing around within the existing codebase while rolling out updates for the community which is getting more unhappy and getting aged out.
@bumblingbongo79693 ай бұрын
Racoons would be p cool
@daviddickey98325 ай бұрын
The moment I heard 2 years and $10M, my first thought is someone non-technical is expecting 9 women to give birth to 1 baby in a month.
@ShadowZone5 ай бұрын
Experienced people I interviewed said it would have been possible with those parameters if they had just done a refresh of KSP. Better graphics, polish code, add a few parts and planets, done. Would have worked.
@notfeedynotlazy5 ай бұрын
@@ShadowZone Hilariously, that was all that was needed. Integrate the "must have" mods in the base game. That includes planets: want a start that isn't "orbiting Kerbol like many Kopernikus player-made stars are? Give it a million years orbital period and hide its orbit path. Colonies? FTL? Procedural wings? Already in the "must-have mods". And so on. It was doable, it was easy(sih), it was what we expected, and it was a sure bet. But naaaaah... 😞
@arieldario38495 ай бұрын
@@notfeedynotlazy Absolutely NO. Thats exactly what great companies has been doing with sports games the last 10 years: they have been offering the SAME GAME year after year at a higher price with a few minor features on it. Why i would pay 50 bucks for a game that offers the SAME THINGS that KSP1 offers with 50 mods? I'm OKEY with the fact that the team tried to expand the game beyond the original one, but someone with BALLS should have say from the very beggining that 10 millions and 2 years would never be enough. I would have preferred the game not be developed at all, before what ended up happening now, at least that way the option of develop KSP2 from the scratch it would be on the table for more capable studios...
@HeadCannonPrime5 ай бұрын
@@arieldario3849 because, lets face it, KSP 1 was never more than a beta game. The mod community basically fixed the game for free and made it complete. Incorporating the greatest mods, fixing the wobble, and upgrading the graphics and code WOULD have been enough for a successful game.
@pierrotA5 ай бұрын
@@ShadowZone Sometime taking existing code that evolve for years is even more difficult that writting the code from start. KSP code is a mess, and it was made on an old version of Unity. It's not that simple to make heavy modifications while keeping an optimized and stable code. Was it "possible" ? Yeah sure, everything is possible... Was it realistic ? No.
@Georgesspierre5 ай бұрын
A stable ksp game with thousands of parts in crafts would be incredible. So much potential thrown right in the bin.
@calluxdoaron19035 ай бұрын
*cough* Juno: New Origins *cough*
@Dan-yk6sy5 ай бұрын
I just wanted new star systems and interstellar travel, maybe some resource mining / refueling.
@oberonpanopticon5 ай бұрын
@@Dan-yk6sycough Mods cough
@alexsiemers78985 ай бұрын
@@calluxdoaron1903the problem with JNO is that you end up using those thousands of parts just trying to give your ships the same amount of visual depth as KSP’s stock parts. If you try building in JNO like you do in KSP you end up with very flat looking ships
@davescott76805 ай бұрын
@@Dan-yk6syI just wanted a less janky KSP1 with optimisations and all the core QOL mods baked in. Insitu resource extraction, colonies and orbital construction would have been nice. The ability to create automated systems to launch and refuel depots and land reusable rockets, would have been incredible. Interstellar could have been a stretch goal expansion much later down the route. As interstellar would need all those systems in working properly to really work.
@martinvranovsky70855 ай бұрын
It always amazes me how these huge multi-billion companies can screw up basic project management. I see it often enough in my own line of work and I just don't get it. It's not rocket science.
@rainbowkrampus5 ай бұрын
When you get a business degree, it comes with a mandatory lobotomy.
@OGPatriot035 ай бұрын
The whole corporate video game industry is just intellectually rotten and lacking passion, I suppose that's what happens when non-gamers join the industry purely as a means to make a living.
@fleetadmiralj5 ай бұрын
@@rainbowkrampus I mean, not really, but this is kind of the problem, though, right? When you have business people doing project management, the priorities are not longer making sure the *project* is *managed* well (as the job description would lead you to believe) but to minimize costs. And if there is a choice between cutting costs and managing a project well, guess which one gets picked?
@rainbowkrampus5 ай бұрын
@@fleetadmiralj In this case as in countless others, the penny pinching resulted in a ballooning budget and massive delays and the eventual failure of the project. This has been a running trend in media production for decades now. I'm pretty sure it's because of the whole business schools producing brain dead morons thing.
@martinvranovsky70855 ай бұрын
@@fleetadmiralj Not quite, though. I have some experience in project management and 'managing the budget' (i. e. maximizing the gross margin, really) *is* one of the responsibilities of a PM. The problem is when people who are above the PMs see gross margin as the only relevant metric.
@HHHamiller5 ай бұрын
Sounds like the management had absolutely no idea about software development projects: - If you have have a long running software product, you need a clean rewrite of the code base every few years, because the old code base becomes unmaintainable and is based on obsolote technologies. If you do a sequel for a game, that is exactly the time to do so. It's debatable whether you can at least mine the old codebase for code snippets and problem solutions, but that code parts should also be updated to current coding practices. - You will repeat all mistakes of the developers of the old product if you start with fresh developers. - And if you simply couldn't do some features with the old version, because the architecture didn't support it without massive changes, than that is one more reason for a rewrite. I think Squad would have loved to add colonies and multi-player in expansions, if the KSP 1 code base had allowed it.
@justinb28245 ай бұрын
Lead Dev: Okay, we've got 10 million, how should we allocate this? CEO: Marketing. Lead Dev: What do you mean? How much for marketing? CEO: ALL OF IT.
@skoll60985 ай бұрын
He wanted wobbly rockets?! Perhaps they should have let potential buyers vote on it. Those responsible at the top of the decision-making chain really made a spectacular effort to drive the thing into the wall.
@ShadowZone5 ай бұрын
Wobbly rockets aside: ALWAYS verify your assumptions about user experience when designing software.
@KernelFault5 ай бұрын
@@ShadowZone I see you don't live anywhere near Redmond.
@durbeshpatel30475 ай бұрын
They didnt see it as a serious game, they thought kerbals and their rockets should be goofy and silly
@Coolproko5 ай бұрын
Also, I wished the game had a more realistic art style, the current one is too cartoony for me.
@TheAechBomb5 ай бұрын
while I'm not a massive fan of wobbly rockets, I think they do belong in KSP by default
@FearlessSon5 ай бұрын
Earlier this year, I was in the pipeline to interview for a position at Intercept Games. After getting through the Take Two vetting process I was ready for the Intercept interviews. Then I got a call from a Take Two recruiter saying that they were pausing hiring for the moment, "pending financial review". I heard nothing further from them until a few weeks ago when I got an email saying that the position had been eliminated, thank you for your interest, etc.
@jonmoore1765 ай бұрын
Interesting insight, thanks!
@phutureproof5 ай бұрын
Crazy, I was too but I got sidetracked selling my cure for cancer to bill gates who did take me on to rewrite windows 3.1 using a mixture of Rust and GoLang with a hint of braille thrown in.
@legolegs875 ай бұрын
Wow, the HR actually contacting to deliver a denial message instead of remaining silent? Fascinating.
@elliotgillum5 ай бұрын
😂 that's insane me too.@@phutureproof
@adamredwine7745 ай бұрын
When I was finishing my Master's my top pick employer was a big electric utility. I did three rounds of interviews all with positive responses and then they just fell off the map; stopped returning emails, no sign of life at all. I found work elsewhere and about a year later the company announced they were selling a huge part of their business and had been on a worldwide hiring freeze for a full year. I was disappointed not to get the job I hoped for, but it's probably better than getting that job and then getting fired a few months later in downsizing.
@fiveoneecho5 ай бұрын
I wish there was some legal framework for reclaiming IP from companies that royally fucked it up like this. I wish HarvestR could get his Kerbals back for his big idea for a sequel space game… Edit: I guess there is and it’s called a contract, but that requires foresight lol I’m saying I wish he could specifically get it back for free since he has talked about how personal Kerbals are to his childhood and how it’s so much more than just the little green guys we know and love today. He has publicly talked about how he wants to make a spiritual successor to KSP with everything KSP2 said it was going to have, but with the announcement of KSP2, it was never more than just something unrealistic he had thought about. Now that KSP2 is pretty dead, he said he would like to make something like it, but planned out better, and it’s sad that he can’t use his Kerbals.
