Kerbal Space Program 2 Was Murdered.

Bellular News
26 Dec 202411:26

Summary

TLDRThe development of *Kerbal Space Program 2* has been marred by mismanagement, corporate mishaps, and unresolved internal issues. Originally planned as a major release by Star Theory, the game faced delays and restructuring after Take-Two Interactive acquired the project. Despite lofty ambitions, poor technical foundations, and a lack of proper scaling led to its failure in Early Access, leaving both developers and customers frustrated. The game is still available on Steam under an unknown publisher, with fans questioning its future. Meanwhile, an alternative project, *KSA: Kitten Space Agency*, focuses on technical stability, aiming to learn from KSP2's mistakes.

Takeaways

  • 😀 Take-Two Interactive mishandled the development of *Kerbal Space Program 2* (KSP2), leading to internal chaos and a poor launch despite high expectations.
  • 😞 The *KSP2* project was originally developed by Star Theory Games, but after Take-Two acquired the rights, many staff members were laid off and the studio was shut down, worsening the game's prospects.
  • 😕 KSP2 entered Early Access in 2023 at full price, but its performance and content were subpar, leading to a negative reception with a 34% overall rating and just 12% recent reviews on Steam.
  • 💼 Take-Two's corporate mismanagement included a lack of resources and unrealistic deadlines, with no budget adjustments to meet the growing scope of the project, leading to technical issues and missed opportunities.
  • 💔 Nate Simpson, the former creative director of KSP2, expressed deep regret for not being able to properly manage the game's community and the internal struggles, apologizing to his team for the stress involved.
  • 🤯 A significant issue was Take-Two's failure to properly scale up the development team, restricting hiring efforts despite the ambitious goals set for KSP2, which led to technical debt and unaddressed performance problems.
  • 🕹️ KSP2’s development suffered due to the reuse of outdated code from the first *Kerbal Space Program*, hindering performance and making it difficult to innovate or expand on the original game.
  • 💰 The rights to *KSP2* are now a mystery, as Take-Two has sold off its publishing label, Private Division, to an unknown buyer, leaving the game's future uncertain and no one knowing who controls the project.
  • 👾 Dean Hall’s Rocket Works studio, which pitched a more technically-focused approach to KSP2, was rejected by Take-Two in favor of a more art-driven, brand-focused pitch, which ultimately led to the game's downfall.
  • 🚀 Despite the failure of *KSP2*, Rocket Works is now working on a new game called *Kittens in Space*, focusing on solid technical foundations, with former KSP developers involved, showcasing a different approach to space simulation games.

Q & A

  • What were the key issues faced during the development of Kerbal Space Program 2 (KSP2)?

    -The key issues included poor management decisions, rushed development timelines, lack of sufficient staff, failure to provide necessary updates to the community, and significant corporate interference. These problems resulted in a game that was released in Early Access with many unresolved issues and low review scores.

  • How did Take-Two Interactive's involvement affect KSP2's development?

    -Take-Two Interactive's involvement led to a series of poor decisions, such as closing down the developer studio The Intercept, laying off staff, and abandoning the project after the game's disappointing launch. They prioritized corporate profitability over ensuring the game's success, which hindered development and alienated both the development team and the player community.

  • What was the fate of The Intercept studio?

    -The Intercept, the studio created by Take-Two to work on KSP2, was eventually closed in 2024. This followed a period of restructuring, layoffs, and lack of proper support. The closure left many developers, including creative director Nate Simpson, unemployed.

  • How did the game's early development plans change over time?

    -Initially, KSP2's development was pitched as a small-scale project with a $10 million budget over two years. However, as the scope expanded—originally considering features like interstellar travel and colonies—the project's scale grew, but the budget and timeline did not increase to accommodate these ambitions, leading to delays and poor results.

  • What role did technical issues play in the game's troubled launch?

    -Technical issues were a major factor, particularly due to the reuse of code from KSP1 instead of rebuilding it from scratch. This led to technical debt, which compounded the challenges of developing new features and ensuring the game could be scaled and optimized for Early Access.

  • What was Nate Simpson's role in the development of KSP2, and how did he respond to the game's problems?

    -Nate Simpson was the creative director of KSP2, and he was the public face of the project. He acknowledged the game's problems in a heartfelt video, expressing regret over the stress the development process caused and apologizing to his team. He admitted that he was one of the last to accept the studio's closure, struggling to balance his responsibilities as a leader and as a representative to the community.

  • What impact did the community's response have on the development team?

    -The community’s response, while mostly fair and constructive, put immense pressure on the development team, particularly Nate Simpson. As the face of the project, he was exposed to the frustrations and criticisms of players, which added emotional stress to an already difficult situation.

  • How did Take-Two's corporate culture affect the development of KSP2?

    -Take-Two's corporate culture, focused on large-scale, profitable projects like Grand Theft Auto and mobile games, did not align with the needs of KSP2. This mismatch led to unrealistic expectations, insufficient funding and staffing for the ambitious goals of the project, and a disregard for the unique challenges of developing a complex simulation game.

  • What is the status of KSP2 on platforms like Steam, and how does this reflect the game's troubled development?

    -KSP2 is still being sold in Early Access on Steam, but it currently has a very low recent review score (12%) and a poor overall rating (34%). Despite this, the game is still available for purchase, and the current owner of the game’s rights is unclear, further adding to the uncertainty around its future.

  • What are the contrasting approaches between Rocket Works and the development of KSP2?

    -Rocket Works, a studio founded by Dean Hall, took a more technical approach to game development, focusing on scalability, performance, and solid technical foundations. In contrast, KSP2's development under Take-Two was driven more by corporate goals, such as creating a big brand and maximizing returns, which led to an unsustainable and poorly executed development process.

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Related Tags
Kerbal Space ProgramTake-Twogame developmentKSP2 launchdeveloper layoffsearly accessmismanagementNate SimpsonPrivate DivisionRocket Workstechnical debt