EVE Frontier Vision Update w/ CCP Jötunn & CCP Maximum Cats
EVE Frontier: Vision für die Zukunft enthüllt – Survival im verlassenen Weltraum
EVE Frontier plant eine düstere Zukunft: Spieler erkunden eine verlassene Region, kämpfen gegen KI-Drohnen und nutzen Hyperfault Stacks. Die Vision betont faire Brutalität, bedeutungsvolle Erfahrungen und die Erschaffung einer lebendigen Sandbox. Spielerfeedback und Datenanalyse prägen die Entwicklung, die auf Langzeitmotivation setzt.
00:05:16 Good afternoon, everybody, and welcome back to yet another E-Frontier livestream. I am CCP Jotun, Community Developer for E-Frontier, and I am joined, of course, today by our illustrious, some say, many are saying legendary, creative director, CCP Maximum Cats, live from a dusty mountaintop somewhere.
00:05:43 Mr. Katz, kann I call you Katz, kann I call you Maximum? Ja, up to you. Wonderful, thank you. Maximum Katz. Katz is good. Katz is good, hello Katz. That's right, the essence of the concept. It does, you really skip through all the unnecessary prelude, get right to the heat of the matter, which is, of course, Katz. My Kat, around here somewhere, probably asleep. It is the middle of the day, that is the thing that Katz do. Friends.
Zukunftspläne und Vision von EVE Frontier
00:06:0900:06:09 Welcome back. It's just the two of us today. And also it's not Friday. So you may be wondering to yourself, hey, what are you doing? It's not Friday. You're right. It's not Friday. In fact, it is Thursday. We have been talking for some time about the future, the future of eFrontier. You know, we're in this kind of interesting interstitial period between we had a big release back in June. We're looking forward to a big release, some other big stuff coming in the next couple of months.
00:06:38 Not quite for cycle two, but looking forward to the next couple. There's some big stuff coming. And we realized we have not done something like this in a while. We have not come through or come in here and sat down and said, hey, what are we doing? Like, what's the plan, right? We've talked in kind of very broad strokes back around FanFest during the FanFest keynote. Of course, we were on stage chatting about what, you know.
00:07:05 what the long-term vision was, but it was all very nebulous, all very kind of vague. And fairly recently we had a bunch of meetings internally, since we do that, as part of the development process. And in those meetings, Mr. Maxim Katz presented a thrilling set of documents about what our plans are. And so we're going to go over those today. We're going to go over these plans today.
00:07:33 And we're going to talk a little bit about, not necessarily exactly what you're going to see going into the future. I mean, things change. Development is a funny business. You know, it's a video game thing. You've heard, listen, you're all adults. You know how this works. So what you're going to see here today is, and I don't want to speak for my colleague, because he will be the one presenting, not me. What you're going to be seeing here today is not stuff that's going to be coming immediately.
00:08:02 Das ist etwas, was wir in der Richtung zu bewegen. Das ist das Vision. Das ist das Vision. Das ist das Vision. Das ist das Vision. Du hast schon schon gesehen, in die Vision-Trailer, die wir schon ein paar Zeit haben. Und viele Leute haben uns gefragt, warum ihr das Vision-Trailer habt? Es ist nicht so ähnlich wie die Game-Trailer. Das ist wahr.
00:08:28 In fact, I get this question frequently, as you can probably imagine. However, that vision trailer, of course, is the vision. That is how it should feel to experience the game when we get to that point. And there are a lot of things we're going to have to do along the way. But this stream will hopefully answer some of the questions about how we're going to get to that point.
00:08:56 And what we intend to do once we get there. So, Mr. Katz, what is that you're drinking? Is that a White Claw? It's a peach ginger lightly sparkling drink. Okay. Is it, I assume, refreshing? It's very refreshing. Good. It's relatively warm. I imagine it is. It is not relatively warm here. It's 14. Actually, today it's balmy. It's like 14 degrees outside.
00:09:23 Es ist... Ja, ich weiß. Es ist wild. Okay, jetzt geht's und dann geht's into es. So, ich werde uns über die Schrein gehen. Oh, ja, look at das. Look at das. Actually, hang on a second. Ich habe zu re-crop das ein bisschen. Ich... You know what, actually? No, ich habe zu re-crop das ein bisschen. Ich werde... Listen, für die Sache, für die Sache, für die Sache, für die Sache, ich werde uns alle ein favorieren. Wir werden das. Und dann werden wir...
00:09:51 There we go. Look at that. Nailed it. I am a professional video producer. CSP Maximum Cats, this is your baby and I will let you take it away. I'm just here for commentary and sage nodding.
00:10:07 All right, let's do it. I mean, first things first, definitely not my baby. This is our baby. A lot of people, a lot of people's work is going into this. I'm here mostly just as a talking hat, a person to pull together PowerPoint slides that we can then look at and not collectively. There is value in that, to be clear. Of course, yeah. So, and yeah, first things first, definitely, like this is definitely a vision talk.
00:10:35 Das ist die Vision, in dem Sinne, dass diese dreams der Derangten, bevor die Realität diese dreams in der Höhe ist. Die Realität ist einfach die Produktion, die Priorität der Ressourcen und so weiter. Aber, nevertheless, das ist ein Projekt, das wir machen. Das ist das, was wir planen machen. Die Vision ist gespielt, wenn wir nachher denken.
00:11:00 In what exact form the stages that will take us there will be delivered. That depends on a lot of hard work that is still ahead of us, because this is similar to how we are discussing this vision here. We're also discussing it in a similar way internally, just a little bit earlier into the timeline, collecting internal feedback, looking at what makes sense, what doesn't make sense.
00:11:26 Right now all of this stuff is in the hands of the team. We are doing exactly that. We are doing these in-depth sanity checks around where to start, what makes sense, what doesn't make sense, what do we have to tweak. But as you listen to this, I think you will see that a lot of the general shape is already there once you start thinking about it, when you play the game in its current state. Because this is...
00:11:54 This is not a new vision. This is rather one of these times in our process when we regroup around the vision that we have already and see what needs to be tweaked, what still holds, where we're basically just taking a step back from the canvas and trying to evaluate the big picture, see which thread to pull next, and also this regrouping not only around our own internal progress, but also around that.
00:12:22 Player Data and Player Feedback. Overall, you will see that conceptually we are in the ballpark. This is also where the role of Player Feedback specifically becomes super apparent because we are regrouping a lot around that. Sometimes the things that we hear from all of you guys are very tangibly informing and realigning our own plans.
00:12:51 There were major directions that we're taking over the course of this project, which we've done purely because we looked at what is actually practically happening when we put this thing in your hands. And we just had to stand corrected on some of our own assumptions. I will not tell about which ones in particular.
00:13:11 Es ist immer sehr lustig, wenn jemand jemand weiß, dass etwas, was sie gesagt hat, oder hat sich geändert, in eine Weise, auf ihre Feedback geändert hat. Und es ist wie ein Mann sagt, hey, oh, hey, das ist mir. Ja, das ist mir. Ja, okay, für sicher. All right, carry on. So, ja, das ist wo ich sage, dass wir die NDA, und wir können jetzt watch all of die streamen, ist eine complete Game-Change.
00:13:39 It's given us so much interesting intel. Seeing different people with different playstyles playing and commenting live. This is like no UX testing lab is going to give you anything like this. This is just absolutely brilliant. So I'm watching a lot of streams. So if you're streaming and you have one viewer, maybe that's me.
00:14:05 Und wie Sie wissen, dass wir internamente alle verschiedene Soundbites von den Foundern, von den Spielern, in die Video-Clips und so weiter. Und viel, viel, viel rests auf das. Das ist das, was die, für eine bessere Worte, die vitalen Energie der Projekt ist, von sehr tangentially. Das ist sehr inspirierend.
00:14:29 So, yeah, this is really helpful during this cycle, because we just had much better, much more tangible data from you. So we had some takeaways, and there are good news, there are lots of good news, and lots of good news are more around where we still need to do homework as opposed to conceptually bad news. So the good news, I would overall phrase them as...
00:14:58 The concept is cutting through, the concept of the project itself. Because when we listen to you talk about the project in your own words, very clearly a lot of you are really getting what we're going for. There is a lot of this sentiment obviously around people calling out how it's...
00:15:21 Sie bekommen die gleichen Emotionen, die sie hatten, als sie zuerst begonnen haben, in 2008 oder 2010. Aber es ist ein anderes Spiel. Es ist nicht EVE-Classic oder so. Und das ist... Wir haben das Intentional versucht, etwas zu machen. In einigen Bereichen, wo wir nicht über EVE kopieren, aber wir schauen, was EVE in der Moment gemacht hat.