@arieldario38495 ай бұрын
Dont forget the "few millions" for it!
@Helperbot-20005 ай бұрын
yes waiter! one IP reclamation for the Fallout series please!
@throwback198415 ай бұрын
they can't patent space and much as I love the little green bastards I don't need em. you can make an excellent accessible space sim without kerbals
@rustyshaklford95575 ай бұрын
Open-source versions of games like XCom, Roller Coaster Tycoon 2, Doom, and some others simply pull assets from a user-provided directory of the original game, so that's one option.
@danilooliveira65805 ай бұрын
they can claim the owner of the IP is not doing anything with it. that is why a lot of companies release shit games with the name of dead franchises, remakes, rereleases, or even completely unrelated games with the same name. it's a way to protect their property. though I'm not sure if they can straight up LOSE the ownership of the IP or if they can't complain if someone copies that IP.
@P1XeLIsNotALittleSquare5 ай бұрын
Chuck Noble leaving the project is the most healthy thing he could do. When management start to tell you how to do your job - you show a middle finger and leave.
@rorykeegan18953 ай бұрын
Only if you're a dickhead. The smart engineer shows management why they are wrong, and how to do it properly. That engineer ends up with a pay rise, and your engineer ends up in the unemployment line and acquires a reputation for being difficult and arrogant.
@IstasPumaNevada5 ай бұрын
So the TL:DR is that it's Take Two's fault. Because even if there were also problems with the intermediary people... those people were entirely chosen by, monetarily-limited by, controlled by, directed by, and constrained by Take Two.
@TemporalWolf5 ай бұрын
This is like watching an NTSB report on a trainwreck... just walking through all of the minor and major contributing factors that lead to the derailment. Sad the outcome, but thanks for insight: confirming a lot of things people suspected, and shedding new light on a lot of things that help explain how things went so wrong.
@andrasbiro30075 ай бұрын
Except NTSB reports don't have things like trains running on rails that don't exist, having square wheels, being shot at by fighter jets, and getting nuked at the end.
@Debilitator475 ай бұрын
I started playing KSP 1 after a couple years of watching Scott Manley and Matt Lowne. I got into and was enjoying myself early on. The irony, to me, is I never took a physics course. When I first achieved orbit, it was actually a triumph. Then for forEVER achieving a rendezvous between two separate launches became a huge hurdle. When, after watching videos, trying and failing, and trying, and failing, try fail try fail...finally, FINALLY I achieved a rendezvous and docking. It was a major triumph. I landed on the Mun and Duna and MInmus and crashed into Eve before I achieved that successful docking (and yes, I accidentally one launched my way through most of the inner planets, including returns, before I finally docked two ships). I literally stood up and jumped for joy and was laughing and it was a MOMENT. I was very much looking forward to more of those moments in KSP2. I bought it when it became available. I held on, through doubt and 'it just needs more time to cook, they're making progress...' Then the layoffs. And now this excellent expose. It feels BAD, to have reached my age, and have a game/tool that I enjoyed LEARNING from, that made learning fun and feel actually like an accomplishment, and then that game's sequel just falls apart like this, mis-handled from the start. It's left me feeling upended. Sad to see the way KSP2 has turned out.
@JD968935 ай бұрын
This comment makes me want to riot in front of T2 headquarters for their colossal blunder. I mean if you think about this from your perspective of learning and inspiring, like we all did in Ksp1, it is such a loss. Ksp2 could have inspired a new generation of engineers and astronauts. Or inspired kids to study astrophysics or astronomy. Not to mention teaching people about orbital mechanics, something completely alien to the average person.
@bvenable785 ай бұрын
@Debilitator47 ^^^ so much this ^^^
@timmy38225 ай бұрын
I remember making my first orbital docking, that eureka moment was a hell of a drug. I remember watching Scott’s Interstellar series and it scares to em think that’s like well over a decade ago now.
@timmy38225 ай бұрын
I remember making my first orbital docking, that eureka moment was a hell of a drug. I remember watching Scott’s Interstellar series and it scares to em think that’s like well over a decade ago now.
@piggyinthemiddle5 ай бұрын
you're not alone mate
@kushnkanopy89405 ай бұрын
i wanna live in a world where the publishers doesn’t think that an unfinished game should be $79.99
@kelly41875 ай бұрын
Especially when all they've done is work on the graphics with no real gameplay. Basically Ksp2 offered nothing we didnt already have in KSP1 with free mods.
@theyellow4324 ай бұрын
Kinda reminds me of vic3, except that the game isnt dead
@XentorAntarix4 ай бұрын
@@xabhax That is not correct. It is not Early Acess itselfe, it is how you use and do it. See Baldurs Gate 3. One part of it`s sucess was the integration of the Communety. Ah and see this other Game ehm... how was the name.. ehm kkkkerbal sssspace programm (1).... ah yes. Well how long was this in Early Acess? but the differenct was: It had too an early Acess Price at this time.
@XentorAntarix4 ай бұрын
@@xabhax Perhaps I wanted simple not to write down the tons of other sucesses, beacause a few good examples would lead to the point? And people could use this magical power called: "Look for more yourselfe". Yes yes I know... I always overestimate the selfeinitiative and inteligence of my Co Speciemembers. My error, appologies.
@tsm6884 ай бұрын
@@xabhax I don't regret a single cent I spent on the KSP1 preorder. I was one of the first five preorders and got years of entertainment from it. KSP2's managers can do @#%$ a rake. They sold me nothing but what I already had.
@electrifiedspam5 ай бұрын
I can't believe that an IP as valuable as KSP will be left to rot.
@tsm6884 ай бұрын
It happens all the time. They don't care about old customers, only new ones. which is kind of how business works
@Mepharias4 ай бұрын
@@tsm688 infinite growth galore
@tsm6884 ай бұрын
@@Mepharias Eh, they're not selling subscriptions, so this is just plain transactions, not corporate bullshit
@AtilaElari5 ай бұрын
I am astounded to realize just how much devs were barred from any sort of communication with anyone. This is just... most un-Kerbal thing that could be done. An open development cycle would get them scores of highly qualified people in love with the game who would probably be fine working for below-average salary because it is Kerbal. Instead they had to hire low-tiers who knew nothing of the game. And for what? What did they gain from it? This is maddening. Not because it is greedy or corpo-bulshit, but because it is plain stupid and had no redeeming sides to it. It was just bad on all accounts. And this hurts my soul. Maybe someone someday will liberate the IP from TakeTwo and do it justice. Until then... well, KSP1 is as good as it ever was.
@bartolomeothesatyr5 ай бұрын
KSP1 is arguably better now than it has ever been before.
@Crayonberry12125 ай бұрын
This is like when a book is made into a movie...and NONE of the actors, director, producer, editors, anybody is familiar with the original.
@HuntingTarg5 ай бұрын
Hear hear. Running the project development in a manner completely opposite the way that worked for the first title (open- vs. closed-comms) and shutting out all the original talent was a formula for failure. It's probably easier to see in hindsight, but the buck has to stop somewhere, and the first people to identify project problems are in the best position to either play hot potato or Harry Truman.
@thebluehat68145 ай бұрын
yeah, no, take 2 will never let go of an IP they themselves ran into the ground lol. They'll be catching flak from the investors
@HuntingTarg5 ай бұрын
@@thebluehat6814 The investors stand to gain more from recovering some of their losses by selling the IP rather than holding onto it and hoping that 'this will all blow over' and starting over in 2-10 years. Holding on at this point is out of stupidity, or stubbornness, or both.
@offendersofficial5 ай бұрын
the modern games industry is so cooked.
@edheadgaming84115 ай бұрын
yup
@Coolproko5 ай бұрын
Pretty much.
@sciencecompliance2355 ай бұрын
It's not just the game industry. This arrogance from management types exists in many different industries.
@thesolitaryowl5 ай бұрын
Not the indie scene!
