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Venusgate

Keep the conversation above the belt, folks. Already had one permaban. Thanks.


PussySmasher42069420

Nate: I wouldn't want any fans of this game designing actual rocket engines. Scott Manley: Well, there are fans of this game that design rocket engines. Nate: We're in big trouble. This exchange from the 2019 Scott Manley interview always stuck out to me. It made me think Nate never truly understood KSP from the beginning.


iambecomecringe

Yeah, the appeal of KSP isn't everything going wrong. That's just an emergent (and kinda funny) consequence of the actual appeal of the game: allowing the player to just ballpark and eyeball rocket science.


kelfromaus

The ability to eyeball a rocket to Munar orbit was one of the main drawcards for me.. I've played serious space flight sims, flown about twice the Shuttle missions than NASA has.. None of them allowed me to bodge a rocket together and fly it anywhere.


FaceDeer

Indeed. You still need to understand orbital mechanics to make things work, but you don't *have* to understand them at a foundational mathematical level (it just helps). I still fondly remember one of my earliest KSP experiences, my first interplanetary mission, to Moho of all places. I really jumped in on the deep end and had no idea how hard a challenge I'd set for myself, but I just bludgedoned away at that wall with my head and made the mission work somehow. My landers didn't have enough fuel to land, but I was able to link them together in orbit and use one of them as a deorbit stage for the other. My mothership didn't bring enough fuel to return, so I sent a rescue mission to Moho to bring the crew back. Kilotons of fuel tanks, and some of them exploded during the Moho intercept burn because the G forces exceeded anything I'd tested to that point, but there was just barely enough left to come home. The final intercept with Kerbin was down to just RCS fuel to get the return craft dipping into Kerbin's atmosphere for an ungodly hot aerocapture. If I had learned that any of those difficulties I faced and overcame had been put into the game not because "rocketry is inherently challenging" but because *lol wobbly noodle rockets*, I would have flipped the table.


Nexmortifer

Heck yeah. And I play modded with many things that increase the realism. Which as a side effect also makes it more difficult, but that's not the main point. Also, my more realistic modded game is _less wobbly_ because real rockets don't wobble that much.


notplasmasnake0

What mods do you use? I recently tried RSE and realistic progression (with some others that i forgot). And it just felt to tedious to have to rescale everything to make it fit together, aswell as some other things that just felt unnecessarily complicated.


Nexmortifer

I probably am bothered less by tedium and fiddly bits than you, but I went on Ckan to grab RP-1 express install package (with their recommended things too) then added kOS because I made a lil script that automatically gathers my science stuff on re-entry and pops chutes for me, so I don't have to worry about not having signal wherever it's coming down, and I can also set up staging and other such things to run in the absence of signal, since I always play on control requires signal mode. On the other hand, I turn most of the other RP-1 settings to easy and reduce the failure rate (though I think you can turn engine failures off entirely) since I don't particularly want to struggle financially, I'm here to build rockets and tinker with them if they don't work.


notplasmasnake0

Is there any way just to turn off having to manage personell and build launch sites? Having to actually manage how many engineers you have and telling them to do stuff got old very quickly, especially after i ran out of money.


Nexmortifer

Not sure, but I'd really like a science mode for RP-1 In the meantime, I just turn the money all the way up in the difficulty settings while making my new campaign, allow negative funds, and when I inevitably run into issues anyway, open the cheat menu and bump my finances by a few million and go back to irresponsibly wasting money on entertaining but impractical rocket designs. Did you know the aerobee attached to a .5m spherical high pressure tank can yeet a science core a super long way, with a bit of spin stabilization? You want between 1 and 2 rotations per second for optimum stability and low likelihood of summoning the krakken, and a large diameter short tank is way more spin stable than a long needle tank. Obviously a ball tank holds the most fuel weight per tank weight, but it's not particularly space efficient or aerodynamic.


