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RPS interview with Jacob about the thing that is missing now:
https://www.rockpapershotgun.com/2017/01/13/how-astroneer-makes-crafting-fun
"This gives a novel clarity to Astroneer’s crafting system. It doesn’t need to tutorialise it, making your first play a self-driven exploration of both your world and the system, which is neither obtuse nor hand-holdy." - That's gone now, there's a standard issue tutorial instead. It's disappointing.
You could copy/pasta those responses in almost any thread around here and you'd probably help someone every time.
Forcing us to complete the old tutorial on every save became annoying as hell when you make even a few saves per update. Having a standalone world makes far more sense, some people will still ignore it and get stuck and ask simple questions they could have answered themselves by pressing f1 or playing the tutorial. But it does allow SES to update it without messing everyone else around, it makes it skippable and they can make it as detailed as they need to and we don't have to care.
I far prefer the current system over the previous one.
I remember that fresh look and simplicity. I loved the game because it was so relaxing, had a nice cartoony vibe and required almost zero mental effort.
This is what happens when there is plenty of technical skill but no vision. All the effort goes into details, and the game ends up becoming lifeless and pointless.
Agreed!
Driving has improved a ton since then. Small rover might seem to be a waste due to no storage pips but it's a great little scout that can climb some ridiculously steep inclines when asked to.
There are still echoes of that in the existing game, but it's being drowned in abstract windows, popup control panels, and that infernal 'Hold E to tech the tech' console control scheme.
Case in point, check out this guy having his first Medium Fabricator experience.
Warning: frustrated language, swearing, blasphemy.
https://www.youtube.com/watch?v=H8MktRXoLEo&t=21m30s
UI disaster begins at 21m30s