@RyanCole-x7k5 ай бұрын
@thesolitaryowl Indie scene is thriving, and some of the games made by indie developers are better then that of a AAA studio. I'm actually working on an indie game rn lol
@andrewhofmann54535 ай бұрын
In 2003, I went through the same thing with a game studio I co-owned in Austin, TX. Our investors kept changing our direction, ran up cost and eventually shut us down. We couldn't tell the community what was going on, we couldn't do anything to save the game, sometimes I wonder if it was intentional. I wont go back into the game business, too cut throat.
@MasterLPG5 ай бұрын
Must've been for the Intellectual Property of your studio, as no company who buys a company strictly for it's IP will want to keep it's staff around. *The 'failure' that 'forced' them to 'regrettably' shut down their newly-purchased studio is all for show to prevent getting into legal trouble for terminating a viable business intentionally in certain countries where they have legislation to protect it's labour from such actions.* *That's the short and gist of it anyhow.*
@andrasbiro30075 ай бұрын
That sucks. I've been on a project that got killed at the last minute because the company went bankrupt. It hurt because it was a super fun game, and had a feature I still haven't seen in other games after almost 20 years. It was an RTS/FPS hybrid, you could switch between the two modes seamlessly, and could control your units in both. And there was no compromise in functionality or graphics in either mode. And it had a physics engine that was like 5-10 years ahead of it's time. And it had a super efficient graphics engine too, which allowed it to run on affordable PCs.
@BrokenToe5 ай бұрын
What games did you make?
@cslpchr5 ай бұрын
What was the company called?
@HuntingTarg5 ай бұрын
@@MasterLPGUnfortunately, we're in the time of 'IP milking', where executives and investors are seeking to 'mine' rather than 'build' products with a loyal following and brand recognition. In consumer markets, building comes BEFORE mining, not after.
@AeVinxce5 ай бұрын
As a professional dev, I realized It was bound to death at the moment they talked about multiplayer being added vary late in the roadmap... This kind of feature MUST be added from the ground up, extensively tested through all the development phases to be provide an smooth game experience. One cannot simply make a game then add multiplayer on top of it like adding sprinkle on cupcakes. I have a profound hatred for Take-Two that killed a very promising sequel for my favorite game... I'd love to see the KSP2 Unity project sources opened to the community, where passionate game devs - like myself - could share a bit of their time to build brick by brick the game we all dream of... How ingenuous of me...
@tsm6884 ай бұрын
I assume they mentioned this well after they told us multiplayer was "already in the bones of it"
@Argosh5 ай бұрын
"What were they doing for 7 years?" Enjoying a close view of an industry standard management failure that then gets projected onto the folks that never had any choice or input...
@HuntingTarg5 ай бұрын
Yet still took FOREVER to produce something salable. kzbin.info/www/bejne/fYDOnGyhiNilj80feature=shared
@sciencecompliance2355 ай бұрын
I can't believe they thought they had a successor to Minecraft on their hands. It's like the people who thought this had never played Minecraft or KSP, at least not for much time. KSP was always going to be more niche than Minecraft, for multiple reasons.
@elitecereal5 ай бұрын
Comparing KSP to Minecraft is like comparing GTA to Tetris. It doesn't make sense. They're both completely different games and the only notable similarity between the two is that they're both sandboxish games.
@Niosus5 ай бұрын
It explains why Take Two bought the IP. That never made sense to me. They didn't make games like this. And well, currently, they still don't. I hope they'll get rid of the IP so another publisher can pick it up. I was hoping for a scenario like IO Interactive where the devs bought the Hitman IP from the original publisher and went independent. But given that the devs for KSP were barely even invested in the product... Maybe it's better if some other team gets a stab at it...
@adora_was_taken5 ай бұрын
@@Niosus realistically they'll just own the IP indefinitely and occasionally release a bit of merch or tiny anniversary content
@carl87035 ай бұрын
I disagree, I think it's wholly possible to franchise the hell out of the game, I just fear what happens if ever some greedy investor was to do that.
@Niosus5 ай бұрын
@@adora_was_taken Ehhh it depends. KSP is pretty much dead now. They alienated the fans, and nobody else has heard about it. If someone makes them a decent offer, anything can happen. I hope a worthy successor gets made, whatever its name ends up being. After all, the game itself and the community around it is what matters. A few good writers can figure out another great setting with fun characters.
@piggyinthemiddle5 ай бұрын
Such a bummer guys. I'm part of the gang. I have 5k hours in KSP. I've modded it to have all the features KSP2 promised, so when they released an unfinished game there were features promised that I was prepared to wait for. Now it seems I'll never play KSP2. If you said that 2 years ago I wouldn't have believed you. On another note, I never imagined "that weird guy who keeps making Massive space ships" would become the public voice of KSP2. Well played ShadowZone old chap!
@laffontmaxime35885 ай бұрын
Hello, do you have some tips to install a lot of mods because i feel that after reaching lot of skills in ksp the limits is the bug or errors bringed by lot of mods. Sorry my english is bad
@piggyinthemiddle5 ай бұрын
@@laffontmaxime3588 Its a difficult one. but i can give you one tip. you can install a lot of mods, but its better if they're by the same author, that way they're usually optimised to work together. Usually its not the number of mods but the number of different modmakers that is your problem
@WwZa75 ай бұрын
I don't understand, why the secrecy? Why was it so important that they couldn't even contact original KSP1 devs...
@olegshkurenko-04485 ай бұрын
To sell more dlc for ksp1 i guess
@fleetadmiralj5 ай бұрын
@@olegshkurenko-0448 I mean, as far as secrecy with the public, that part kind of makes sense to a degree. The no contact with KSP1 people, however, does not. I mean, I guess management was like "we don't want to make them distracted" but like dude. They're the ones who can actually answer the questions!
@t_z10305 ай бұрын
There is a certain kind of manager whose highest priority is maintaining their authority and control, and this smells like that to me. Veterans from the original project would be an authority by default, and that threatens the control freak. This is purely speculative of course, but why else would you shoot yourself in both feet with a 12 gauge like that except for stupid personal reasons.
@exalosm5 ай бұрын
Isn't it understandable that some managers wanted to make all the dumbest development mistakes they could? It's strange that they didn't call Sweet Bay Inc.
@DeanRockne5 ай бұрын
I'm guessing part of it was wanting to keep KSP2 from poaching devs from KSP1 DLC. If you were a KSP1 dev working on a DLC and you found out KSP2 was coming in less than 2 years, you'd probably want to jump ship to that team because there wasn't going to be more KSP1 work soon and KSP2 offered better long term opportunities.
@Felice_Enellen5 ай бұрын
I'm a veteran of the Seattle-area game industry and I'm familiar with some of the players in this story (no I will not name names or doxx myself, don't ask). I've also been lucky to be privy to a lot of industry inside info and dirt (not just here but nationally and internationally) over the years since the early 90s, so I know how things work and how publishers manipulate studios to make money for themselves. My best guess about what actually happened is that the suits at Take 2, who rather infamously seem to lack moral compasses, were probably in the mood to cut the KSP1 devs loose so they could hire a cheaper, smaller team to write a sequel that simply built off of their work with shallow, largely-cosmetic changes that would somehow justify selling the same spaceship-shaped cash cow for full price again and then to sell a bunch of cheaply produced -milk- DLC as well. I would bet the secrecy around KSP2 was not intended to avoid distracting the KSP1 team, but rather to keep them from realizing that the rug was going to be pulled out from under them once they finished servicing KSP1. Typically if a studio thinks it's going to suffer layoffs, it will quickly hemorrhage its top talent, who can find work anywhere anytime. I imagine Take 2 shopped around to find a competent but small studio that needed work and was willing to do it for cheap, and given that Uber had recently put out its Planetary Annihilation space-based RTS to meh reviews, it would have been a likely candidate in the eyes of the kind of C-suite person who sees two vaguely-similar things and thinks they are sufficiently alike that one can easily replace the other. Except that seldom works with engineering or design. The rest of it would have been Take 2 bungling repeatedly when their ill-conceived plans didn't come to fruition, time and again, and finally giving up and just letting the KSP1 people take over again instead of dumping them, but it was probably too late to save the game at that point. Or at least too late to save face, though perhaps not too late to fix it somehow if they stick with it.