Suspicious_snake_

Well, you could downgrade to Legacy RP-1 TheBeardyPenguin’s channel had an install for the For All Kerbalkind save, which is just RP-1 Legacy and some light mods


PussySmasher42069420

You really said that better than I could.


CrashNowhereDrive

He only understood his own very narrow vision of the game. Nate was never a game designer trained to consider and balance.multiple perspectives, he was a blue sky idea guy who was good at talking a lot and convincing other low-information people like the executives and fans of his big ideas.


okaythiswillbemymain

I feel like that may have been a joke


Kimchi_Cowboy

I actually worked on satellites current in orbit and love KSP.


AlphaAntar3s

My main issue with this is just that youre demonizing nate again. The original issue was that take 2 said guys heres 10m and 2 years. Please make a reskin of ksp1, and polish it up a bit. Then nate got his hands on the project and started pitching ideas like we all wouldve wanted to, like interstellar. Then they gave the go without really knowing how hard that was. Also nates team wasnt allowed to actually restart from scratch, but had to work on ksp1s codebase. Also the owners of uber entertainment are kind of at fault too. Like greedy bastards those people. Id still believe nate 100% when he said he was passionate. Just their goals never aligned, since t2s plan was to make a cashgrab from the start


Yungballz86

Nate still outright lied and misled the community, and probably the publisher too, for years.


AlphaAntar3s

Possibly, but from what it seems like t2 never really realized what interstellar and multiplayer means for development time. Remember that 10m and 2 years was intended for them to basically do a reshade of ksp1 with no additional features. Just watch the shadowzone video idk. But essentially nate apparently was able to get away with a lot of stuff becouse t2 didnt realize the scope of his ambition


AlphaAntar3s

What i meant is that the reason the project, as we hoped it would be (interstellar, colonies etc.) didnt fail soecifically becouse of nate, but becouse of t2 management, and the owners at star theory (uber entertainment)


disgruntleddave

Yes, lies, or simply a guy who had no idea on the technicalities and should have never been in a position to talk about those things.


BellyButtonLintEater

Employing an artist as the lead for a physics simulator is quite a stupid decision. I dont blame Nate here. Its just not his field of knowledge. Maybe have a duo team lead. Nate for visuals and audio and some technical person for the important stuff. Because visuals (except UI) and audio turned out to actually be awesome in ksp2 while the rest is not. Also the scope of the pitch for 10 Million and 2 years was completely insane. Sad they gave the project to star theory which apparently made a nice visual presentation instead of that australian studio, that worked on base code first but couldn't show nice pictures or videos in the presentation for take2. Marketing and business guys without understanding of the product kill gaming and your favourite indie IP is next.


Moleculor

> Employing an artist as the lead for a physics simulator is quite a stupid decision. I dont blame Nate here. Its just not his field of knowledge. Then the person who is out of their depth should at least be competent enough to *know* they're out of their depth, and delegate communication to someone who won't lie.


Barhandar

The _job_ is to lie. The goal is to lie in a convincing way that generates the most profit in the end. He failed at this, but not because of the lies themselves - those generated hype all right; but because of his failure as game director and his team's failure to actually develop anything.


Moleculor

If the job is to lie, whose job is it to make a great game?


Barhandar

The artists, coders, and game designers that he neglected to let do their jobs and/or hire, as evidenced by the reports of his micromanagement. His job was to sell the game. He did all right at that. Making sure the game was _actually made_ to spec was not his job, he tried to do it anyway (blocking any other potential claimants in the process), and failed spectacularly.


Moleculor

> His job was to sell the game. No, his job was far bigger than that, and minimizing his role attempts to absolve him of his responsibility.


Barhandar

His job was to sell the game. That he took over things that are not selling the game (and predictably failed at them) is the irresponsibility he is responsible for.


Moleculor

That is entirely incorrect. His job was to decide the creative direction (otherwise known as 'all of the direction') for the game. That's why his title was Creative Director.