00:15:47 Und wir versuchen zu verstehen, was die deeper Essence ist in da. Und dann versuchen wir es zu re-implementieren für den presenten Tag. Und das Teil scheint zu sein, sehr interessant zu sein. Eine andere Sache, wo wir ... nicht superintentional, aber es ist definitiv eine Art Intent. Das ist das Gefühl von fairer Brutalität, das ist fair für alle.
00:16:14 Das ist ein bisschen hart, aber es ist hart in der gleichen Weise für dich, für mich und für alle anderen. Wir können sagen, dass in dieser Landschaft von dem, was wir versuchen, zu prioritizeigen oder was wir versuchen, an den Audience zu geben. Wir können sagen, dass zwischen dem, dass wir etwas Spaß haben oder etwas Meaningful haben, wir sind definitiv eher in eine Meaningful direction.
00:16:42 Wenn du etwas für eine sehr lange Zeit gründst, aber für einen guten Grund für einen guten Grund in der Ende, besser als andere Riders oder so, dann kann das ein cooles Gefühl geben. Das kann etwas nicht so gut für etwas, in der Tradition, in der Moment. Und das ist mehr unserer Landschaft. Das ist nicht zu sagen, dass wir diese Moment-to-Moment-Things nicht so viel und satisfying machen.
00:17:08 Aber das bedeutet, in generell, nimmt ein Priorität, als opposed zu pure entertainment. Der Quote, da auf der Schreie, ist etwas, wie ich lebe bei, lately. Es ist, das ist, das ist, dass die Spiele, die zu entretien dich sind, diese Spiele, die zu verhörten dich. Diese Person hat es gut. Ja, es ist...
00:17:29 This is a really old quote in sports commentating. It's kind of made into the common lexicon now, the thrill of victory and the whatever it is, the agony of defeat. Whereas you don't really have the one without the other. The contrast between them is what makes it so compelling. And I feel like that's kind of what this is touching on. The game hurts, but when things are great, then ah, it's that much better as a result.
00:17:57 Ja, ja, ja. So, es ist nicht nur schäuere Untertitelung. Es ist etwas mehr, dass du ausstattest. Und es ist überall. Watching Leute spielen, da sind viele große Erinnerungen über die wertvolle und sinnvolle Herausforderungen. Manchmal ist es sogar sogar überraschend, wie viele Leute...
00:18:25 Das sieht einfach nur so ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend ausreichend
00:18:51 Ja, so there is a lot of this Iron Man Challenge kind of vibe that you sometimes see in streams, which is pretty cool. Sometimes it's even, I would say, that you're playing the game in some cases in a way as it's intended as opposed to as it's designed just yet. So it's like sometimes you're bending the experience in a way that is more in line with what we have planned.
00:19:19 als opposed to what we have there just yet mechanically, which is, again, this is another nice point of validation of the concept as a whole. Interestingly enough, I see some people expecting this to become more challenging still. We're trying to make it easier for the streamers right now by making the game easier so that they can present it better.
00:19:44 Ich bin noch nicht sicher, was zu machen, ob wir das machen wollen. Ich bin noch nicht sicher. Aber es ist interessant. Der Wert des Struggles ist sehr interessant.
00:19:57 And another obvious thing to call out where we are kind of landing into a correct ballpark is just the immersion in general across a lot of verticals, just general external world building and art and sound and narrative, even the way we talk to founders or rather they keep us talking to founders.
00:20:24 Das scheint zu funktionieren ziemlich gut zu sein, wo es der sweet spot, wo wir dich in den Sinn haben, ist, dass du keine Ahnung was, aber du bist sehr interessiert. Es gibt so viele Mysterien rundherum, aber du bist nicht komplett alieniert. Du verstehst du, was geht an categorisch durch all diese mythischen Archetypen und diese Sachen. Und das ist sehr speziell ein Gefühl, das ich viel zu sehen.
Hausaufgaben und Kerninhalte
00:20:5300:20:53 We will try to keep you in that place and keep feeding you all sorts of juicy mysteries. Now, if this is the good news, where we have a lot of homework, that is just super clear and we know that. That is just the core features and content. Basically, most of the game, drawing the rest of the owl kind of view.
00:21:20 Weil der Skeleton ist da, der Konzept ist relativ gut. Es braucht viel besser, viel besser mit den Bomben, das ist nicht da. Es ist da categorisch, in vielen sensen. Es gibt eine Art Feature, aber es ist oft eine 20% Version der Final Feature.
00:21:44 Ich denke, dass die Main-Overlayer, die Leute sagen, ist, dass es ein Finish-Produkt ist. Ich glaube, das war es auch schon gesagt. Es hat nicht wirklich geblieben, in ein paar Monate zu diesem Zeitpunkt. Und es wird wahrscheinlich eine Major-Revision zu bekommen. Ja, ja. A lot of Arbeit. Wir wissen, dass wir all die Arbeit in einem anderen Fassion zu haben, wo, stattdessen zu haben, für zwei Jahre für eine Major-Revision, wir werden Ihnen ...
00:22:13 We'll be giving you a skateboard before we're going to give you a car so that you don't end up with two wheels from a car and nothing else and you can't even drive anywhere. There is going to be something simplified and a little bit more rough around the edges initially, but it will be there so that you can start experiencing something that is at least conceptually resembling the final product.
00:22:40 So, yeah, this applies to literally everything. I would struggle to call out a single piece of content or a feature that is 100% complete. Oh, yeah. Yeah. Everything, warship stats, damage system, feeding, mining, all of that is still working.
00:23:00 But if all those individual features are the trees, the forest, you can kind of see there already. It's just the general shape of what we're trying to do. This brutal living sandbox in an ancient mysterious space universe.
00:23:23 The actual practical scope of what we will be talking about here in this vision presentation is very much DBD. In what part of it is going to come first, at what date it's going to come first, all of this is yet to be seen. But we are talking about the visible horizon, foreseeable future, as opposed to several years. We're not talking months, but we are not talking several years.
00:23:50 Year two, three, something will start to happen. Because what we're trying to describe isn't so much a specific date and a timeline, but more rather a state of the project when it is ready to be tasted as an actual dish, the culinary metaphors, as opposed to something that is still cooking, and you kind of need to know if you're tasting the broth, should it be more salty at this point, less salty at this point?
00:24:19 At that point, once we're at that state, you don't need to be a QA or a tester or understand much about actual game development. You should be able to just honestly go into it and give us honest feedback.
00:24:32 Once we get to that state, we will just keep cooking still indefinitely, because this is one of these long-term endeavors where there is always something to tweak, always something to add. Yeah, this is one of those cathedral projects, hopefully. Yeah, no shit.
Die Welt von Frontier und das Keep-System
00:24:5400:24:54 So, um, to start from the very, very top, you know, from the, just the overall exposition, you know, what is, where are you at, what's happening in the world, we will, we can tell you what, and this is one of these cases where we will tell you what KEEP knows, you know, if you would ask KEEP, they would tell you something like this, because we need to, you know, we need to, KEEP is asking us to censor ourselves a little bit, so there is still some stuff for you to discover.
00:25:22 Aber der Überblick ist, dass wir in der Frontier sind. Es ist eine desalte Region, we know where, haunted by feral AI-drones, left over von ancient human colonization projects. Und wo Humanität hat sich für eine lange Zeit, für Tausend Jahre alt. Wir waren nicht da. Und da ist dieses Mysterium Entity in da, die Kieb.
00:25:50 Das ist aktivieren Clones über die Space Wasteland. Und es gibt sie mit einem Set-Emergency-Industrial-Capabilität. Es ist Keep Emergency Stack. Es ist eigentlich ein Fancy-Far-Future-Space-Swiss-Knife, das man kann, um zu versuchen, zu bauen, aus der Complete Oblivion und zu Kickstart. Und das ist wie jeder Rider, jeder Spieler beginnt ihre Journey. So das ist wie Sie sind.
00:26:19 The challenge of existing in the frontier isn't only all of this feral AI business, but also the influence of the trinary. Once in a while, this trinary black hole system is just wiping the region with its gravitational influence, and you kind of have no choice but to start over. Keep us working towards something. This is where Cycle missions...
00:26:47 Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Aber das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing. Das ist ein Foreshadowing.
