Feedback: increasing "agency", player customization and UX
Posted: Thu Nov 20, 2014 6:13 am
First off - huge "props" for an engaging tense game. I am loving my time spent with Buzz's SPM !!
One of the things I appreciate is the strong sense of "agency". You have clear role as Director of NASA - all the choices you make (and the ones you can't make) are well-aligned to that job. You decide how the budget is spent, which programs to fund, when to start/stop a program, which projects to assign people to and you authorize (and staff) the missions.
And then you sit back and watch. Much like a sports simulator where you play the GM instead of the athletes. In fact, that's the perfect analogy!
Which leads to my "wishlist" for the game.
1) You are nameless, faceless and have no skills yourself. The game would improve if you had a persona that explains how/why you got the job - retired general, ex-senator, Nobel laureate, aviation pioneer (Howard Hughes), et al. Each choice should have some impact - better morale, lower facility cost, better science results, lower penalties for mission failure, et al. Moreover each choice should have slightly different "special missions".
2) You plan the mission, staff it, it runs ... and then nothing. When major milestones are accomplished, I want a public reaction and a visit on Meet the Press (where I have to decide who to congratulate, and answer questions about where/when we will hit our next major goal). When there is an explosion, I should be called before Congress to explain my incompetence. And when the Russians are winning, I should have a very uncomfortable conversation with POTUS.
3) I want a tradeoff on debriefing and analysis of each mission. No automatic tech increases. If I want that bonus, I should have to assign a SET or mission specialist to evaluate what happened and recommend improvements. That would also create realistic tension e.g do I pull my lead engineer off the Saturn 1B if an Atlas explodes - or ignore it because that rocket is about to be obsolete?
4) I want SECDEF to come calling, asking me to run "black ops" programs. The money would be nice, but we need the SET and mission control teams working on the moon, not spying on the Russians. Or what do I do when AT&T wants to put a comm satellite in orbit?
5) The game does not explain the critical historical/technical dilemma you are making to pursue DA vs LOR vs EOR. This should be a scripted event sequence with various "factions" pushing their pet theory. It also means many of the Gemini missions are quite confusing.
Now some "minor" changes that would make the game more engaging.
1) Every mission should have a name. Every mission's staffing and results should be saved and easily visible from the museum.
2) History. Who was the lead scientist on the Gemini EVA suit? Who was the first astronaut to orbit? Who died in that fiery reentry in Jan 1964? How many times has someone been in space? Expand the museum - and add tooltips for each employee that feature their mission history and major achievements/failures.
3) "Lead SET" should be a special position - not just first on the left. Hiring/firing someone from that role should have consequences.
4) Let me build a "team". I would like to assign SET in groups of 4 or 5 (if 5, then lowest skilled auto-trains). I would also like to have an assigned mission control team, and a Gemini/Apollo flight crew that trains together.
5) You cannot plan ahead easily. I want a "tech tree" that lets me pre-allocate my people 3-4 seasons ahead, and lets me know if I have time to send someone to training.
6) Customize the pictures. It's 2014 ... we should have procedurally generated male/female faces.
7) Failures are stressful, but what happened!? I want to know who saved the day (or who screwed up). And I would like cut scenes that show people working to fix the problem - either on the ground or in space.
One final thing I am very glad about - gender/race equality. It may not be "historical" - but I really like having females available in all job roles from the beginning.
Thanks again ! Great game and a very well spent $30.
One of the things I appreciate is the strong sense of "agency". You have clear role as Director of NASA - all the choices you make (and the ones you can't make) are well-aligned to that job. You decide how the budget is spent, which programs to fund, when to start/stop a program, which projects to assign people to and you authorize (and staff) the missions.
And then you sit back and watch. Much like a sports simulator where you play the GM instead of the athletes. In fact, that's the perfect analogy!
Which leads to my "wishlist" for the game.
1) You are nameless, faceless and have no skills yourself. The game would improve if you had a persona that explains how/why you got the job - retired general, ex-senator, Nobel laureate, aviation pioneer (Howard Hughes), et al. Each choice should have some impact - better morale, lower facility cost, better science results, lower penalties for mission failure, et al. Moreover each choice should have slightly different "special missions".
2) You plan the mission, staff it, it runs ... and then nothing. When major milestones are accomplished, I want a public reaction and a visit on Meet the Press (where I have to decide who to congratulate, and answer questions about where/when we will hit our next major goal). When there is an explosion, I should be called before Congress to explain my incompetence. And when the Russians are winning, I should have a very uncomfortable conversation with POTUS.
3) I want a tradeoff on debriefing and analysis of each mission. No automatic tech increases. If I want that bonus, I should have to assign a SET or mission specialist to evaluate what happened and recommend improvements. That would also create realistic tension e.g do I pull my lead engineer off the Saturn 1B if an Atlas explodes - or ignore it because that rocket is about to be obsolete?
4) I want SECDEF to come calling, asking me to run "black ops" programs. The money would be nice, but we need the SET and mission control teams working on the moon, not spying on the Russians. Or what do I do when AT&T wants to put a comm satellite in orbit?
5) The game does not explain the critical historical/technical dilemma you are making to pursue DA vs LOR vs EOR. This should be a scripted event sequence with various "factions" pushing their pet theory. It also means many of the Gemini missions are quite confusing.
Now some "minor" changes that would make the game more engaging.
1) Every mission should have a name. Every mission's staffing and results should be saved and easily visible from the museum.
2) History. Who was the lead scientist on the Gemini EVA suit? Who was the first astronaut to orbit? Who died in that fiery reentry in Jan 1964? How many times has someone been in space? Expand the museum - and add tooltips for each employee that feature their mission history and major achievements/failures.
3) "Lead SET" should be a special position - not just first on the left. Hiring/firing someone from that role should have consequences.
4) Let me build a "team". I would like to assign SET in groups of 4 or 5 (if 5, then lowest skilled auto-trains). I would also like to have an assigned mission control team, and a Gemini/Apollo flight crew that trains together.
5) You cannot plan ahead easily. I want a "tech tree" that lets me pre-allocate my people 3-4 seasons ahead, and lets me know if I have time to send someone to training.
6) Customize the pictures. It's 2014 ... we should have procedurally generated male/female faces.
7) Failures are stressful, but what happened!? I want to know who saved the day (or who screwed up). And I would like cut scenes that show people working to fix the problem - either on the ground or in space.
One final thing I am very glad about - gender/race equality. It may not be "historical" - but I really like having females available in all job roles from the beginning.
Thanks again ! Great game and a very well spent $30.
