That's one of the unique features of the game that provides that learning experience, and the goofy Kerbals who keep failing over and over.Īnd then you get that great sense of accomplishment from the game - especially for the player who's tried and failed several times, and then it works. You keep experimenting and learning as you go. And as Nestor said, the whole loop of the game and the hook that gets a lot of people is that you try and fail, try and fail. We just give them the tools to figure that out. We know it's hard, but they can handle it. That's part of our main loop in the game, and part of how we deal with the balance.Īnd also, we're not trying to underestimate the intelligence of our players. So, we tried to make use of that as much as possible so people can learn through doing, experimenting, failing and trying again. But at the same time, it's something that you can learn by trial and mistake. People need to learn a lot of new things. Nestor Gomez: It is a hard balance, because dealing with the physics is not easy. When you were going through the development process for the first game, what were some unique challenges you ran into while trying to strike that balance? With the Kerbal Space Program games, designed to be consistent with the laws of physics, there's a very unique design challenge where you have to keep the science real, but you also have to keep the gameplay and interface accessible. But since, in the game, you end up with all kinds of contraptions, a common chair was needed. Nestor Gomez: I don't remember who proposed that chair. Is this why one of the starting parts is a tiny chair you can just strap to the side of the rocket? Was that an explicit contribution on Felipe's part inspired by the tinfoil figures he used to strap to his childhood model rockets? That was the early start, but the intention for the game was about space traveling. That's the easiest way for someone to start interacting with rockets, or with fireworks turned into rockets. Nestor Gomez: Well, that was his passion. So, Kerbal Space Program initially took shape as almost a model rocket simulator? But that was part of the original creation. Since the very early times, after the hard stuff was figured out, the Kerbals were added to the mix. He used to strap some tinfoil figures to the rockets and send them away, so it's very clear that that was the intention since the beginning. Nestor Gomez: Felipe Falanghe, the creator of Kerbal Space Program, as a boy used to play with rockets.
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