00:27:12 Und als ein super, super high-level Archetype von Experten, das man sich durchführen, das man usually findet, in der Frontier, ist es eigentlich eine Expedition. Weil, selbst wenn man auf die Pläne spielt, vielleicht ist es vielleicht ein bisschen zu weit, und jetzt muss man eine Expedition, wo man den richtigen Führer, auf die richtigen Station.
00:27:39 Maybe you need to bring the modules for that ship. It's an entire adventure. Maybe you run out of fuel somewhere and now you're mounting a recovery expedition for your lost ship. Or even just an extraction run into a mining site is also a kind of an expedition. So where you're basically betting some resources for some reward if we zoom out all the way.
00:28:07 Und in dieser Expedition, du findest dich in einer von drei Phasen. Du bist über-preparing für diese Expedition. Über-preparing, als opposed zu just-preparing, weil es eine Erfahrung zu gehen, nach Nordpol in real life. Oder vielleicht noch mehr fitter, nach Mars oder nach der Moon. Wo every mistake, every little thing that you forgot, kann cost you just the entire endeavor.
00:28:34 Maybe you bought some navigational intel from some other person and you sit there looking at the star map, trying to plot your course towards the target and so on. And trying to figure out what kind of dangers are going to be awaiting for you this time around and what you have to equip against. Then, after you are prepared, you are going into the actual expedition itself. It's a journey somewhere in a very dangerous place.
00:29:03 dass du nicht zurückkehren will. Du wirst viel verlieren. Du wirst getrennt. Und das ist zu erwähnen. Das ist nicht etwas, was wir sehr klar haben, zu den Spielern. Aber im Grunde genommen, wenn du dich selbstbewusst hast, oder zu biomasst, und zu versuchen, wieder zu versuchen, du bist als Intended zu spielen. Es ist erwähnt.
00:29:29 Und dann, wenn du wieder zurückkriegst, dann gehst du in dieser Phase, die wir noch nicht, aber es sollte dort sein. Und das ist eine Off-Ramp Phase von dieser Expedition, wo du all die Cool Spoils hast, und vielleicht gibt es noch einige Items, die noch nicht zu verraten sind, aber es sollte dort sein. Und das ist eine Off-Ramp Phase von dieser Expedition, wo du all die Cool Spoils hast, und vielleicht gibt es noch einige Items, die noch nicht zu verraten und identifizieren, und du herausstattest, dass du etwas viel coolerer hast, als du gedacht hast.
00:29:57 Und es ist ein schönes Moment, eine kleine Feuchtung. Und so, meistens die Zeit, du findest dich irgendwo in einer dieser Stelle, auf einen bestimmten Bereich. Nicht universally, natürlich, weil, zum Beispiel, eine Distribution der Arbeit geht, wir finden, dass einige Menschen nur in einer Phase dieser Phase existieren.
00:30:21 Maybe I'm only focusing on preparing other people in my tribe for an expedition, for example. But that still means that if you zoom out far enough, you're just there in the preparation stage indefinitely. But this entire loop still exists somewhere.
Hyperfault Stacks und Spielerprogression
00:30:3800:30:38 And before we can go further, we need to talk about one core concept in our industry progression, because it's this generic building block that will help us to make sense of the rest of the experience structure. And it's these guys. It's called a hyperfault stack.
00:31:00 oder einfach Stacks. Es hat sich schon erwähnt, mit einem Work-in-Progress namens schon vorher. Also, ich weiß nicht, ob wir es verstehen können. Das heißt, es wird noch nicht sein. Aber die Logik da ist sehr gut. Es ist ein Stück von Technologien, die in einem Printer oder in einem anderen Faciliten, vielleicht sogar in einem Schiff. Das beginnt mit einem Faktion.
00:31:28 Exclave stack or CNOT stack or stack of some other entities, their tech stack. Or for example, the initial tech tree that you have access for, this is Geep's emergency stack. It's their version of this thing. And essentially, it's a collection of blueprints. It gives you access to things that you can craft. These blueprints are lossy archived into an AI seed.
00:31:54 Das ist eine kleine Seed, die dann kann mit AI resimuliert werden, mit einem AI in der Blueprint, weil sonst alles, dass alles, in der Frontier-Condition ist. Du musst all diese Funky-Technologien nutzen. Und given diese AI-Nature, diese Stacks, und das ist das, was sie anders macht, von nur Blueprints, in Sachen wie WebOnline, zum Beispiel, diese Stacks operieren in einer Art, wie ein bisschen wie ein Leben-Organismus.
00:32:23 Not in a full-on biotech sense, but more like an LLM in real life, where the outcomes are not super guaranteed all the time. It can hallucinate something that is exceptional in whatever way, in a good way or in a bad way. And it needs to be maintained because it can go feral, for example, or it can decay over time. So there is some maintenance that is required there.
00:32:51 Just to be clear, so what you're talking about here are the actual technical schematics for things you can create in the universe. You're saying there's not only just going to be variability to those stacks, but you can also find stacks that are themselves perhaps hazardous, or like they are corrupted in some way, and I assume can probably still be used to design things, but maybe just not the things you are intended. Line with Endrews. Yes.
00:33:19 Das kind of stuff, ja. Wenn du andere Projekte kannst, dann kannst du eine Art von Intuition für was wir gehen. Zum Beispiel, Generative Items in heavy Loot-Orienten Games ist ein cool-spirits Animal zu holen, weil du kannst eine sehr lange, sehr, sehr lange Zeit versuchen, diese perfekte Kombination von all den Trades, die du brauchst in deinem Item.
00:33:47 und das kann vieles für die Industrie-Landscape werden. Und auch, es gibt auch die Inspiration von den Mechaniken von all sorts of sehr oldschool Farmville-like games, nicht in so evil wie das sie in der Vergangenheit gemacht haben, aber es gibt interessanten Mechaniken da, wie es plantiert, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten, dann warten.
00:34:16 die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will, die man will.
00:34:44 So now, as a tribe, we have this emergent mission to go to some distant lost city and find a seed for a new stack and then we have to take it back and grow it and so on and so on. So there is a lot of... We're preparing ground for deep emergence in there. And we're also trying to create this focal reusable area in player progression or repeatable area.
00:35:12 Because with Stacks, we are giving a perpetual recommended goal. Because otherwise projects like ours, or at least, you know, these very heavily sandbox-oriented projects, sometimes they struggle with giving a certain kind of player a clear answer to what do I do next. Because you can do anything in an experience like this one, but you know, what exactly?
00:35:41 For some people, that is not a problem, who are much more sandbox gameplay oriented. But those people don't need to help that much. They can entertain themselves. But for some people, they just go, I can do anything, but I don't know what to do exactly. This is giving them a perpetual good answer. It's always a good idea to...
00:36:02 Es ist das Gleiche wie in einem Pokémon-Games. Es ist immer eine gute Idee. Es ist ein Similarer Logik hier. Es hat einen Sibling, aber Keeb fragt uns nicht darüber zu sprechen. Wir sind nicht darüber zu sprechen. Es sieht sehr menacing.
00:36:28 Jetzt mit Stacks in mind, und Orbs ein bisschen, aber jetzt nicht mehr darüber sprechen, wir können das Überall-Experience-Strukturen machen, das wir bereits erwähnt haben. Hier ist ein wichtiger Teil von Kontext.
00:36:57 What you experience currently is quite linear, or I would say not even linear, but very finite. At some point, if you play the game right now, you just run out of content. You build all ships, you build all modules, you maybe even visited all stations, and unless you are, again, a very sandbox-oriented, self-driven person, you will, at that point, you just don't have a game anymore.
00:37:26 But you can see how, in the shape of what it's becoming, there are some very replayable, meaningful replayable moments that can be introduced, and this is what we're doing here. So the first moment like that is this initial stranded survival experience, where, if you remember, the keep awakes you in the space wilderness, and it gives you a space Swiss knife, and you have to try to survive.
00:37:54 And you will probably not survive the first time, and you won't survive the second time, and the third time. You will die again and again, and every time you will find yourself in a somewhat different probabilistic conditions. This time there is a little bit more carbon in the star system. This time I'm very close to the star. This time something strange spawned inside of my ship, some extra that I can use.
00:38:21 Which is giving you basically a survival puzzle to solve, where you have to look at where the universe has sent you this time around, and look at these capabilities that Keep has given you, and try to navigate through this maze of possibilities. And if you think about it, we are playing something like this already. It's just that sometimes...
