abregado wrote: Sat Dec 29, 2018 3:43 pm
The demo will change quite a lot before 1.0 and I'm excited to gather more opinions once it is available.
I do have a question regarding the campaign that I hope you can answer: Does it drop the crashed starship premise of the current one? I think it needs to in order for the axe removal to make sense (and I'm still dead set against removing it to the extent that mods can't feature character tools: I won't recommend or gift another copy until it is restored.) I recommend something like Outpost 2: Divided Destiny, where SHTF some considerable period after the starship has arrived and colonies are established, or (read some, but not too much irony) the player has been sponsored or delivered by a corporate or government interest that has screwed him out of it. Injury comes to mind: the player is an engineering genius but can't use hand tools because some essential hardware in his shoulders has been destroyed in the crash. Maybe he has a nasty case of ALS, which then provides an excellent excuse to add TTS to the game so he can speak. (It was really trippy when I renewed a certain book written by Eric Lerner, and my library's Dynix phone TTS, which sounded almost exactly like Stephen Hawking at the time, read its
title.)
The main reason to change the demo is simply that players can try the game for as long as they want without paying for it and only buy in if they are convinced it is for them.
I think this is worded a bit incautiously and could lead players to expect the demo to be so fully featured that a full purchase doesn't add much. I doubt that's the case: the demo will probably include only a tiny fraction of the full game, say, the first two science packs (yeah I'm repeating myself.)
We should help them decide this with content that is inline with what they get in the full version. This is currently not the case with the demo available for 0.16.
On this we are agreed.
Joseph Anderson's SYB is probably more representative of the full game than the demo despite being horrendously out of date.
Currently the Steam refund system promotes players stopping before 3 hours is up so they can get a refund, which means they never really got a chance to enjoy the game.
The default is 2 hours, can/did you change that?
The current development version of the demo has 3-5 hours of guided content for a new player (~1 - 1.5 hours for an intermediate player) and contains two science packs (red/green). Afterwards it opens up to a "mini-freeplay" that the player can play in for as long as they want. For a new player it is probably about 10 hours, by which time I would say anyone should be able to figure out if the game is worth the money we are asking.
And probably, i'd say 20-30min for thue and AntiElite
Yes the content is designed for new players. The aim is to get more players who try the game to stick with it, which increases the size of the community and the host of benefits that come with a larger community (more mods, more players, more forum activity).
I'd be alarmed if demo content were not. I still think the axe should be put back into 0.17 and following much as it has been in the game for the last six years. As for mining hardness, I'm trusting you guys are coming up with a better system (although the responses to concerns following FFF#266 has very badly shaken my confidence in your ability to do so - I mean one of you
seriously proposed a direct circular prerequisite to solve the upgrade material access mechanic mods use axes and mining hardness to provide. My medical concerns following that are serious, and I think he needs some time off at the very least, some of which should include simply playing Factorio.) I'm more indifferent to AM ingredient counts, but I really liked the way that mechanic gated the second science pack, and the way, after I was a bit confused as to
whether the second science pack was supposed to represent a progression gate, it was "Oh, it's the inserter!" FFF#266 was some pretty solid evidence that I had overestimated your cleverness.
Factorio's current economic model requires expanding the audience, so content, especially campaign/demo stuff, designed to ease in new players is certainly appropriate. But changes to the core game to support that, e.g. the FFF#266 stuff, should be made carefully so as not to upset the established audience. And Wube needs to listen to its core audience ...unless you've stashed away a couple hundred million euros for a AAA-style marketing campaign, I'm pretty sure you're relying on this core audience to alert new players to the game via streams and episodic LPs, just like Minecraft did. While its fulcrum was on the copyright side, the difference in attitude from the game publisher formed the entire difference in the success of Minecraft vs. Super Mario Maker. The latter has a tiny audience, but an 88% average rating. The former is- ...well, it's Minecraft; look it up if you have to