@HuntingTarg5 ай бұрын
Thanks for your perspective. Longtime gamer misses Sierra Studios. Hope Homeworld 3 shames all the suits.
@Felice_Enellen5 ай бұрын
@@HuntingTarg I dunno, we all thought Baldur's Gate 3 could clue them in to what they're doing wrong, but I don't hear any real rumblings to that effect yet.
@IAmNumber40005 ай бұрын
Not to sound like an "uhhh aykschyually I knew this was going to happen" type person, but something felt very wrong from the start, as the first trailers promised tons of incredible features like interstellar travel and colony building but they didn't show any gameplay or demonstrate that they had built a solid enough foundation to support such extravagant and complex features.
@profwaldone5 ай бұрын
Hold on, it was well known in the community that adding multiplayer to ksp 1 was near impossible without severe overhauling. It was also know from mods that other solar systems can get floating point errors and other such issues. So was the original idea for ksp 2 to be a paid bug patch? Doomed from the start is an understatement. This project was doomed wel before the running shoes were even tied on.
@D1ndo5 ай бұрын
Exactly. And who started the scope creep even while fully knowing it's impossible to build with the budget and time constraints? Nate Simpson. Yet this video and some other people still try to defend him, smh. He's the nr1. screw up man.
@tweda45 ай бұрын
@@D1ndoNate Simpson was asked what features he wanted to bring into the game. He's not the boss, he was basically just the ideas guy. It's the responsibility of management to establish with the developers what is or isn't possible and make decisions accordingly. Don't get me wrong. I thought the idea to have multiplayer built into KSP2 was moronic, because even without having played it, I knew it was probably janky as all hell, and would be both difficult and arguably pointless, but I don't blame Nate for putting it on his wishlist.
@pierrotA5 ай бұрын
Most people do not seem to understand that modifying very complex codes to add new functionalities is generally harder that making a new code from scratch... Especially multiplayer, you need to replicate a lot of variables and events... If you do not think about it while making your code, better to start again. It's like making a flying drone by modifying a TV instead of building it from nothing and expecting to finish quicker... It make no sences.
@RandomPickles5 ай бұрын
Yeah. Multi-player was the dumbest choice ever. Said it was going to be the downfall since the start while impressionable teens who loved fortnight laughed at me in moron.
@danilooliveira65805 ай бұрын
@@D1ndo and if you watched the video it wasn't his choice to stick with the original code, it was forced on them by management.
@Yaivenov5 ай бұрын
"Let modders save the game" is a very Bethesda development strategy.
@carl87035 ай бұрын
See, the difference there is that Bethesda baked modding into their game ever since the days of Morrowind. KSP started as an agile experiment that was struggling with doing something that no one ever did before, to do that while also supporting mods would have been the death of the project.
@erkinalp5 ай бұрын
@@carl8703CKAN supports KSP2 as well, it lets you use BepInEx with KSP
@manvslife2715 ай бұрын
And just like how Betdesda acted with Starfield, trying to cut corners with the hope of "Modders will fix it" to have modders basically be unpaid workers will only make said modders step away from the game entirely.
@Brixxter5 ай бұрын
For modders to save a game the game needs to have potential to begin with. Some high profile mods for Starfield have already been cancelled, and that game was technically functional unlike KSP2
@croustibat6825 ай бұрын
colossal order is doing the same with cities skylines 2 unfortunately.
@SpainSpace5 ай бұрын
Not going to every buy anything not just tied to, but related to Take Two Interactive ever again. Hell, I might not even pirate them out of spite. KSP is more than a videogame for me.
@STRIDER_5035 ай бұрын
I think Take 2 already had a bad name well before the KSP2 scandal was a thing...
@spiritoffire74325 ай бұрын
Scroll, one dong... Key, two dongs... Sword, uh, uhh..... t-three dongs..?
@Dumbrarere5 ай бұрын
Personally, I think the WORST mistake in all of this, was selling the KSP IP to Take Two in the first place.
@SB-cz9vo5 ай бұрын
Frankensteining the core code was the initial fatal error. One of KSP's biggest drawbacks was its lack of multicore support. As far as I know, this is still the case in KSP2. These crosscoads are so deep in the game engine that you have no real chance to fix it afterwards and need a revamp of the engine and the game. Well that revamp was KSP2 and that is out there while multithreading is still lying around in the VAB. Gunning for nice graphics at a point when solid code at the core was the most critical thing for a successful change. I won't go into other neck-breakers like Timewarp vs multiplayer. Sadly, it is one of many cases where management min-maxed the project into a state where it kept many of KSP's old ailments. Now they see it failing, with no cheap fix in sight, and losing interest. Do I want a proper sequel to KSP? Yes, I do. Do I see the current KSP2 having any chance of taking that place? Absolutely not. Maybe one day some other lonely dev will start a space game, removing all the constraints that bind KSP to make something stronger.
@tsm6884 ай бұрын
Collision physics is not really the kind of thing you can multicore. Too many edge cases and show stoppers that prevent them from cooperating. Everyone waits for everyone else and the end result is the same or slower than one core in a lot of cases. That's why physics done on GPU lacks collision entirely...
@TeleportingBread1615 ай бұрын
If Nate Simpson was a software engineer he would have just killed the wobble to improve performance.
@michagrill94325 ай бұрын
Just like simplerockets 2/juno does
@TheAechBomb5 ай бұрын
killing the wobble for performance makes some sense, but then you can't have rockets fold and break in half from aero shear
@clayel15 ай бұрын
@@TheAechBombyou can, you just dont need them to move until they break (which is more realistic)
@RAFMnBgaming5 ай бұрын
@@clayel1 Given it was (IIRC) based on unity joints you'd have to pull the whole thing out and rewrite the shear code. Which might have been a good idea.
@TeleportingBread1615 ай бұрын
@@TheAechBomb Yes. If you partweld them they cant. Some people would choose to sacrifice that for fps
@pattschetter5 ай бұрын
Not having the KSP1 guys involved till so late is absolutely insane to me, as a mechanical engineer whose career has mostly been midcycle product improvements and new-product development. I learned so very much from the older guys who could look at what had been put on the test stand, see how it failed, and say just from instinct "why don't you take what you've got and do (this / that / other thing)", or remembered ideas from before my time that maybe we young guys were re-inventing and remembered why those ideas didn't go forward.
@beertlont7764 ай бұрын
When your stupid you get greedy. Greediness makes you even more stupid. Don't worry it's not a never ending circle. More a snake chasing its own tail. It wil starve eventually.
@TheBeardyPenguin5 ай бұрын
Incredibly well researched video. I'm disappointed, but not surprised. As a software engineer for an aerospace firm myself, I've encountered all the same attitudes from upper management that you and the KSP 2 devs have. People who don't understand software making non-negotiable decisions about software just never ends well, but it's unfortunately all too common. I've been on the receiving end of refusals to requests to rewrite code, followed by everything built on the sand foundation inevitably not working and having to spend far more time patching bugs than it would have taken to just rewrite the foundation as initially suggested. Not consulting or bringing on any of the original developers then being surprised when they encountered the same problems was just plain insanity. Glad to see that myself and Scott agree on what we wanted from KSP 2. I would have been perfectly happy with just a prettier, more performant version of KSP 1 with some more quality of life features, better tutorials, and a modding API. Interstellar and colonies I'd have gladly paid for as DLCs - after all, they'd be much larger in scope than the KSP 1 DLCs were. Take Two really have killed the golden goose they had with KSP and the overwhelmingly passionate fanbase it had cultivated. It's very sad to see.
@makssachs89145 ай бұрын
The idea of such attitudes being present in an aerospace company concerns me. Maybe I should stick to a bicycle for now.
@TheBeardyPenguin5 ай бұрын
@@makssachs8914 I don't work for them, but you've heard of Boeing right? :P Such attitudes are present everywhere there are software engineers
@makssachs89145 ай бұрын
@@TheBeardyPenguin looks like I’m stuck putting up with DB.