00:38:48 Ich meine, es ist komplett und es ist komplett unintentional. Ja, es ist an accident. Ja, es ist ein bisschen, ja. Aber wir definitiv nicht, wir nicht equipen, wir nicht equipen Sie sehr gut. Also, da gibt es nur eine limitede Anzahl von den Starten-Konditions, die möglich sind. Aber du kannst noch sehen, wie viele Leute wissen, was ist da. Sie sind einfach in der Star-System, bis sie die Best-Star-System sind.
00:39:17 So, that kind of thing. Better evolved, more intentional, but this kind of a survival loop. And our aim in there is to ensure that this experience of surviving in the loop is intrinsically meaningful and satisfying. That this is something that you can do just for... I don't want to say for fun, but yeah, for fun. And that there is meaningful skill in being better at it.
00:39:44 Und nicht über Charakter-Progression-Skill, die in der Charakter-Sheet ist, aber auch der Spieler-Skill, wie gut du bist, in der Navigate in diesem Puzzle. Das ist, wenn Leute in dieser Phase sind, wir sehen sie die Erfahrung mit RUST, und da die Logik ist ähnlich. Wie gut du bist ist, ist wie fast du kannst,
00:40:13 mit einem Rock auf dem Beach und von einem bestimmten Goal, wie fast man kann da. Und es ist eine gleiche Art von Skill-Kurve hier, wo sogar jetzt, dass eine Person eine Person ist auf der ersten Bildschirm in einer Woche und andere Person ist es in einer Stunde. Ich bin exaggerating ein bisschen, aber es ist bereits ein Skill-Range da. Und das ist in der Zukunft in der Zukunft.
00:40:42 Because this is the kind of experience where you will find yourself a lot. Not only in the beginning of the game, but also when you are stranded. We see that people get stranded quite often, and that is a part of the experience. When you find yourself in one of those moments, you will know that somewhere in this Keeps technology stack, there is probably something that can help you dig your way out. So this is a beginner mode.
00:41:11 A survival mode that you're in when you're stranded. It's also our hypothesis for a cool session mode. Because over time, as you progress through your main progression, you can gain access to more and more options for these stranded clone situations across different types of gameplay where this is a mining start, combat start, exploration start, different difficulties and so on.
00:41:40 And obviously coming with different conditions for this puzzle itself, and with different probabilities for gear, and what kind of embodiment, what kind of clone you might have, each presenting this puzzle for this space with knife situation. And these probabilistic elements can make it worthwhile, because once in a while it's an interesting ship that you find yourself in. It's a derelict, but it might be worthwhile to take it back to...
00:42:09 oder eine Spezialitem oder etwas, das macht es wertvoll, zu jetzt haben diese emergent adventure, zu haben, die Problemen von jetzt extracting das Clone mit dem Possessionen, in deinem ... ... ... ... ... ... ... ... ... ... ... ...
00:42:36 Und für uns ist es eine gewisse Art und Weise, um die Past of Frontier zu beschäftigen, weil wir, was wir deliveren da sind diese Archeologie-Logical-Crime-Scenes, quote-unquote. Das sind die Snapshots von dem, was da passiert, was da, was da, was da, was da, was da, was da, was da, was da, was da, was da.
00:43:00 and exposing you to just stranger and stranger, more ancient ships and clones and all of these ancient past things. And it's, of course, on the development side, it's a really cool license for us to make sure that the new player experience, part of the experience, is evergreen. It doesn't lose priority over time as we develop the project because it sits so deep at the core of the experience, even for elder game players, because otherwise...
00:43:29 Es kann es schwierig zu balanceen, die Prioritäten zwischen einem neuen Spieler experience, zwischen den On-Boarding und dem Spiel, und dem Spiel selbst, weil das On-Boarding nicht eigentlich der Game ist. In diesem Fall, es ist eigentlich der Game bereits, also wir bekommen einige benefits. Und für ein bestimmtes Kind der Player, dieses Kind der Survival-Puzzle-Loop würde ein Game bereits.
00:43:57 If it's rich enough and varied with content, similar to how you can just consider how long can a person play something like Vampire Survivors, how engaging can it be for a huge amount of time. But of course, in our case, we are not done there. This is just one of these replayable parts.
Replayability und die Dynamik der Stacks
00:44:2000:44:20 Because at some point, you either became good enough, or maybe you chanced into breaking out of this loop, and you reserve this clone life for resurrection. And now you go into this more traditional finite progression as what we have right now. If you die, you will respond as the same being, you will keep all your possessions, and so on.
00:44:45 Once you're there, you're progressing towards the second part, where we're building replayability into the design, and that is the dynamics around these stacks things that we discussed just now, where you have to deal with all sorts of opaque patterns in data behavior, and you maintain them, and you control them, and they will die inevitably, and they will need replacements, so you have to go somewhere.
00:45:11 Und eine Hyper-Charge-Variante von etwas zu tun ist immer auf die Körner, wenn man es den richtigen Weg geht. Und natürlich, wenn man es nicht behalten kann, seine Technologien werden unter-Developt, relativ zu anderen Triben sein. Also, man hat keine Wahl, aber zu engagieren in diesen infiniteen Industrie-Invention-Puzzle. Ja, 99% von Writers quit, bevor sie eine Legendary Stack-Drop haben.
00:45:40 Ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja, ja,
00:46:08 Das ist die Flush, die auf die Skeletion geht, die eigentliche Events und die Assets of Interesse und so weiter. In ein bisschen mehr Zoomed-in View und ein bisschen weniger Abstract, denn das ist noch etwas Abstract. Da, das Part wir formulieren als dieses Kind of a Path.
00:46:31 Es ist nicht wirklich eine User-Journey. Es ist ähnlich wie User-Journey, aber es ist nicht so linear und nicht so prescriptive. Es ist eher eine Art von Logical-Points von Attraction. The thoughts we can almost guarantee, die wir in die Minderung kommen, als wir die Frontier spielen können. Und das können wir dann benutzen, als ein Map zu bauen, auf unserer Seite zu tun. Ein guter Beispiel von einem Punkt von Attraction in einer Erfahrung, wie das ist.
00:46:59 ist, dass in einem Zeitpunkt relativ early in Ihre Progression, was almost inevitably passiert, ist, dass Sie die Mapen und die Mauten benutzen, und Sie identifizieren die nächsten Pointe der Interesse, die Nearest Landmark in der StarMap, das kleine Red Dot, die Nearest Station. Und wir müssen Sie nicht sagen, wie Sie das machen, es einfach passiert. Und an diesem Punkt, Sie machen eine Art Decision.
00:47:28 You either say, okay, this looks interesting. I'm attracted and I will go and explore. Or very often you say, okay, ICCP is trying to make me go to this point. I will never do this. Yeah, fuck those guys. People say that directly on streams. And we know that. We know who we're dealing with. That's completely okay.
00:47:53 Because this still helps us in orienting. You still made some kind of a decision around that particular landmark, even if you decided to not go there. That is still kind of a meaningful point that allows us to navigate around it. Even though it means that this is, again, this is not a linear user journey. This is more like a network of moments. It's still super useful for us. Because it allows us to build an experience
00:48:22 where there is always something to look forward to organically. Once again, if you're one of those people who find yourself in a sandbox experience with a question of what do I do next, if we're successful with this kind of approach, there will always be an answer to this somewhere just inside of you. You can just think logically about where you're at in space right now and what needs to be done, and you will probably arrive at some kind of interesting...
00:48:51 Das ist die Schlussfolgerung, was zu tun, was zu tun. Und während, bei der gleichen Zeit, eine Erfahrung, die immer noch open-ended ist. Es ist open-ended, aber nicht confusing. Wo die Sandbox-Player sind nicht aufrails, aber es gibt noch eine Struktur für die Welt, die Menschen können orientieren, ohne uns in eine Theme Park-Direktion, wo es sehr aufrails ist und sehr guided ist.
00:49:18 Hier we're still talking about a systemic ecosystem. It's not really there to entertain you, but it's following its own internal logic. And you can find meaning in that entertainment way, kind of a second-order effect.
Immersive Anfänge und Survival-Loop
00:49:3500:49:35 So, yeah, we start on that path from the very beginning. This is where we are not super immersive currently, and this is where a lot of homework is on us. It will not be a complete single-player mission. It will still be something that will be categorically similar to what you're experiencing in the project right now, where we dump you just directly into the world and go figure things out.