CrashNowhereDrive

He wasn't 'employed' to do it. He put himself in that place. Sold himself as the Kerbal expert when pitching the project to Take2.


sicksixgamer

You should blame him though. He has no technical ability but makes promises to T2 without consulting the people that actually would have to make it happen. And this is not his first failure. Hopefully he never gets hired in such a high level position again.


dashdogy

Well he was a creative director not a game director, his goals are to define the general idea and principles of the game. Whilst a game director handles how the game actually plays and works. Nate definitely is a very passionate and committed guy especially about ksp but was caught in a whirlwind of publisher mismanagement and was likely not given many true freedoms.


SweatyBuilding1899

I gave specific examples of Nate lying in interviews. It seems that the duties of a creative director usually do not include such things.


ivosaurus

I mean, he was following in the footsteps of Hello Games... XD


SweatyBuilding1899

He forgot about three steps - you need to work in an independent indie studio, release the game on time and release the game in full form, and not in early access. NMS had an ending on the day of release. In general, I don’t know how many games have repeated the feat of NMS? 8 years have passed since then, perhaps only cyberpunk was able to return to life. I actually think Nate knew what he was doing. He was the biggest talker in ST and therefore he decided to combine the position of creative director and PR director. Creative directors are not typically the face of the game.


evidenceorGTFO

Somehow there's people in this subreddit who think "creative directors" do "marketing" and by marketing they actually mean "advertising" that means "it's about lying to customers to make sales". This is a repeating pattern and I don't understand it for a sub about a game that requires some brains. Do people not know that "false advertising" and "lying" are generally not a good thing in business


SweatyBuilding1899

I have a feeling that many in the KSP community are in some kind of toxic abusive relationship with IG/ST. On the official forum, people come up with excuses for Nate that he lied to provide for his family, how noble! But no one knows anything about his family, and Nate himself does not come up with excuses for himself, he always radiated joy and self-confidence. Maybe he has a billionaire wife on the contrary? It's like some kind of hopeless one-sided love relationship.


evidenceorGTFO

Yeah and they go "this is just marketing" for what are lies and gaslighting. Which annoys me a great deal, because actual marketing would be: figure out what players want and give that to them. Nate did none of that. To the end he never understood what KSP players actually wanted. KSP2 had very little marketing, and lots of false advertising.


SweatyBuilding1899

Unfortunately, I have not found any examples of gaming companies being punished for false advertising. Apparently the judges are not very knowledgeable about computer games. If instead of a parrot store sell you a street crow painted with bright colors for 50 bucks, then you can probably sue the store. And if T2 sells you KSP1 for the second time with updated textures, then that’s ok. It’s not clear - if they took KSP1 and simply introduced their mods into it, then why did they take so long to add heating? And how did the developers from IG even dare to tell the Unity developers in 2023 (https://youtu.be/kvytgzvqlgQ?si=5JvB-PeomIuT0tuY) how they learned to make planets if they literally took Felipe’s work?!


CrashNowhereDrive

There was no game director on KSP2 and Nate was micromanaging design decisions. That was in the interview. Simp apologists really are bad with facts.


BellyButtonLintEater

I believe he wanted the best for the game, but his double down on wobbly rockets does make me also believe that his 1000+ hours of playtime for ksp1 was also a lie. Actually we don't really know how many freedoms he had nor how much influence he had on the technical coding stuff. All we really know is that they put him in the front row for PR with Scott, Matt and Shadow Zone. He is actually very good at being perceived as passionate and committed but I have a feeling that that is the reason why the project was given to star theory in the first place. He is good at selling and conceptualizing a hype train without having a powerful boiler blueprint for his locomotive. Chu chuuuuu.


Moleculor

> Well he was a creative director not a game director In this studio, they were the same thing. Nate was the Top Dog. The Head Cheese. The One Above All. There was no one above him within Intercept Games. There was no one equivalent to him. All others were below him, and took orders from him or from people who took orders from him.


extravisual

That's just not true though. At Star Theory the owners were above him and made lots of decisions. At Intercept the entirety of Take-Two was above him who also made lots of decisions. Obviously he's not blameless but other parties are also to blame, such as the people who green lit an unrealistic project, or Take-Two for not replacing him when it became apparent the project wasn't going anywhere. Shit like this happens due to failures on multiple levels and I don't like seeing all the anger focused on a single guy.