@Dman67795 ай бұрын
@@TheBeardyPenguincant wait for the new raytheon drone to mistake my house for a russian military HQ in WW3 and i get lauched into the stratosphere in the form of a fine red mist
@nikolaideianov50925 ай бұрын
@@Dman6779or to somehow confuse a dog with an scud d
@FireDragonDoL5 ай бұрын
Thank you for the video. I'm in line with Scott Manley here, replacing planets and graphic improvement mods were core, although having played Juno, they could have taken some of the ideas to improve the UX. A big deal was the "integrated" autopilot mod. It makes a lot more sense to control the spaceship by setting a parameter than by holding that S letter forever. My dream is still interstellar travel. Dyson Sphere Program scratched that itch and I was really hoping to see that in Kerbal Space Program. I think there has been an overlook of things that make the game actually fun. For example, it seems like they went full in on the "inner physics" of a spaceship (forgive my layman terms) and that caused enormous performance problems (8 engines would cause 2 FPS) and the result were spaceships that could easily crumble on themselves. I have yet to hear a person that says "it's fun to keep adding struts to your spaceship". By comparison, Juno has no inner physics, but the game is fun and apparently can run on mobile! (I never actually tried on mobile). Now, KSP is more realistic, so it is desirable, but not at the cost of making the game less fun. And finally, why can't we have dynamic fuel tanks: it is a feature in Juno, it was done by mods in KSP, it should be the default, instead no: we have an editor where 90% of the parts are fuel tanks of different size. I'm so frustrated I can't get a refund because I played 16 hours (of frustration), all of this because I wanted to give the game a good attempt before giving up
@tsm6884 ай бұрын
If that were core, then KSP2 succeeded. Graphical facelifts are things they definitely did. Unfortunately, that's about **all** they did, and it turned out, despite everyone saying so, that's not the interesting part of the game...
@LifeAsANoun4 ай бұрын
I fell in love with Kerbal Space Program, hard! As a parent I saw it as a natural successor to Legos -- like, "play this and nurture the engineer in you, babe." I couldn't help but be extremely excited at the prospects of having a team fix all the really simple to understand issues with it in KSP2... The lesson: never get excited for anything ever again...
@FrederickKoehlmann5 ай бұрын
LOL, as a retired developer, I can honestly say that nothing fucks up code more than bad management decisions!
@martinn.60824 ай бұрын
Those hiring decisions were also crazy. A team of pure juniors won't produce anything great without a few seniors by their side.
@Izithel4 ай бұрын
@@martinn.6082 It just screams of a management that doesn't have any knowledge or understanding of whatever they are managing.
@csibesz074 ай бұрын
Looks like they couldn't have done better job at fking this up. The sad thing, this is a positive feedback loop. Management really only has one job: putting the right people in charge. If they consistently fail at this, they are not managers, just bunch of greedy monkeys. These wrong hiring decisions in key areas, make the loop inescapable, regardless how many people work on project.
@DonnK-rc4im5 ай бұрын
Ill never forget the first time i managed to escape orbit in KSP1. It was euphoric after so many trials and failures, then I began to reenter, when i was half way through reentry i noticed id forgotten to put a heat shield on the pod. Great memories. Sad to see how the sequel went.
@TheBelrick5 ай бұрын
People still dont get it. KSP was a huge success BECAUSE of squad. The people. Talent and passion combined. These new devs were never up to the task and were just $$$ seeking learn to code dropouts. It was an obvious fail from the start and I TOLD YOU ALL SO!
@Orion-CSAT5 ай бұрын
Everything is making sense, watching this. Very well done and informative video, thank you!
@Thoringer5 ай бұрын
Not a software developer here, but a data scientist. When I heard the "solving multiplayer later" part, I had to chuckle. That's like me creating the dashboard before starting to code the data query, or even looking what data I can get and how clean it is. That's just hilarious.
@tsm6884 ай бұрын
The thing is, they actually said they HAD multiplayer worked into it. They lied, outright, and got tons of preorders from it.
@Thoringer4 ай бұрын
@@tsm688 yes, and that is very common to overstate. Even when Bill Gates sold the first DOS, he barely had it working for the presentation to - I believe that was IBM? Fake it until you make it! And if you cannot deliver, then Theranos! I mean adios! 😎
@williamruiz265 ай бұрын
It's always management.
@fractalelf77605 ай бұрын
Always. Management by its nature is arrogant - in a position of ordering people they often presume a sovereign right to rule - and ignore inputs and then can scapegoat people for their failures.
@user-burner5 ай бұрын
It's also always money
@DiomedesStrosMkai3 ай бұрын
@@fractalelf7760 It only human nature. The real tragedy is that management always seems to get to fail upwards, or come down on a golden parachute.
@fractalelf77603 ай бұрын
@@DiomedesStrosMkai Expressed easily in management 😌
@DinnyOrSomething5 ай бұрын
This is a really good summary of years of stonewalling and silence, but... damn, man. It's shocking just how badly these high level managers, who are probably paid 6-7 figure salaries, can be SO BAD at their main job. And it's so sad that they destroy games that people love in the process
@TheBelrick5 ай бұрын
Dont think for a second that the devs were any better. Clearly weren't up to the task.
@HuntingTarg5 ай бұрын
@@TheBelrickIt's bern pointed out elsewhere that hiring inept developers was a result of management constraints, and led to inept product development.
@HuntingTarg5 ай бұрын
It's been pointed out in the world of finance that many money managers are paid based on the scope of their responsibility (the value of whatever they're mansging), and not on the results they get (revenue). If their financial success was tied to the success of their projects or assets, they would think and behave VERY differently. That's why I believe in profit-sharing over yuge salaries.
@TheBelrick5 ай бұрын
@@HuntingTarg Probably DEI hires. And the mass exodus into "learn to code" from people unfit to use logic and the utter trash state of universities.
@thebluehat68145 ай бұрын
it's funny, I have never heard about the people who are paid 6 figures getting fired my whole life.
@lewismassie5 ай бұрын
You know what's incredible? You were talking about Nate being genuine and with the best intentions and being well spoken in interviews and perhaps overpromising. That is _exactly_ what people said about Sean Murray for No Mans Sky. But Sean was left alone to fix it. Nate will likely never get that chance.
@henlostinky2735 ай бұрын
NMS was self-published so they could set their own deadlines, KSP was kinda cooked the minute T2 bought it thinking they could squeeze minecraft money out of it
@MagicCuboid5 ай бұрын
In addition to Hello Games being private, No Mans Sky also sold way better at launch than KSP2 did. They were able to ride those profits for years fixing the game.
@meneldal5 ай бұрын
Also No Man's Sky, even on release and the mess it was, offered something new and you could see potential. KSP2 on release was just an inferior KSP1.
@thisisnotajoke5 ай бұрын
@henlostinky273 That is not entirely true, Sony was/is the publisher of the PS4 (and probably PS5) version and it was Sony that put a lot of pressure on hello games to release the game at a certain date.
@rickamsler30885 ай бұрын
the glaring difference here is that Sean is absolutely a developer first, and everything else second. Nate isn't a developer but a "visionary" and quite literally the guy that creates scope creep. KS2 only needed some general visual upgrades, the procedural wings to better design planes, new parts, and a planets update. Interstellar could have been a DLC. where you could work to build a space station that functions as your its own launch platform. you don't have to spend 3 hours delivering ship parts to space after the station is done. just build the ship in a new editor window. Multi player too could have been a DLC - or future update. but it would have needed to be very transparent. highlighting issues when they are encountered and communicating with the playerbase about issues or pitfalls.
@Fieryxjoe5 ай бұрын
I know you came to the conclusion Nate is a good guy and maybe just the wrong guy for the job. But to me this proved that he was knowingly lying to our faces in every interview he did. Not just lying about devs having fun in multiplayer, but also lying about there being no KSP 1 code in KSP 2. His statements that every feature was designed with multiplayer in mind when none of them were and the multiplayer team had been fired. Statements that there was no risk of the plug being pulled while the publisher is firing whole departments and the most senior devs and features are being internally erased from the roadmap. At the end of the day Take Two was shooting themselves in the foot but Nate didn't have to lie about these things and was borderline scamming people by doing so.
@eekee60345 ай бұрын
I'm thinking he lied to us to protect himself. He first convinced Take 2 to follow his vision when he had no idea how to make it work -- a massive display of Dunning-Kruger Syndrome -- then he lied to protect his job. (If you saw my previous, deleted comment, I watched a bit more of the video and no longer think it applicable.)