00:50:03 But we will be doing much more stuff to support it, to make these initial moments immersive, meaningful with little things such as this boot up animation and stuff like that, where the logic is still the same as before. You find yourself in control of a derelict ship and there is something that you have to do, some kind of a simple activity.
00:50:30 So you're either turning on your reactor, or you're doing some kind of a system check, or if you're a clone, maybe you're doing some kind of a CPR procedure on the clone. Mechanically, something very simple, just a single press of a button or something like that, but something that immediately gives you this visceral immersive reaction from the universe. It might feel minor.
00:50:59 Aber es ist einfach, diese kleine Dinge sind wirklich wichtig, als punctuation signs, sind wichtig in den Text. Wir werden Sie wissen, dass etwas key just happened. Denn wir werden diese Art of a-pattern durch die Key Moments der Erfahrung. Zum Beispiel, wenn Sie oder Sie eine Major-Crafting-Wertig-Wertig-Wertig-Wertig-Wertig-Wertig-Wertig-Wertig-Wertig.
00:51:27 Es gibt es mehr flavor, mehr immersion und auch für uns eine interessante Design-Space, um zu just world-builden etwas mehr. Denn in dieser Art von Fictional-Ship-Operating-System pop-up, wir können eine Logo-Type von Manufaktur zeigen und ein bisschen mehr depth zu den world-building.
00:51:49 So, you are walking in this derelict shape, you are booted up, and you are now thrown into this survival loop that we talked about just now. Where the experience that we are creating is essentially bushcraft, but in space. If you go on YouTube and you look at people practicing bushcraft, they just... Great.
00:52:13 They take a Swiss knife and they go into the woods and they show you how to survive there, make fire, find water and so on. Like this, but far future and a space. And you have a much, much better Swiss knife that Kieb is providing you with. Where you utilize this emergency factory to orient, understand how to deal with the situation, adapt and then start dealing with the range of...
00:52:42 Intuitive Challenges, because at that point we're not throwing anything too abstract at the player, it's things which shouldn't require too much explanation from just existing in the world. Things such as dealing with attention from the feral drones, dealing with survival status effects on your ship, maybe you have some kind of a virus that you have to deal with, this kind of stuff.
00:53:08 Dealing with heat. Heat is a very good example. As long as it's supported well with UX feedback, it just makes sense. If you don't go close to a star, it's probably a little bit too warm there. Energy management, cargo management, damage control, just general erosion, repair, so these kind of primal visceral things.
00:53:34 Ja, es ist gut zu machen, dass diese Dinge so intuitiv wie möglich, mit Dingen wie topologische Positionen, für Fitting, für Damage Control und natürlich eine mehr hands-on, intuitive Direkt-Control Scheme.
00:53:52 So, yeah, and the overall tone of this should be imperiled, but empowered. You are in a worse situation than the human being has found itself in probably thousands of years, but you are equipped with really juicy, far-future means. They are somewhat limited, but he knows what they're doing. So it's primal, desperate, but you have the means.
00:54:19 And then you go through all of these steps that we, you know, if we look back at bushcraft in real life and we start identifying these iconic steps such as making fire with flint, finding water, building a hut, we look at what would it mean for this far future safe-fire situation. You know, maybe building a campfire is maybe building your first reactor, for example, and so on. So we are not super literal to this campfire fantasy, but it's this.
00:54:48 It's the surface level of how we communicate. So, yeah, supported with this emergency stack from Keep, where...
00:55:03 Das ist speziell für Situationen wie diese, das bedeutet, dass es ein bisschen anders ist von den Tec-Trees, die du später bist, weil es speziell ist, um die Autonomie zu ermöglichen. Du kannst dir die Weg aus, aus den meisten Situationen, du kannst deine eigenen Schicks, und so weiter. Du kannst nicht mehr in die Distributional Labor.
00:55:27 The vibe of what it should feel like, it should have measures such as the ability to cannibalize your ship a little bit, to give you extra resources if you find yourself in supermaterial conditions. So kind of harsh, brutal stuff. A good inspiration there is maybe just the pram kit in Doom. It's kind of a deep space hardcore.
00:55:56 Ich denke, das ist das, was wir brauchen. Für was es sollte, in einem sehr hands-on sens, minute-to-minute, second-to-second, haben wir die Vision Trailer sehen. Das ist die Vision Trailer. Das ist unser Vision Trailer für diese Dinge. So, es sollte so etwas wie das.
Shelter und Floating Targets
00:56:1800:56:18 Okay, so if we think about bushcraft in real life, what are some of our first visceral early steps? The most visceral one is maybe to seek shelter. You're in the woods, you need to protect yourself from the elements. This is a kind of an attraction point that even if it didn't have any mechanical meaning, I think...
00:56:44 People would still go for it, because it's a call to action that works very intuitively. But of course, we will also support it mechanically, where we need to give you stuff to survive against, which is where this is one of the areas where we have quite a bit of homework. Right now, if you just start the game and you stay there in space, you will probably survive there indefinitely. Shouldn't be the case. You need to be looking for shelter.
00:57:13 But even outside of these mechanical considerations, if you think about it, it's becoming a really good candidate for just the key asset in general that is maybe even more important to your identity and to some force of your progression than your ship. Because your ship is... Today I'm in a mining ship, tomorrow I'm in a cargo ship because I have different goals. But my little garage, my little home in Frontier is always the same.
00:57:41 So it's a really good candidate for both just mechanical upgrades, because maybe I want my shelter, my refuge to be a little bit more armored than the next person, but also, of course, for cosmetic customization where you can really make it your own, which then emerges into things such as finding the ruins of someone else's base becomes much more meaningful right away.
00:58:09 Weil die Shelter ist, die Refuge ist, zu erzählen Sie ein bisschen mehr über die Person, wie es customisiert ist, was ihre Kultur war. Und das ist diese wirklich, wirklich cool emergent Archeologie-Moment, die da sind. Da sind schon oft, wenn man jemanden findet, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist, jemanden ist,
00:58:39 So, we built a shelter in Space Woods, our little hut. So the next goal is a kind of a floating target. It can happen a little bit earlier if you're ambitious, it can happen a little bit later. And that is, if you remember, we're still in this survival loop, which means that if we lose this clone, if we die right now, we will lose direct access to this playthrough. We'll just respawn elsewhere.
Persistenz und Progression im Frontier-Universum
00:59:0800:59:08 So we can, it's still happening in the same single shard sandbox universe, so you can make your way back physically to whatever you lost there and try to recover it, but it won't be super convenient in most cases probably. So if you want to respond as the same character, you need to save. If we use the logic of extraction shooters, you need to extract.
00:59:33 to preserve progression and break out of this survival loop. You need to establish some kind of a capacity to save your mind, first and foremost. A capacity to upload somewhere into the network or into some kind of other substrate.
00:59:51 Right now, this is achieved by constructing a network node, and it will probably be something similar, but maybe it will get hosted somewhere more specialized, because it's kind of calling for a separate kind of building. There may be other options. It would make sense if you, for example, can have some of these facilities available at NPC stations, but the details of this are yet to be seen.
01:00:20 This is also maybe a moment of establishing a permanent base for some players, but ideally this is more of a modular structure, so not necessarily. So yeah, this is a moment where you earn your persistence, because if you remember, survival is not given, it's earned, you need to facilitate.
01:00:41 So, we saved this character. We are in this persistent progression now. And we are in a wrecked ship, which creates, in a game about spaceships. So that paints a very obvious opportunity. What to do next? And this is where it's maybe a good idea for you to craft and assemble your first own ship through a juicy sci-fi tech tree, because a...
01:01:10 Crafting flow in there is as important for us, even if not more to an extent, than the mechanics of the ship itself. Because ships is how we tell stories of all sorts of factions and groups that existed in the frontier, both through the ship designs themselves, obviously, but also through how they're crafted, through their tech trees. Because in one case, you look at something with a...
01:01:36 Es gibt einen langen Tag-Tree mit vieles Speziales-Elementen, aber eher low-Tec. Aber dann in einem anderen Fall, du kannst du eine Tag-Tree und eine Crafting-Flohe, die sehr kurze und programmable ist, aber es braucht viel High-End-Materials. In diesem Fall, es gibt viele Faktions, die diese Tag-Tree haben. Und es gibt auch eine Menge Möglichkeiten,
01:02:04 Basically, economical preferences, you know, how you want to live your life. Do you want to be more nomadic, for example, versus more stationary is a very obvious exercise there. So we need to deliver a range. And to be clear, this is where our economy and industry is almost not world-built at all. It's following real-life logic. It isn't made up.