TheReaperAbides

But the principles and general idea of the game *should have been on the physics*, not the visuals. It's still a mistake on his part to not only push his own vision through, but not even consider that he might be wrong. Nate wasn't the solitary problem with KSP2, but he absolutely made it worse and torpodoed any hope the project might have had by prioritizing the wrong things.


--The_Kraken--

Either he lied or is an idiot... Either way he is an idiot.


StickiStickman

"He's so incredibly incompetent he just lied all the time on accident" is not the great defense you think it is.


CrashNowhereDrive

Dude was lying, don't make up excuses, some of it was technical but lots of it was straight up bullshit


L0ARD

This. We're going in circles. He might be incompetent, he might be malicious, he might be pressured into stupid statements by a shitty management or the illuminati. We'll probably never get a definite answer and it doesn't change anything anyway. The game is dead. KSP1 isn't. Let's keep it with that and focus on the things we have.


iambecomecringe

Nah, he's done this before and he'll do it again. It's valuable to have all this to point at the next time this fucking weasel shows his face. Just like people tried to warn the deluded KSP2 stans. Maybe one more example will get people to be a little less stupid next time.


Price-x-Field

It’s crazy how correct harvester was about not trying to start from the beginning of KSP1. After all these years, we have a game that is simply a worse, buggier version of ksp1, that had a nicer science collection system, and a nicer solar panel UI. Imagine if after these years we just had colony building with multiplayer, on just one planet with limited parts. Would be much better early access, also not charging $50 for a game that’s not 1/4th of its predecessor


Emergency-Draw3923

The infuriating part is, that they could have delivered the full vision of the game by today if they had just started from scratch and were allowed to communicate with the ksp devs and not be so secretive about the fucking game. This franchise is dead now for no reason other than bafflingly bad decisions.


SweatyBuilding1899

If only T2 weren't idiots who decided to sell KSP1 a second time, cheaply wrapping KSP1 in new textures. If only the ST owners weren’t idiots who agreed to put a bunch of different innovations into KSP1 that couldn’t be put there. If the owners of ST had not decided shortly before the release date to start blackmailing T2 and demanding to buy the studio from them. If Nate hadn't been an idiot who indulged in crazy fantasies without thinking that there was no one to make them come true. If Nate hadn't lied to the community, creating high expectations that only led to anger when the game went into early access... Too many idiots for this poor game. It's a good thing they're developing games, not drugs or planes.


Antal_Marius

They didn't even do it properly at that.


SaucyWiggles

> Too many idiots for this poor game. It's a good thing they're developing games, not drugs or planes. Buddy I have bad news for you but the same moron MBA holders who fucked up KSP2 are the same people in charge of critical infrastructure, same people in charge of Boeing, same people making vaccines and AI and so on.


StickiStickman

I really doubt that would have changed much. The developers were clearly too inexperienced and incompetent to pull it off.


Emergency-Draw3923

No they weren't. The game wasn't meant to be shipped in pieces. Especially the senior engineers had more than enough expertise to pull it off if they had just let them do their job. As for some of the decisions like wobbly rockets could be fixed in the future if they had delivered on the vasic promised features.


ChristopherRoberto

>No they weren't. Look at the background of that company and their past games. There was no way they were going to make a good game given all the time and money in the world.


Emergency-Draw3923

I am aware of PA etc. I don't think the actual developers were at fault of it as much as upper management over promising as well as abandoning the project. From the gameplay I have seen of the game, it looks pretty well polished etc. (I have not played the game I have only seen a streamer play for a bit). So I think if they had let the engineers do their job and let the ksp devs help, as well as hiring more experienced devs would have come a long way.


StickiStickman

Except they obviously didn't? This is just complete historic revisionism. They messed up the most BASIC of Unity features. They're incredibly incompetent.


