Kerbal Space Program 2, interview with Nate Simpson, Creative Director

Kerbal Space Program 2, interview with Nate Simpson, Creative Director

Kerbal Space Program 2

After our long preview of Kerbal Space Program 2, it's time to interview Nate Simpson, the Creative Director of the original space exploration simulator.

Here's what we managed to find out!

Renovating a classic

Kerbal Space Program 2: Nate Simpson, Creative Director of Intercept Games, now working on the sequel to the classic Kerbal Space Program. M.it: It's great to see Kerbal turn into a high budget project with friendlier mechanics. How did Private Division choose Kerbal? And what kind of audience do you want to address?

Nate Simpson: I don't know much about Private Division's initial interest in this game, other than that there are many huge Kerbal fans on the team. What is certain is that from a gameplay point of view, Kerbal is one of the most fascinating experiences in the entire history of video games. We aim to clean and enrich this kind of experience, while also adding new mechanics and renewed stability, which is what even longtime fans have been asking for.

In addition, we are totally renewing the gaming experience to favor those who have never tried Kerbal, in order to minimize the barrier of entry. The new tutorials include animated videos that teach all the fundamental concepts of physics, in an intuitive way, with the hope that more people than before will discover the irresistible loop of build-explode-try-again gameplay that has driven fans crazy for. a whole decade.

M.it: Will we accumulate resources in Kerbal Space Program 2 as in the previous game? What kind of changes can we expect in the game economy and campaign mode?

NS: We have added tons of new resources to KSP2, these can be discovered and extracted through several new parts to build vehicles with. To use the discovered resources, the player must collect them and transport them to one of the colonies, where they will be processed into new materials or fuel. The goal is to make this element of the game as less repetitive as possible, for example by using a system that will automate the routes: the player will only have to do it the first time and then, when all the steps are functioning and well oiled, the Kerbal will take care of it.

M.it: Compared to the original Kerbal, will KSP2 be easier to "finish", or simply easier to understand?

NS: I don't think it's really possible to win in Kerbal, because there are always more difficult goals to pursue; that's why the game remains so fun even after ten years! But while we're making the gameplay more understandable for newcomers, the core mechanics will offer even more challenging challenges than the first Kerbal Space Program. By designing the new celestial bodies, we are trying to make sure that all environments can offer a unique challenge to overcome.

Collaborating with the past

Kerbal Space Program 2: building huge ships through orbiting stations? We can't wait to go crazy behind it! M.it: You have said several times that KSP2 will not decree the end of the original Kerbal. How will the two games continue to coexist?

NS: Mostly thanks to the incredible offering of mods dedicated to the first Kerbal, I think people will still continue to add new features to the original for many years to come. I myself think to continue Kerbal Space Program even after our sequel is completed: you can't leave a game you've spent so many hours on just by looking elsewhere! I have some save games where I managed to do some pretty important things, and with the news developed by the community I don't really think of canceling them anytime soon.

M.it: Are you thinking of some kind of coop, maybe to add in future?

NS: We have already announced the multiplayer features of KSP2, and we can't wait to find out how players interact with each other in the game, both cooperating and ... non-cooperating!

M.it: Can you describe how you are collaborating with Squad, the team behind the first Kerbal Space Program?

NS: From the very beginning, our friends in Squad were able to have their say and make suggestions on the development of Kerbal Space Program 2, starting from the aspect of the kerbals up to the balance of difficulty and the system of progression. Recently, the Squad artists have started designing numerous parts that will be used to assemble vehicles and colonies, creating some very beautiful assets. We are also receiving a lot of useful advice from Paul Boyle, the lead designer of Squad, and it is extremely helpful to have his opinion considering his experience on the project.

Galactic Future

Kerbal Space Program 2 : Greetings to all the Kerbals that we have lost in space, and a thought to those we will lose in the following. You will never be forgotten! M.it: This time we will be able to travel beyond the Kerbal solar system. What kind of surprises await us so far from our home planet?

NS: I don't want to anticipate anything, we have already shown something in our videos. However, expect several new stars, planets, moons to explore, and some of these scenarios will have very special characteristics. There will be room for gas giants surrounded by asteroid rings, super-kerbins binary planets. As previously stated, we're going to great lengths to make sure the gameplay never gets repetitive. We have also developed a new terrain generation system that will bring a lot of variety to the alien surfaces in the game. Exploration alone will lead to completely unexpected discoveries and panoramas, and excellent opportunities to colonize new worlds.

M.it: One of the new features of KSP2 is the possibility of building colonies on different planets. What is their function? What kind of gameplay will they introduce into the game, and that wasn't present in the first Kerbal?

NS: The colonies will be the cornerstone of the new progression of Kerbal Space Program 2. Not only will they be an important hub in longer journeys, or routes for transporting resources, but they will become fundamental in the construction of new types of vehicles. On the colonies it will be possible to assemble massive ships, and in space we will be able to build space bases to allow them to dock and leave safely.

M.it: Can we expect new collaborations between Kerbal and Nasa / Esa?

NS: Squad has already collaborated with ESA in the Shared Horizon update, and of course we will not shy away from any opportunities that may arise with these important partners. There is nothing more exciting than working closely with people who have the same dream as you!

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