01:02:32 But it's not really skinned, quote-unquote, with the actual lore factions. So watch that space. And crafting your first ship in particular should obviously be a moment, a big moment. It can be, like right now, it's a little bit anticlimactic because instead of getting some kind of a cool immersive sequence, as what we discussed in the very beginning...
01:02:57 Fictional Operating System pop-up type thing or something like that. Instead of getting an exclamation mark like that, you kind of have to struggle with trying to understand how to deliver your ship, how to board it, so it can be a little bit underwhelming. Although you can still see how it is rewarding still because you have this cool, meaningful grind that is happening before that moment. But we can support it much better.
01:03:25 So, ja, es ist für uns, um es zu machen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um es zu beurteilen, um verschiedenen Lösungen zu beurteilen, um all sorts von Einheiten zu beurteilen, Einheiten zu beurteilen, Einheiten zu beurteilen, Einheiten zu beurteilen, Einheiten zu beurteilen, in der Vergangenheit, in der Vergangenheit zu beurteilen.
Technologische Entwicklung und Schiffsbau
01:03:5301:03:53 This technological landscape is intentionally starting easy with this Keep emergency stack, both on the level of the actual gameplay, but also in terms of the fiction. Keep is trying to make it easier for the riders to kickstart. So there we can expect something that is a little bit streamlined relative to some of the later more specialized stack trees.
01:04:21 So it might be easier to use, but maybe it's, for example, resource inefficient. So if you want to be completely efficient, you kind of have to advance past those. And from there, just building towards all sorts of, like a range of technologies and interesting complexities and challenges where you are dealing with these things like...
01:04:48 Let's say a shipline was designed to have a crew thousands of years ago, and now there are no people around, what is the solution now? How are we going to do it? You still need somebody to fill that slot. Yeah, we'll do something interesting there. And it's always a large ship. Just as a general reminder, we are dealing with this.
01:05:16 mit diesem Raum von Spacemboats, nicht Starfighters oder so. Es ist immer ein Asset. Even bei der ersten Schiff, es ist ein Chunky-Thing. Es ist eine Fantasie von Parking an 8-Wheel-Truck oder an Oil Reef Tanker, als opposed zu flying an F-30. Ja.
01:05:37 Just to go back to the current state of the experience, you are well aware that there is just a lot of homework for us there around just the crafting UX itself on a purely mechanical level, quality of life features, streamlining everything, but also the immersion of it itself. Right now it's kind of a menu diving experience, which is fine, but there are...
01:06:05 There are some opportunities there to create something a little bit more immersive or cinematic for lack of a better word.
01:06:15 So, now we are somewhat kitted out. We have a ship, we have a little base, but now we are stuck in this isolated pocket of space, either in a single individual star system, or maybe if we were lucky and it had some derelict stargates in there already, maybe it's a constellation, but it's still a limited region of space. So, now this is another moment that is...
01:06:42 that is happening in the experience right now already, now it's probably a good idea for you to craft your first interstellar travel technology, something that can allow you to travel to another star system. Right now, you craft a jump drive, but that is a little bit OP. If you think about just sci-fi in general, or just technology in general,
01:07:10 und das ist eine technologische Progression von FTL. Die Jump-Drive ist wahrscheinlich die besten, die du kannst, die Fanciest haben, weil es dich zwischen den Star-Systemen gibt, nicht nur die Star-Systeme. Und es ist auch eine complete Autonomie. Du bist nicht mit einem Stationen Infrastruktur. Und jetzt, du wirst das gleich weg.
01:07:37 Somewhat selfishly, is robbing us of mileage for an extra progression. Sorry, jump drive is just too cool. It's just too cool, a piece of technology. You have to work for it for a little bit longer. Start mentally preparing for some kind of a very nerfed variation of that technology, something like maybe a single-use jump drive that you have to rebuild every time or a...
01:08:02 eine disposable Stargate, die man muss und hinterlegen. Das ist ein bisschen mehr annoying zu benutzen, als ein Java-Driven. Weil, initially, es braucht eine gute Struggle-Driven. Ich denke, das ist gut. Trebuchet ist hier, Sir, bitte. Sorry, Mr. Katz. So, um, now that you can travel...
Erkundung der Frontier und Charakterentwicklung
01:08:2801:08:28 This is where Keep is asking us to be a little bit careful with their censorship we have to obey. Of course. But we know that this is when you're almost guaranteed to have this zoom out moment when you open the star map and you just look for landmarks because you have means to travel. Now you're looking for a place to travel to. So what's going to be the main landmark next to you?
01:08:57 So, let's just, you know, let's think about the situation as a whole. So you find yourself in a wreck, similar to what is happening in the experience right now, because, you know, that site is categorically representative of the kind of thing that is going to be happening. So you're in some kind of, you know, ancient war site or a crash site, a lot of wrecks around you, and you are in a derelict ship in there. So you find yourself in a wreck.
01:09:26 And then you soon will discover that many others like you are awoken in similar conditions in an area around some kind of a point of interest, which is the closest major landmark. So that is maybe an obvious place to go to look for answers. Or again, because we know who we're dealing with, to just intentionally go elsewhere because you just don't want to meet the others. That is also okay.
01:09:53 And there you might find a peculiar transient ecosystem that blossoms temporarily and disperses before it can succumb to predators. And where some people that you know are on the similar level of progression with you might congregate. And both us and the keep in the fiction are very intentional about these stages.
01:10:21 über diese Stages des Experiences oder Progression des Riders, weil, auf der einen Seite, wir, auf der Entwicklung-Side, wir versuchen, diese Hand-Holding-Fair-Brutalität, eine Erfahrung, die nicht eine Theme Park ist, aber nicht mehr Systeme als das. Auf der anderen Seite, für uns und für Kipps, in Kipps'History, Clubbing war ein bisschen ein Problem.
01:10:50 If there is a designated area where you know you will find weaker players than the elder players, we know what's going to start happening. Luckily, people in the Frontier, the Keep, and some people before them, they were dealing with similar issues, so there is a layer of underlying logic there around where you get awakened that is...
01:11:18 Was könnte der Punkt der Interesse sein, genau? Ich weiß, dass du es genauer wirst. Ich weiß nicht, dass du den Titel aus dem Titel aus dem Titel aus dem Titel aus. Vielleicht ist es da drin. Aber wer weiß, wie literal sind wir mit diesen Sachen? Vielleicht ist es mit dir. Oder was ist die Home in diese Franchier-Condition? Wer weiß. Aber etwas Interesse ist, dass du da.
01:11:48 And the next thing that should be coming to your mind is similar to this logic with the ship and the decorative space that we create by giving you a junky ship. Now you immediately understand that you can probably build something new.
01:12:10 There is a similar logic here, where you either initially have a very poor clone body, maybe something heavily damaged or deteriorated in some other way, or just no clone body at all. You're just a brain in a jar, some kind of a very, very rudimentary embodiment. And so it's now time to grow a new body.
01:12:39 Another thing, it's similar to a lot of other attraction points in this flow, it's something I think we only need to foreshadow very gently for everyone to understand what needs to be done. Maybe you just open your fitting window and you see that there is a little slot for it, like this character shape, and you immediately have to start asking other people what goes in there.
01:13:04 And similarly to what we're talking about, for the rest of the crafting, for ships, for example, this should be supported by as cool and as immersive of an experience as possible, which is where this sequence that you see on the slide right now, this is our exploration for how we can provide immersion for this experience. And this would make sense even if it would be just 100% just cosmetic.
01:13:33 Because you kind of want to be somebody in the world, right? And even if the only meaning that you would get in there is that this is your first step in this long dark sci-fi Pinocchio story journey of recovering human form and then post-human form adaptations beyond it. But of course, there is also a mechanical layer plan for all of this stuff.
01:14:02 Der erste Kategorie der Benefits der Klone ist, dass all diese verschiedenen Embodienste, weil es idealerweise ein ganzes Rang gibt, ist, dass es eine wesentliche Veränderung in der Welt ist. Nicht, dass es in eine Multiplayer-Social-Sense ist, obwohl es das Componenten gibt, wenn du jemand in einer Fancier-Klone-Body sehen kannst, das ist eine Sign-of-Status.
01:14:30 But a status, in a sense, how the world itself is reacting to you. For example, if you encounter, let's say, a CNOT station, it might not even allow you to dock if you don't have a CNOT clone body equipped of a particular grade or something like that. Or some bodies might make some of the ferals in the wild to recognize you, quote unquote, in some way. Not necessarily in a positive way.