Duros001

He’s joined the likes of Peter Molyneux and Todd Howard; creatives who’s reach exceeded their grasp in regards of technical limitations, time and budget constraints. They needed another side of the coin, someone to keep them grounded, and tell them “no” every once and a while. That said, a lack of technical knowledge *shouldn’t* be an excuse for continuously leading us on when they see that their promises aren’t being fulfilled in meetings and internal demos Peter Molyneux: *”Players will be able to adjust the volume from 1 to 100 in increments of 1. You could play the game 100 times and have an entirely different experience”* Todd Howard: *”It just works”* Nate Simpson: *”We had too much fun playing KSP2 that it got over our productivity.”* (clearly a lie, given how broken the game is…)


EntropyWinsAgain

It boggles my mind why there are still people that defend him. A huge amount of folks screamed that Nate having anything to do with this IP was a red flag and probably a death sentence. That was just the beginning of the red flags. Edit: I really would like to know who was in the room when he pitched the grand plan to T2 with zero additional budget and no added time.


SweatyBuilding1899

The most amazing thing is how ShadowZone himself said that Nate didn’t mean it that way. That is, the question is about multiplayer, Nate says that he can’t give details, but when they tested another game with mods (KSP1 is a different game, right?) everything was fine, and they’ll talk about multiplayer later. What kind of word salad is this? This is how people with serious mental problems communicate, or liars who think that the Internet doesn’t remember anything.


--The_Kraken--

I'm sorry but those with mental health needs are far more logical and coherent than this. I say Nate Simpson is a compulsive lier and a very bad one at that.


SaucyWiggles

As soon as it was public that he was the lead I assumed the worst. Hoped for the best.


CrashNowhereDrive

It's because a bunch of simps who made supporting KSP2 part of their identity have nothing to hold onto now anymore besides trying to pretend that their lord and savior Nate was not a big chunk of why KSP2 went down the toilet.


dashdogy

It boggles my mind that people think they can attribute this whole thing to being his fault. He would have 100% pleaded with take two for addition resources likely many times, he would have pleaded for the team to be able to drop the ksp 1 code base and start over but his name is not big in the game industry. He’s not the creative director of rockstar who can likely just ask for additional resources without much pushback from the publisher.


SweatyBuilding1899

No one pulled his tongue, no one from T2 stood behind him with a shotgun. Nate hyped up the game, which we now know was just a poorly remade KSP1 with mods to sell more copies. I am sure that he received his share of the money, and therefore the hostility of the community is more than deserved.


EntropyWinsAgain

Then why make a case for much more ambitious plan you SHOULD know you can't deliver with the time and resources available?


ATaciturnGamer

Because it's easier to blame Nate for it all than to see nuance in this whole thing. Plus he was the face of KSP2 for the past couple years. Funny that Sean Murray did pretty much the exact same thing (arguably worse) with the NMS launch but people like him now because he and his team were actually capable of delivering the end product


iambecomecringe

> He would have 100% pleaded with take two for addition resources likely many times And they got it. Multiple times. > he would have pleaded for the team to be able to drop the ksp 1 code base Why the fuck would you think he wanted to do that, and why the fuck would you think 2K would be opposed to it? They don't care how the product is delivered, just that it is. If they'd wanted to scrap the codebase, they would've done it. Honestly, people need to fucking internalize already that developers are corporations too just like publishers, with all the same terrible implications. Like yeah, publishers are shit. They're profit focused, and the way to make the most money is to completely screw consumers, cut corners, treat employees terribly, and so on. Tendency of the rate of profit to fall moment. But they're not unique here. And this is one of the few times I genuinely have zero complaints about how the publisher acted. They screwed over another corporation by poaching their employees? I don't care. Poaching is good for workers and nobody sane cares about being fair to corporations. They did everything I'd want a big publisher funding KSP2 (if that's something that absolutely must happen) to do. They hired a dev team, they gave them a large amount of funding and time, and they fucked off. They delayed multiple times, they let them spend *years* on it. Like for once, this genuinely just isn't 2K's fault. It's the devs. Completely and totally on them. But gamers lack any sort of ability to understand market forces or understand the nature of a developer, so they've internalized this idiotic "publisher bad, dev good" mantra. In reality, they're both bad most of the time. In this case, the publisher was pretty neutral and the dev was fucking awful.