@guitarfan015 ай бұрын
Just a point of order here: the multiplayer team wasn't fired until months after the Early Access launch. So it's entirely possible he was telling the truth about everything being designed with multiplayer in mind before that point. When you're trying to evaluate statements made over a period of 5 years, chronology is important.
@eekee60345 ай бұрын
@@guitarfan01 A solid point of order in the general case, but in this case KSP2 was based on KSP1's code. It would need to be redesigned from the ground up to be "designed for multiplayer". Colony resource management was designed with multiplayer in mind, but core features were designed in KSP1 so they couldn't be. It's like when Nate talked about the devs having so much fun in multiplayer. Now we know that was modded KSP1, but at the time we all believes it was KSP2 as I'm sure Nate knew we would. In both cases, Nate has committed _lies of omission;_ omitting certain details with intent to decieve.
@user-burner5 ай бұрын
I think he probably did have to though, at the demands of Take 2. Remember, someone answering a community question got fired, if you revealed actual info about the development he'd get fired or at least take a huge pay cut probably instantly
@Fieryxjoe5 ай бұрын
@@user-burner no way he was told "lie about that time the devs had fun playing KSP1 and say they played KSP2" or stuff like that. More likely he was simply told "you have to release on this day unfinished and if you dont sell 100k copies the game is on the chopping block" and he decided on his own telling the truth wouldn't make that happen.
@xyrus855 ай бұрын
scope became bigger, deadline was non negotiable. As a software dev I know that feeling. It's a sign of lousy management.
@ProjectPhysX5 ай бұрын
Red flags upon red flags. No wonder KSP2 was a crappy, bugged game release. - Devs/managers didn't play KSP1 or KSP2, didn't eat their own dog food. Of course it's never gonna be good if they don't test and don't even know what to focus on to make the game good. - Software development is building one lego block on top of another, looking back at what to do better (refeactoring), and only then going to next block. KSP2 management threw a bag of lego blocks at the wall and called it a day. Demanding all features at once is not how development works. - Release deadlines that are completely unaware of technical debt or the technical side. - Only monetary incentives, or rather monetary pressure, and no intrinsic motivation to write good software and take time to do it properly. - Hiring more engineers to fix other engineers' technical debt. This is not gonna work. - Poor IT infrastructure, so not even being able to test. - "Fake it until you make it" mentality, promising unrealistic features in trailers and announcements at a time where none of this is even implemented yet alone debugged.
@LeeSpork5 ай бұрын
It's so heartbreaking that they weren't allowed to rewrite the game anew. Even when I was doing creative writing in high-school, I knew that sometimes the best way forward was to just start from a fresh canvas and "cannibalise" pieces from the old version, rather than to uselessly tinker continuously with something that's fundamentally just not working.
@williammanning50664 ай бұрын
It's such a big deal that there's a whole design methodology in software of writing it once, throwing it out, and then writing it again.
@RpattoYT5 ай бұрын
Matt's interview with HarvestR pretty much puts the kybosh on the idea that the KSP1 dev team could have helped a great deal with the code. Most of the experienced KSP1 dev's left the team prior to the acquisition by Take2.
@bizzehdee5 ай бұрын
10 million is a nothing budget for a publisher backed game these days, even for a "small" game like KSP2
@alexsiemers78985 ай бұрын
The full budget of Subnautica was $10M iirc, and compared to KSP2 that’s a tiny game (even with the lore and biosphere being as rich as it is)
@Infernal_Elf5 ай бұрын
yeah absolutely. But not for greedy Publisher Ceo`s that also happen to own most of the company.
@tiagodagostini5 ай бұрын
depend where you develop it. Do it in South america or eastern europe and you can go an OK way with it. You just need to be smart on how to use that money.
@IstasPumaNevada5 ай бұрын
@@tiagodagostini And not have the big developer/publisher's higher ups using the location as a vacation spot/appointment while you bilk the smaller country's government out of grants. LOOKING AT YOU, UBISOFT.
@Gentleman...Driver5 ай бұрын
As far as I understand they didnt want the game to have all these new functions. They just wanted a more polished version of the old game. "Quick and dirty." And honestly, there is a market for that. 10 mio. bucks and two years, seems still like a stretch... Like, how do you even organize that fast? How much time do you have to understand the code really?
@themadkraken19125 ай бұрын
I remember being active on the KSP forums when it was announced that Take Two was purchasing Squad, and later when KSP2’s development was announced. Most people saw it going just about this way, and I’m increasingly disappointed our predictions were mostly correct.
@rh9063 ай бұрын
Corpo-rats will do corpo-rat things. I don't see a No-man Sky's or even Cyberpunk 2077 recovery here.
@OzzyInSpace5 ай бұрын
They did such a rug pull on the community. And they knew it. Teasing us with all those dev blog videos up until the release date announcement; Then that Oct (just few months from that release time) they said none of those previously bragged about features would be there, and it would be early access. I knew at that moment it was a rug pull. They took advantage of the community's good will from the first game. I'm so thankful KSP 1 is in a great place.
@rainbowkrampus5 ай бұрын
You literally just watched a video where it was made explicit that the people involved were dedicated to producing the game but were mired in bad decision making, much of it outside of their control, from the start. And your takeaway is that the game was an intentional scam? Touch grass dude. You've lost touch with reality.
@OzzyInSpace5 ай бұрын
@@rainbowkrampus Whatever helps you sleep at night...
@thelyric27515 ай бұрын
@@rainbowkrampusreally it's more like the devs were forced into the rugpulling by Take Two.
@rainbowkrampus5 ай бұрын
@@thelyric2751 The "rugpull" language is unhelpful here. A rugpull is a scam, it requires intent. There was no intent to fail or deceive here. It was a series of bad decisions leading to an overinflated budget and an eventual decision to cut losses on a project that was looking to require way more dev time, and thus dollars, than it already received. It wasn't a scam at any point, it was incompetence and failure. Is every mistake you make a rugpull? Do you see the problem here? "Rugpull" here is just emotive language. It doesn't have anything to do with what actually happened, it has no meaning, It's just OP trying to express their feelings. But by using a term with an accepted meaning it has resulted in them being dishonest. It's not cool. You can be upset and not be dishonest.
@guitarfan015 ай бұрын
Dumb take, Ozzy. You literally just stated the opposite of what the video showed.
@vicviper3195 ай бұрын
Thank you so much for the level-headed reporting on this ShadowZone. Your videos do the best job on trying to figure out why we're in this mess.
@andrewcyrbag5 ай бұрын
The fact that the fanbase/playerbase is relying on ShadowZone for any form of communication is very telling. T2 refuses to comment, Intercept probably got NDA'ed to all hell and back and very likely will never chime in. As much as I also want KSP2 to succeed, I think LinuxGuruGamer's "not with Take Two" comment is the sad reality. EDIT: I can tell you worked really hard on this video and I'm sure much of the community appreciates it. You're doing more to clean up this mess than the actual PR/Marketing team.
@AshenElk4 ай бұрын
As a project manager, it really resonated with me when you talked about them jerking the engineers around. The number one thing I've learned about delivering a good project is to give people stability and the space to focus.
@generalsirc26155 ай бұрын
I am dumb founded, the level of incompetence is really mind blowing. And we see this Al over the industry. I think it has to be from corporatization, you have people with business degrees making technical decisions. Some things can be corporatized and work out all right. Video games are not one of them. Video games are a creative endeavor, and corporations are rarely creative
@bobsemple93415 ай бұрын
This is what happens when non tech people infect software
@Wrangler-fp4ei5 ай бұрын
@@bobsemple9341 Specially when they have investors who poke them those people in the side wanting results.
@user-burner5 ай бұрын
Money is just entirely incompatible with art
@generalsirc26155 ай бұрын
@@user-burner I’d say money is a good motivator for an artist to produce high quality work, but where money is an issue is when non artistic people impose their ideas and cost saving measures onto the artistic people.
@HuntingTarg5 ай бұрын
Are you volunteering to be a 'starving artist'? Money for these projects has to come from somewhere, very few finished projects spring forth unfunded.
