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We still have substantial updates we would like to make to the game before we think it is 1.0. The game has been updated regularly through the period, including a patch today.
There is some concern in our studio that going "1.0" will indicate to many we consider the game "finished", so therefore we want to take a great deal of time to ensure the game meets our standards instead of rushing towards a 1.0 release.
Thank you for the reply, I appreciate the information. I've been patiently waiting to jump in when 1.0 hits, much like I did with satisfactory.
There's lots to do and learn already right now, and even the daily Beta updates they push out are stable enough for making 8 hour videos. It's not feature complete, doesn't have a campaign, no missions to do. But it has emergent gameplay. Stationeers and Satisfactory just can't be compared: Completeness can much more easily be defined for the latter than the former. And the former has much stronger emergent gameplay.
People will want a game that can be open-ended, but doesn't have to be - it should have some game modes that end with a big, satisfying "YOU WIN!" screen and triumphant music.
Yeah, I need some sort of goal to work towards, otherwise I'm just messing about. Which is fun, but only for so long. I bought the game back in 2019, just waiting for it to have a point.
(Sorry for my English)
I'm interested to know, what example of a video game do you have that corresponds to this? I'm thinking of a game finished with a final objective?
And finally, what is the difference between "stopping playing while waiting for an objective", and finishing the objective and stopping playing?
Isn't it more interesting to have gameplay loops that don't end? With continuous fun?
In competitive games, players know that they're not going to finish first in the world, and yet they continue to play with the goal of "improving".
Isn't that what would be important in Stationeers? Seeking to improve, to do better than what we already know how to do? Challenges?
What do you think?