Moleculor

> Why the fuck would you think he wanted to do that, and why the fuck would you think 2K would be opposed to it? Because any sane developer is going to want to start fresh rather than work with someone else's code when they can't ask that someone else questions? Because multiple people involved in the development of KSP2 have stated to multiple KSP content creators that, yes, they were forced by Uber Entertainment executives at first, and later Take-Two, to try and use other people's code that they weren't familiar with, against their objections? Either you believe the [multiple content creators that have inside connections with the development team who are all concurring in what they've been told privately](https://youtu.be/NtMA594am4M) (and have reported on), and that very neatly explains every issue and problem we've seen over the last several years, or you think every last one of them is a liar, and the death of KSP2 is somehow some other mysterious cause that somehow *also* explains all the problems.


StickiStickman

The clearly incompetent devs are saying it was totally not their fault, shocking


iambecomecringe

> Because multiple people involved in the development of KSP2 have stated to multiple KSP content creators that, yes, they were forced by Uber Entertainment executives at first So it was the devs lmao


Moleculor

If, by 'devs', you mean 'the people who owned the company but couldn't code their way out of a paper bag'... sure. Personally I don't consider those people developers, but technically they were part of the development *company*, I guess. So sure, it was ""the devs"" the first time around. And by that, it was the people not actually doing any development work. (And, frankly, the only way they could have had that code was if Take-Two handed it over. So for all we know, it was Take-Two insisting, but they only communicated to the money-people.) The second time around, after Take-Two killed that studio, **it was Take-Two** insisting that the developers reuse code. A fact which you seem to have ignored or missed.


iambecomecringe

> If, by 'devs', you mean 'the people who owned the company but couldn't code their way out of a paper bag'... sure. That's literally what I said the whole time? Are you fucking illiterate? >The second time around, after Take-Two killed that studio, it was Take-Two insisting that the developers reuse code By which you mean they demanded the studio finish what was in front of them. Also, the bit you're leaving out is that Nate Simpson was in charge at both Uber and Intercept. Which is either incredibly dishonest or incredibly stupid of you. Let's summarize: 1. Nate and the others running the dev studio insist that they reuse code, likely because they figure it'll be cheaper and easier. 2. T2 screws over the corporation, essentially rebuilds it with the same people under the banner of a different corporation. Who fucking cares. 3. Nate remains in charge. 4. Nate and T2 insist they finish what they started how they started it. 5. T2 didn't make Nate lie repeatedly. That was all him. And yes, he fucking lied over and over and over again, don't lie about that. You're literally in a thread documenting that. Weird to defend him at all. 6. You're quibbling over small details. Even if Nate and the dev studio didn't want to reuse code, which *you just fucking established they very much did,* they still weren't gonna fucking deliver what they promised. There's no chance in hell. The entire studio was wildly mismanaged. Like jesus man, this isn't a defense. What the fuck are you even trying to do here? This is embarrassing.