01:14:58 aber trotzdem schafft eine Art Reaktion.
01:15:03 So, there is that layer. Another layer is that obviously the clones are becoming a part of the fitting puzzle. They can grant some cool bonuses to your ship fit, but at the same time they are kind of fragile relative to the rest of the gear. You know, you need special gear. Maybe it comes with all sorts of specific negative status effects that you can fall into. It's easier to get...
01:15:30 to get a hat shot, quote unquote, in combat, and so on. It's a vulnerability. They themselves can also be fitted with various mods, implants, and so on, to provide further bonuses, depending on their clone type. And also, some specialized hardware might be gated by specific clones or clone types altogether. Because if you think about it, if you have a very high-end, let's say, Exclave combat ship,
01:15:57 You probably need to have a very high-end Exclave Combat Clone or something comparable to make use of it.
Progression, Klone und Endgame-Inhalte
01:16:0701:16:07 Of course, it's an element of progression as a whole, as well, because if you've been with us for some time, you might notice this glaring hole in the experience in place of skills or anything to do with the player character progression. There is nothing there just yet. And the clones are a component of that, where the big picture of what we are building towards is we have two layers of progression.
01:16:37 Wir haben eine Horizontal-Mega-Progression und eine Vertical-Clone-Progression, wo ein Individuel-Clone ist ein Container für all sorts of capabilities, traits, implements und so weiter, das kann man in die Kategorie befeiert. Und diese Kategorie, die du collectierst als ein Teil der Overall-Horizontal-Meta-Progression, als Spieler, durch die Erfahrung in der Welt.
01:17:04 You find skill books, you find implants, you find all sorts of modules that are not so much about adding power but in a lot of cases about giving you more options.
01:17:17 And this overall progression of skills and all these elements is discovered through experience, as opposed to you have some kind of an abstract platonic tech tree that you know the shape of right away. No, this is more of a situation where you will probably not know the overall shape of this skill tree or whatever the shape of progression is.
01:17:43 for quite some time after the release, until you discover all of these things. Some you might not even discover ever. And then, so you take these traits, modules, elemental progression, and you implant them into a clone. And now you can make use of them. Now they're not inert, they're actually giving you some bonuses. And this clone, it's going through this transient vertical progression.
01:18:10 Es ist immer stärker, und es wird ein bisschen mehr stärker als ihr benutzt es. Und diese Progression ist lost, nach der Death of the Clone. Und über die Life Cycle der Clone, es kann sogar einen Kosmetik Rates attain, entweder probabilistisch oder als ein Reaktion zu Aktivitäten. Wenn du zu viel Mining Rifts spendst du viel Mining, dann hat es eine Art von deinem Charakter.
01:18:37 Some clones get weaker with age, some might be getting stronger with age, and so on. In a somewhat of an evil way, I'm sorry, but it's one of those projects, we are trying to facilitate a little bit of an extra attachment to a specific clone life. When you lost this particular clone, like when you lost Bob, the one-eyed clone combat pilot, you would be particularly sad.
01:19:03 Weil Loth hat Sinn, es ist eine der Stakes in der Welt von Frontier. Ja, wenn du Gregory verlierst, der Lattice-Skeleton-Kreatur wirst du denkst, dasselbe, Gregory war ein wirklicher Mann. Ja, etwas zu retten. Und natürlich, wir entwickeln uns auf einen Charakter-Kreator in der voll-blown Form. Aber es ist 30 Tage.
01:19:31 So, now we are properly kitted out. We have a clone, we have a ship, we have a base. And now is probably the time when we're having the ultimate version of that zoom out moment. When we zoom out and we start looking at the star map, all sorts of cool diegetic landmarks that are not there yet, but will be there eventually. And you are looking for a cool landmark to visit.
01:19:59 So, that nearest landmark is usually going to be categorically similar to what you find close to you in the experience currently, but more epic. Epic to an extent where imagine that you are Conan the Barbarian in Conan the Barbarian universe, because it kind of is Conan in space type stuff, and you discover the ruins of Atlantis.
01:20:25 They're majestic, they're giant, and they're completely deserted. Only in the corner, somewhere next to the city gates, there is a tiny campfire where all sorts of other barbarians are congregating and trading trinkets and trading stories. So that kind of vibe. But otherwise, mechanically speaking, it's a major NPC station.
Wirtschaft, Basenbau und Solo-Spieler-Erfahrungen
01:20:5201:20:52 Es ist mit einem coolen Post-Apocalyptic Vista. Es ist sehr cool. Und da, wenn du einen von diesen erreichen kannst, kannst du es nicht mehr able, denn wenn du es nicht mehr able, ist es, wenn du es nicht mehr able, denn wenn du es nicht mehr able, kannst du es nicht mehr able, denn wenn du es nicht mehr able, kannst du es nicht mehr able, kannst du es nicht mehr able, kannst du es nicht mehr able, kannst du es nicht mehr able. Und das ist das
01:21:20 We're also exposing you, most likely, to the fact that there are a lot of these non-emergency tech trees and stacks, which are often unattainable without leaning into distribution of labor. Because this is the place of trade, you open the market and you see that there is this really cool advanced shape, but the tech tree is just too long for me.
01:21:47 I either need to join another group and we cooperate, or I need to start participating in the economy. I identify something that a ship needs, reactors or something like that, and I focus on pure longcrafting reactors and I trade them for other parts and assemble my ship, or I trade them for the ship itself, but in some way I have to start participating in this distribution of labor.
01:22:15 Because this is needed in order for us to start seeing actual economies emerge and different groups with different modes of living, different specializations in these economies, which then in turn starts to create genuine actual cultures, not artificial cultures in a game-faction sense, but actual human cultures, which is one of our goals here.
01:22:43 So, yeah, you reach one of those, and you farm the correct body, and you can finally dock, and there's a little reward for that. You have this new kind of scene that we're exploring as a new way to experience station hangars, which might also be applicable to base building. Maybe this is something that you can do for some of the base building structures as well. Sure. And that is this more cinematic presentation of...
01:23:13 der Station interior, wo wir alles zeigen, wie die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale, die Schale.
01:23:41 Die kleine, kleine bug ist nicht das klein, eigentlich. Und es ist auch, ja, etwas Selfishly, diese sind leichter zu machen, als in unserer Past-Approach zu Hangers, so wir können mehr von ihnen machen. Wir können sicher, dass sie mehr für verschiedene Stations sind. Das macht diese Postcard-Collektion-Adventure ein bisschen mehr rewarding.
01:24:09 die Postcards sind anders. Und das ist, das ist eine Art von den Stationsnissen, wie die Stationsnissen kann, um die Geschichte von Frontier ein bisschen mehr zu touchieren. Und eine andere Art ist durch die Services und Industrie, die in diesen Stationsnissen sind. Weil in der Base-Building-Industrie, wir können sagen, dass das ist, das ist, dass es einfach nur ein Spaces-Utilitarium ist.
01:24:37 Es sind die Funktionale Dinge, die Sie brauchen in der Welt zu leben. Hier, Sie vielleicht finden einige remnants der Quote-un-Quote »Civillian-Industrie«. Vielleicht ist das eine Station, die für die Menschen, die sich für die Schuhe machen machen kann. Und Sie können Sie in der Schuhe craften. Sie können nichts machen. Es ist nur ein Prop. Es ist nur ein Prop. Es ist nur ein Prop. Es ist nur ein Prop. Es ist nur ein Prop. Es ist nur ein Prop. Und auch ein Prop. Für Role-Play.
01:25:06 In a very fundamental sense, what we are creating is a role-playing game, a stage with cool environments and cool props to play with. And sometimes you need just props that are meaningful relative to world-building, but don't really have any mechanical meaning behind them. There are also interesting opportunities for cases in between, things that actually have some kind of a mechanical meaning.
01:25:33 Not directly related to anything to do with your main progression. And we might never tell you which ones are which. You have to figure out.
01:25:45 So, now, this is where Stations is one of these places where a solo player specifically can participate in this living world in all of the contexts that other people are playing through, through economy, through trading, and through third-party modding landscape, because this lost city is where I think we can expect.
01:26:14 Es ist auch in der Welt selbst, wo wir schauen für Erfahrungen, wo die Spieler können meaningfully spielen, neben sich zu einem Solo-Player.
