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The question of NS2's business model has been actively discussed recently at Unknown Worlds. Flayra in particular has taken an interest in analysing whether it would be appropriate to change it. It is also one my personal favourite questions to debate inside my giant, obscure spreadsheets! However: There are currently no plans to make NS2 a 'pay-to-play' rather than the 'pay-to-download' game it currently is. Note my careful choice of words: There is no such thing as 'free to play'. There is no such thing as a free lunch. There are substantial costs, to both customers and ourselves, of adopting a model that replaces a one-off up-front cost with some other revenue source. There are pertinent data available that suggest that simply removing a pay gate from a game does not necessarily increase the number of people playing. There are currently plans to conduct experiments that, if they prove various hypotheses, could change the future of NS2 and ensure that it receives attention, content, and events (for example, the World Championship) that belie its mature state and set it apart substantially from the traditional life cycle of mature products. The World Championship badge DLC was the first of those tests, and you will see another one within 30 days - Along with an explanation of what the hell we are testing. @Fulgo, your question is controversial, and has clearly riled up an impassioned debate. That is a good thing!
Since I started working for Unknown Worlds, I've always had to put NS2 as a whole before my inner fanboy. That means my YouTube channel, NS2HD, the one that got me this job in the first place, always got second best. The NS2 World Championship was a wonderful melding of developer and player. I felt very strongly about it, because I feel that I myself am a melding of developer and player. Like so many people working at Unknown Worlds, I came from the player base. At heart, that's where I am. When the Championship rolled around, I decided I would take the opportunity to return to being a player - And make the best piece of NS2 community content I possibly could. With the help of Jess behind the camera, and the cooperation of lots of wonderful players, I set out to create a behind-the-scenes series. Over the coming week, there will be a new episode every day. Episode 1 is live now. This series really does mean alot to me as an NS2 player. It might just be the best series of episodes NS2HD has ever had. I hope many of you enjoy it, and that it can help cement and preserve the memory of a defining weekend in the history of Unknown Worlds, NS, and all of us players.
Obraxis Subnautica Animator
I must emphasise, the following opinion is that of my own, and not necessarily that of UWE as a company. I would rather see NS2 have a second life and thrive as a F2P game with some nice cosmetics like badges and skins to purchase, rather than see the game & it's hardcore playerbase slowly wither away to nothingness like NS1 did. Sure NS1 & NS2 has had the hardcore fans to carry it along (myself included), but now UWE is a company with families to feed, bills to pay, and other games to develop. This all costs money. NS2 is a game like NS1; a game where you can spend thousands of hours, for free* (one-time purchase), enjoying vast amounts of entertainment with little way of recurring revenue for UWE save for a few recent programs. Over time, sales dwindle. It's just the nature of the business. However, the F2P model shows that with a lower barrier to entry and numerous options of micro-revenue, NS2 could continue to pay for it's own development and more so. Involving the community in various forms to help generate value like in Dota2 and TF2 would also only encourage the game to flourish. These are just my current thoughts, and are subject to change because I enjoy and appreciate different viewpoints and well-made arguments.
We support it technically. But I think gameplay wise, we will try to make it more meaningful when you destroy terrain. We'd like to avoid the sense that terrain is just an obstacle to resources. Nothing wrong with that of course, but minecraft and terraria already give you that experience. It would be cool if terrain destruction involved trade offs. Maybe destroying a cliff gives you access to something, but it kills nearby coral that provides you other useful resources (as well as looking nice).
herakl3s wrote: » Good but too USA biased imo Where is that eagle pistol action, ray's clean on a full rush on veil etc :< Once we finish getting the full event video done, we'll have to pull out more moments like that into some sort of 'best plays' video! In fact, I think @Reddog is already working on something like that.