@UENShanix5 ай бұрын
As a gamedev (not at all related to KSP, TakeTwo, or any other entity featured), I really appreciate your little segment on how "let modders fix it" isn't the panacea most Gamers think it is. For exactly the reasons said and so many more. It may be easy to fix or change something on your end but it's difficult to verify that it's truly fixed without having deeper access. And there are _many_ problems that can't be truly be solved without getting into the nitty gritty of it. I remember having to track down one bug that was coming from how our internal engine was handling IPv4 and IPv6 addresses and treating them, somehow, as the same but different. No modder could've fixed that even our game was as moddable as KSP or Skyrim.
@guitarfan015 ай бұрын
It's been so annoying seeing all of the technically illiterate people (and I will freely admit I'm only first grade reading level with game dev) saying things like "well, mods could fix it" or "mods can give the same ksp2 experience in ksp1." Neither of those are true. Yes, mods in KSP 1 can give you some barebones approximation of multiplayer, interstellar travel, and colonies. But all of those are hacks into existing systems instead of systems built to do those things. This isn't to take anything away from the brilliance and hard work of the modders that have given us these things at all! The modders simply did not have access to the direct source code. Interstellar through Kopernicus gives you terrible floating point errors when you get half a light year away from Kerbol. Multiplayer has plenty of limitations, especially timewarp and working with other mods. And colonies are the worst of all three: either you try to simply dock colony ships on the ground in ksp and deal with the fact that they all suffer Kraken attacks whenever they load, or if you use Kerbal Konstructs, the difficult UI and lack of satisfying systems and gameplay loop. What KSP2 needed was a new codebase designed from the ground up to support these features. According to people who cracked open KSP2, a lot of those things were in there even in the first Early Access release, just incomplete, ripped out and roughly bandaged to make the deadline.
@meneldal5 ай бұрын
You can fix stuff with mods like limited content, adding a new planet or new engines, but new systems are always going to be difficult and janky.
@zaclegoattack5 ай бұрын
In my field of systems engineering there is an old adage: The biggest mistakes are always made on day 1
@Waldherz3 ай бұрын
I remember the hyper agressive KSP2 fanboys when the trailer was all we had. They went to every Space Engineers forum, telling people how dead their game was and that KSP2 would kill it fast. I hope these people are sad.
@jammi__5 ай бұрын
Having worked in a game company as a developer, my impression is that the people in charge of business decisions are clueless about technology despite them being in the technology business. That leads to bad decisions all over and all the time, and is a prime reason why the game business is so volatile.
@pebegou5 ай бұрын
"DID IT JUST DO A KERBAL?!"
@JD968935 ай бұрын
Wobbly rockets is a clear disconnect between what the community, aka consumers, want and the devs. That was a big red flag for me.
@CoperliteConsumer5 ай бұрын
This is a perfect example of why making games via "design by committee" always ends in disaster. Art for one cant be done like that and this whole thing was treated like trying to remake an action figure or rerelease an old album. Thats just not how games work. The industry is dying and this is exactly why. So unfortunate to happen to one of the games i was so invested in :'(
@FatovMikhail5 ай бұрын
the most important part that wasn't even touched here is KSP1 WAS FINE, it had yearly updates with new mechanics, major agencies collaborations, i think after "only 150k per year" ksp1 devs started to cry. they were a team, they had a vision, they were capable, they had some refactoring undergoing. with some more budget they could make ksp1 look like ksp2 but work better. now we have both games killed and most of the ksp1 source code lost. and THIS is a terrible situation, not the cancellation of ksp2.
@tsm6884 ай бұрын
The failure of KSP2 really puts the lie to everyone who insisted KSP needed a graphics upgrade. KSP2 was pretty as hell but that turned out to be unimportant...
@Francois4245 ай бұрын
@26:25 - Can totally relate and vouch for that. I had to tell my boss at some point that he wanted me for my efficiency on tough problems, but if he keeps changing my focus often because "teamA" or "teamB" are falling behind, that I would not be as efficient as I could. He got the message and try to minimize doing that to me now, but I was in a work environment where I could voice my concerns. In other places that would not have been possible.
@archerroo0075 ай бұрын
This was a great send-off for KSP2. Thank you for assembling all the elements, providing insights behind the scenes and synthesizing the elements that brought us to this point.
@cmilkau5 ай бұрын
The lesson I take away from this is, never let management in on technical decisions. Management needs to know what you can do, and when (including associated risks), but not how. The how is up to execution, not management.
@Erowens985 ай бұрын
Problem is, often management will force their way in because they want to feel like they're contributing something. Micromanagement is a plague in the engineering world.
@fleetadmiralj5 ай бұрын
The problem is that the "how" may also be a matter of "how much" and that IS a matter for management.
@jordanledoux1975 ай бұрын
You know the thing you might find absolutely terrifying? I've worked as a software engineer since I was a teenager. I've worked in multiple industries, including at a game studio, on multiple types of software. The engineers (who also occasionally have crack-pot or just wrong ideas about features), probably shield you from about 50-60% of the stuff that would annoy you or be dangerous by lying to their bosses and managers. "Lying" to management, and learning the skill to do so in a non-destructive and convincing way, so that you can actually address the things that YOU KNOW are important but don't have the time or energy to argue about, is an absolutely CRITICAL career skill for engineers. Game studios are particularly susceptible to this problem however, because these kinds of awful decisions can originate from management, but they could also come from the art department doing something they think is "art" but is actually "engineering", or it could come from the director if they are the type to think "I'm the idea guy, so I'm the only guy that has ideas". When it comes to technical issues, any of those people could be the source of EXTRA problems on top of the ones that engineers introduce themselves through the process of development. Devs can probably put their job on the line and kind of bluff their way into blocking one of those groups, but if you are getting problems from multiple directions, it's game over. In that situation, the devs probably know the company is going under almost a year before management does. But like I said, all these examples you actually see in the software you use or want to use of management screwing up technical decisions? That's the stuff the engineers couldn't block, or weren't willing to risk their job over, or weren't willing to ignore and get done on a weekend anyway. If engineers didn't essentially act insubordinate when they knew something was a bad idea, there would be very, very few companies that would be capable of shipping running code that isn't an absolute mess.
@henlostinky2734 ай бұрын
one thing making that hard is that most software management were promoted from engineers (or people who already made a game in this case) and the 'how' colors the way they plan things. they tend to block out plans in terms of what code they need to write, not what features they need to launch, and set priorities according to how much code they think needs to change and how complex the changes would be. this means 'heavy' things like new features and sweeping refactor jobs get priority while 'simple' things like QoL and devops and performance fixes get neglected. or the opposite, they know a lot of complex code lives somewhere so they automatically de-prioritize working on it out of paranoia.
@nt78stonewobble5 ай бұрын
In general one of the biggest problems of humanity, is a lack of communications. It goes from the level of individuals over organizations to country and world level. No, we don't have to blabber out everything to everyone, but on eg. a company level, there needs to be the trust to engage in open and honest communication. Us humans can't solve any problem, if the person knowing about the problem doesn't speak up out of fear, the person with a solution doesn't hear about it or themselves don't speak up. Ultimately, this is the responsibility of management, to create a culture of open and honest discussion and to show the way forward, by listening... actually listening to the problems and challenges of the people doing the work. It doesn't matter if you're coding games, building rockets, cars, childrens play sets etc. The sooner you know about a problem or challenge, the more time you have to fix it and the less stuff you have to fix.
@ShadowZone5 ай бұрын
Very well put! Humans can only succeed if they collaborate. And without open communication that's just not going to work.
@bobsemple93415 ай бұрын
No, the problem was managers. As it always is
@tsm6884 ай бұрын
@@bobsemple9341 aye. there was plenty of communication, it just wasn't fruitful. "Okay, we agree! you can upgrade the game! But you have to do it in the KSP1 code base and in the assigned time." "I've been telling you all along that's not possible--" "have fun!"
@triggermovies5 ай бұрын
Nate may love KSP, that doesn't mean he has no responsibility on the failure of the project. He is one of the only (or the only ?) person involved from the beginning until now, as a director moreover. You don't lead 7 years of such a sh%£show of a project without a good part of the blame. Furthermore, he must have known he was lying through his teeth on every interview he was giving. And if he didn't, then it proves how incompetent he was for the job. On many aspects, he reminds me of Mark Kern (Grummz) : take a compelling concept, act passionate, promise the world, but in reality run the project into the ground or turn in into vaporware, and then blame the editor for your mistakes. It might work the first couple of tries, but after a while you start to see the pattern...