01:26:42 auf den Weg zu diesen Lost Cities. Und als du durch den Weltkrieg bist, du wirst all sorts von Weltmissions beendet. Nicht eine Mission in dem Sinne, dass die Game ist etwas zu tun, sondern eine Situation, die eine Möglichkeit für dich zu tun, um andere Menschen zu tun, oder zu cooperieren.
01:27:05 Things like maybe there is a huge feral drone next to a key Chokepoint Stargate in your region and it's kind of a collective issue. Or maybe there is an unfinished NPC Stargate there that if enough people will bring resources to, it will activate some kind of a shortcut. Or a feral search or some kind of NPC mining operation or some interesting loot goblin kind of scenario.
01:27:32 Dinge, die mögliche soziale Erfahrungen machen können, aber ohne dieses Gefühl, dass du nicht das Spiel richtig bist, wenn du nicht in der Tribe bist. Ja, das ist eine der größten Begründung, die Leute haben manchmal über EVE Online. Und das ist nur die Natur, nicht zu sagen, dass es gut oder schlecht ist, aber nur die Natur der MMOs, besonders auf dieser Art und der Art und der Art der EVE, die EVE ist.
01:28:00 You are in a much more advantageous situation from resources, time, just general support if you're in a larger group. And sometimes solo players feel like they don't have a pathway to a more rewarding experience. So this is sick as hell.
01:28:18 Das sollte auch den Weg für die Kirche immer noch aus diesen Situationen werden, selbst mit Leuten, die normalerweise sind, wie ich. Ein bisschen zu antisocial für die Kirche. Sorry, go ahead. Weil jetzt, sagen wir, dass du eine dieser Erfahrungen mit einer Gruppe von Leuten gehabt hast,
01:28:44 und du bist auf deinem eigenen Weg, nachdem du etwas zusammenfast. Jetzt, die nächsten Mal du sie möchtest, du siehst ihre Namen, du siehst eine pre-existinge Konnechtung. Und dann, du sagst, du findest dich in eine Spielgruppe mit Leuten wie das.
01:29:01 So all of that content, even though that would give you a lot of content. Just imagine the amount of expeditions that you would have to go through and the amount of fuel that you would have to spend and resources to visit every lost city in the frontier. It's going to be taking people years. But A, this is not for everyone.
Endgame, Macht und Server-Progression
01:29:2801:29:28 B, even then, that content is still finite. At some point, you just visited every city, you built every ship, and you are done. But this is where this replayability that we're bringing with the Stux design, which is where it's coming into play, and where we can expect you to start exploring this landscape of industry and character progression, discovering all sorts of
01:29:57 Tax-Tax-Tax-Tax-Tax-Tax, maintaining your portfolio of these Tax-Tax, collecting them, discovering new ones, which is where there is maybe something brewing even now, like if you will be paying close attention to future dispatches from Frontier and will decipher them successfully. But yes, overall at this stage you are
01:30:25 You're kind of an elder player. You're in the business of attaining power. You're starting to become one of these fallen demigods of hell that you're throwing into you. And so this power that you attain with Stacks, you either sink and spend onto all sorts of just your own sandbox business.
01:30:54 Wars, expeditions, all of the strange goals that we see people setting for ourselves. But also, you can spend this power on engaging in these stabilisational missions of Awakening. This grand project that we touched on in the very beginning, that HEAP is pursuing.
01:31:18 The stuff that progresses the server as a whole, the region, the server, the world, the project. Or choose to oppose them. Because again, we know what kind of audience we're dealing with. If you want to watch the world burn and other people with it, and you want to spend your time and resources in that, that should be possible.
01:31:43 The Cycles missions that we are running right now, you can consider that they're kind of a prototype of this project that the Keep is awakening into this project awakening. It's kind of an old slide by now, but you can see how it transformed into the current Cycle setup, and there might be some hints about what it's going to transform and evolve into the future.
01:32:13 What would those instrumental goals of Keep be? What would any civilizational scale project deal with on Frontier? How could we advance the server and civilization as a whole? Yeah, these are the challenges at that level. And they currently have to do with Cycles. Because this Cycles business, I imagine, is kind of annoying when you're trying to build something long-term.
01:32:38 in this volatile environment. So you probably need to have some kind of a solution for that.
01:32:44 So, yeah, this concludes this path. Now, you know, you are the elder. And again, don't consider this to be like a prescribed quest log, like something that the game will be directly asking you to do or something that you have to do necessarily or in disorder and so on. This is more of a map that we just use.
01:33:10 We use them to map out certain aspects of the project internally to help ourselves. And it's literally the same map. I made this slide a little bit prettier, but this is the internal slide with some heavy censorship. And you can see that it's the exact same thing. And one of the things that we're utilizing for is to map out dependencies.
01:33:36 was features need to work, what content needs to work, because it gives us something that we can take a look at agnostic of actual tasks and planning and just say, okay, this bushcraft experience, how well are we facilitating just now? What can we tweak there? And so on. And when we look at this map of dependencies, it's...
01:34:00 The good news for us is that most of what is needed to realize this vision is either worked on already or is planned to be worked on in the near future. So this isn't a super, super long-term plan. This is something that you can expect to be taking shape in the foreseeable future. And the shape that it's taking, that comes through in the end, this is an evergreen question that you...
01:34:29 das man sieht auf Streams und so weiter, ist, dass es sich um, warum ihr euch das gemacht habt? Du hast eine andere Space Game bereits. Was ist das? Und wenn du mich jetzt fragst, ich würde sagen, in der Ende, das ist, was du wirst, ist Yves Survival. Es ist eine Survival Story, Survival Gameplay, Survival auf all levels, Survival auf der Spaceshape, auf der Clone, auf der Tribe, auf der Region, auf der Welt als ein whole.
01:34:58 und in dieser direct visceral way, in direct operation of a heavy spacecraft, in a world that is so harsh, that to properly cope with it, its dwellers will have to mod their way out with third-party development. So, if you like sci-fi, if you like these grand context, long-term virtual worlds, but you want something more hands-on than the other space game that we have...
01:35:27 und ein bisschen mehr perpetually untamed, denn das ist der Welt, wo, in der langer Zeit, man sollte einfach nur die Sticks nehmen, und es ist eine komplette Wilderung. Sie sind einfach da, auf ihr eigenes Leben. Und wenn man einfach nur Weltbilder-Wise will, über diese Wasteland in ein Dreadnought mit anderen Space Barbarians, wie ihr selbst...
01:35:54 Und sie bauen ihre Kingdoms und sehen, dass sie auf der Migration des Spaces-Moment. Ich bin nicht sicher, was ein Spaces-Moment sein würde, aber mit der Metaforik. Ja, wir haben eine Vision. Ja. Dann, wenn du das interessiert bist, Rangier und seine Stripe vielleicht sind nur für dich. Ja, ja. Was ein Pisch. Und und Eternally.
01:36:17 Yes, very good. You made it. And actually, only one minute over time. And since I yapped a bunch at the beginning, I think you've nailed it. This is pretty good. I said an hour and a half, and he was right on the fucking money. That is very good. I know Chad is already complaining about this not being seven hours long, which, Chad, I want you to know, I totally agree. I could listen to this for another six hours. It's a highly averaged version. Yeah, it is. I was going to say, the original version that I saw was like three hours long.
01:36:46 They had us all trapped in a room downstairs, and then they just kind of let loose. It seems to be Goodfellow talked for a while. It was some wild stuff. All right, listen. This presentation is going to go on YouTube, so you can decipher more of it if you want to. That'll go up as soon as I can get it uploaded, so just be looking out for that. We are going to be streaming tomorrow, again, at our regular time, 1300 UTC, I think.
01:37:15 Maybe Maximum Katz will be there. I don't know if I've told him that yet. So he may not know about it. We'll see about that one. But we will be answering your questions if you're a founder. If you're not a founder, it's okay. I understand. I'm not heartbroken. Maybe a little bit. But if you are a founder, check the founder channel in our Discord. I'll be putting a link there for you to submit questions. I'm sure you've got loads of them.
01:37:37 And I'm sure some of them are things that I just, we certainly cannot answer right now, but I will go through them and find out what we can and cannot get at. So, until then, friends, thank you so much to my, like I said, my good friend and our creative director, CCP Maximum Cats. Thank you so much for coming on. It's always a delight to hear your, you know, ramblings.
01:38:05 Very, very good. And for all of you watching, thank you so much for joining us. Like I said, we will be back here tomorrow at 1300 UTC. And until next time, my friends, we'll see you on the Frontier. Have a good night. See you later.