@mutilatedpopsicles5 ай бұрын
I place a good chunk on the blame on him tbh, if he wasn't lying through his teeth then he's just an idiot.
@DamianE-20075 ай бұрын
As a Senior Engineer, I heard a lot of the same problems that plague most projects I've been on. But the lack of senior or experienced engineers was the worst mistake. People don't understand that a junior engineer is so much less efficient than a senior engineer. Further, junior engineers learn from seniors and tech leads. Good engineers will "figure it out", but just because you don't drown when you're tossed in a pool doesn't mean you're a good swimmer. This project needed good engineering, so sad.
@franciscoexmachina5 ай бұрын
Corporate is where creativity goes to die. When decisions are made around profits, what else could one expect?
@HuntingTarg5 ай бұрын
To eat and pay the hired talent, both technical and creative, cost and profit are unavoidable considerations. But they're not the ONLY considerations. 'If all executives were tomorrow replaced with angels, they would still be constrained to think and act with the financial well-being of the company in the forefront of their minds, for profit is the lifeblood of a company; and profit is properly understood to be the result of serving consumers.' -F.A. Hayek (paraphrase)
@csibesz074 ай бұрын
@@HuntingTarg You see, the problem is that these executives have only one goal: profit. They don't actually care about the product. Their goal is not the product. Look at Apple. Steve Jobs had the goal of making a product to satisfy customer needs. Not making highest profit by selling a shitty, but well marketed product, which is what Apple or any other mindless corporate structure archive today.
@terravexillar5 ай бұрын
Great video. Thanks to all who contributed - including the anonymous sources. Much of what has passed is not too much of a surprise - having worked in IT for "a few decades". Management's assumptions around what was involved being far disconnected to the engineering challenges; much success with the look-and-feel, but with too little resource on the underpinnings; where was the testing?!! Still hoping things can be turned around, but much has to change for that to happen.
@OlCrunch5 ай бұрын
It really does feel like a lot of the mistakes made by the devs would've been ironed out quick smart in a typical development cycle without the crushing silence imposed by Take-Two/Private Division. I'd be pinning a lot more of this on the corporate side of things then on Nate. He was just too optimistic.
@D1ndo5 ай бұрын
On the contrary, I'd be pinning a lot more of this on Nate. He's the one responsible for knowingly exploding the scope well beyond the time and budget constraints, at the start of the project already. That's not how a good manager operates. You can spin it any way you like, everything points to the game being doomed by him going full scope creep, and refusing reality. If T2 had not been benevolent enough to dump so much more money on the project, we would not even have the early access prototype we can play now.
@rainbowkrampus5 ай бұрын
@@D1ndo Then you'd be deranged. T2 agreed to his pitch then tied his arms. When they first ran into trouble they could have talked to KSP1 devs were it not for the bizarre secrecy mandates. You need to touch grass. You just watched an entire video explaining all of this and you still have a rage boner for Simpson. You've lost touch with reality.
@E1Luch5 ай бұрын
@@D1ndo The possibility of simply making "polished KSP 1" that would've been different enough from regular modded KSP 1 assumes that the old codebase was actually good enough to permit that. And if the old code needed to be thrown out regardless they could have built in some better functionality from the beginning. The problem was that every single person with the power to make decisions was seemingly completely incompetent do deal with anything technical and was instead operating on a bunch of insane and unfounded assumptions about the game and its market niche.
@alexsiemers78985 ай бұрын
@@D1ndoNate wasn’t the one who gave the go-ahead for the all the new content, he just said it would be a cool idea. T2 is still at fault for letting it get accepted but without changing the budget and dev time for the game accordingly
@The-Autistic-Strategist5 ай бұрын
Congratulations Take-Two Interactive… you’ve recreated the “Challenger”🚀 (Some credit also applies to Bob Berry and Jonathan Mavor. Like sticking to the original KSP1 code for so long) I agree that the call for secrecy was akin to them shooting them selves in the foot… with buckshot! lol😅 With less secrecy, they would have had a bigger better pool of talent and passion to hire, and we could have made our opinions heard and shot down the worst ideas. Nate Simpson seamed to have many good ideas, but he needed someone to call him out on his bad ones, and to rein him in. (Like waffly rockets, and overall micromanaging the teams) (Example: I love the Star Wars prequels, but I admit George Lucas had too many “Yes Men” so a few things that should have been changed, or dialed back, weren’t) I was so looking forward to more stable multiplayer! (Also was excited for colonies, and interstellar) I too still want and wish for KSP2 to be completed and polished eventually. I’m with you and Matt. I hope for the best. But I too expect the worst.
@ZPanic05 ай бұрын
26:16 Small correction. If they get yanked around, they won't be able to solve any problems period. It's not a matter of quality, you simply must become and maintain that "immersed" state to get work done. Every different task requires its own "immersion". They aren't compatible, and go to waste when switching tasks.
@MoldySpace5 ай бұрын
The real shame is 2 years and $10 million, we could've just polished up KSP1 and had something truly glorious
@danilooliveira65805 ай бұрын
there wasn't much to polish without throwing alway the old code and starting from scratch. that is the problem.
@christophelemaire45515 ай бұрын
@@danilooliveira6580 Sure thing, knowing that KSP1 grew way bigger than initialy expected, they really pushed their project to the farthest point possible here.
@fleetadmiralj5 ай бұрын
yeah but what would you have paid for "KSP1 but prettier"? I have a feeling the answer there may be well lower than what T2 would have sold it to you for.
@tandemcharge51145 ай бұрын
@@fleetadmiraljPeople would have 100% paid for a polished KSP 1 that have had its jank removed. Imagine being able to approach stations without getting smacked by lag for one
@manvslife2715 ай бұрын
@@fleetadmiralj I wouldn't have paid for "KSP1 but prettier" but I *would* have paid for "KSP1 but ran better" which is basically all what people *actually* wanted from this project at it's core, because a good sandbox game needs a solid foundation which can be built upon.
@darthvader05105 ай бұрын
Thank you for the very detailed and interesting video. There are many things made clear from the video. As a ksp1 fan and a software developer myself, many of the mentioned things make me feel so painful. But I do not feel bad about the studio closure, they are not without faults.
@ShadowZone5 ай бұрын
Remember where they made the wrong turn when there are decisions to made in your job. Smart people learn from the mistakes of others. Not so smart people learn from their own mistakes. Idiots never learn.
@explosiveapple15 ай бұрын
If Take2 continues with KSP2 everyone on the project should watch this
@alexandrepv5 ай бұрын
We have seen it before, where an IP was wasted by the greedy, and often inept, developers, only to be resurrected years later by some indie company and receive full support of an undying fanbase. A good example is Sim City and Cities: Skylines. I have no doubt someone is already working on a wacky space simulator to take up the mantle from KSP1.
@livethefuture24925 ай бұрын
_Sometimes intellectual property should remain the property of intellectuals..._
@DNiedD5 ай бұрын
I built my current PC specifically for KSP2, and my prior system for KSP1 back in 2015. On launch day for KSP2, running on a 980 pro M.2, with a 16 core processor (5950x), 64 gb ddr4, and an OC'd RTX 3090... I had 15fps at best. To say the game was unoptimized for "less powerful computers" is nuts. It was unoptimized for ANY system. I still want my $50 back.
@tsm6884 ай бұрын
I had a hell of a lot better performance than you with a much worse PC, don't know what to tell you. Sometimes these brand-new PC's have glitches to work out. For me it actually performed really well on day 1. But it was painfully obviously just a reskin of KSP1 with more features removed than added. Nothing new to discover but a handful of vacant buildings. I played it three times then never felt the urge to run it again.
@PrinceAlhorian4 ай бұрын
To quote Bugthesda with Farcefield... Upgrade your pc.
@britishgaming65 ай бұрын
47:13 if i had a nickel for every ksp youtuber with a mountain biking side channel, i'd have two nickels, which isn't a lot but its weird theres two of them