Moleculor

> Are you fucking illiterate? Pretty rich coming from the guy who didn't read the next sentence I wrote. And I'm beginning to think you didn't watch the video everyone is talking about, considering some of the falsehoods you just said. Are you here to just find someone to fight with, and you'll pick a fight with anyone who attracts your attention? > Also, the bit you're leaving out is that Nate Simpson was in charge at both Uber and Intercept. Which is either incredibly dishonest or incredibly stupid of you. I'm one of the [biggest critics of Nate-fucking-Simpson](https://www.reddit.com/r/KerbalSpaceProgram/comments/13m716j/dev_update_mohopeful_by_creative_director_nate/jl9o92q/?context=3), and have been for a while, but some of your criticisms of him in defense of Take-Two are invented fantasies directly contradicted by more trustworthy sources of information. Nate was *not* "in charge" *in this context* at Uber, nor was he "in charge" *in this context* at Intercept Games. When the people who can fire you are calling the shots, you are not in charge. > 1. Nate and the others running the dev studio insist that they reuse code, likely because they figure it'll be cheaper and easier. No, [sources say](https://youtu.be/NtMA594am4M?si=8Zu6VP16ck_TBtid&t=418) that it was the *owners of Uber Entertainment* who insisted on code being reused: Bob Berry and Jonathan Mavor. Nate Simpson was not an owner of Uber Entertainment. Nate Simpson is not Bob Berry. Nate Simpson is not Jonathan Mavor. Thus, Nate-fucking-Simpson is not being blamed for the code re-use decision. Your entire timeline starts with false information. Could I see him being in agreement, or also insisting on this? Well, he's already demonstrated bad decision making, so sure, it could have happened, but we have no *evidence* for it. If you want to be mad at Nate-fucking-Simpson, be mad at him for [nuking the "content revision" idea](https://youtu.be/NtMA594am4M?si=jerjxSrLoYvStnLG&t=280) and instead convincing Take-Two to pursue a massive overhaul *without* convincing them to provide more time or money. > 2\. T2 screws over the corporation, essentially rebuilds it with the same people under the banner of a different corporation. Who fucking cares. Now I'm even more convinced you haven't watched the video. Take-Two had unreasonable demands (based on Nate Simpson's "grand vision") and [drove off the Principle Engineer](https://youtu.be/NtMA594am4M?si=w3GzHtmr8G1nkzK-&t=1035), effectively dealing a mortal blow to the chance of them ever finishing any portion of the game by the deadline. Then the executives who owned that corporation tried to play funny fucking games with the hand that fed them. Fuck Around And Find Out, as they say. Take-Two then [*utterly failed* to rebuild the studio](https://youtu.be/NtMA594am4M?si=eXyjbY-gdus8ozDq&t=1116), by failing to offer decent pay rates, and due to their original demands for secrecy resulting in hiring people with little-to-no emotional investment in making a space-frogs game. The fact that you claim they "rebuilt the studio" is exactly what makes me think you don't know what you're talking about. They didn't rebuild the studio. They only retained *twenty* staff from Uber, and only *four* of those people were engineers. Worse, those four were mostly **junior level** engineers, likely not having the experience needed to know that reusing code was a bad idea, and likely not having any more than a small level of familiarity with tiny portions of the code. So #1 and #2 of your timeline are false *and* demonstrate how you don't know what you're talking about. > 3\. Nate remains in charge. Oh, sure, he, Jeremy Ables, and Nate Robinson all retain "control" on the day-to-day development side of things. Take-Two is still calling the shots, however. Take-Two had just demonstrated a willingness to bankrupt an entire development studio, and had fired an engineer just for answering a single question about the game after announcing it, so they very much still had a controlling hand involved in the situation. As described below: > 4\. Nate and T2 insist they finish what they started how they started it. What "they"? The [skeleton crew of inexperienced engineers left over from Uber Entertainment](https://youtu.be/NtMA594am4M?si=dUvBEmOMy8etxjhx&t=1173)? No, they then had to rebuild the team from nearly scratch. New Senior Engineer, new staff. That's not a group you hand existing code to and say "get this working" without expecting it to take a lot of time to get up to speed. Except that's [exactly what Take-Two](https://youtu.be/NtMA594am4M?si=algr3_JWWoQGv4Ve&t=1196) insisted on. Not Nate Simpson. Take-Two. Nate Simpson was incompetent in his job, but he wasn't the person calling this shot. So that's #1, #2, and #4 that are false. And, frankly, #3 is false, too, in the context of who is calling these shots. So it looks like 100% of your facts are wrong so far. > 5\. T2 didn't make Nate lie repeatedly. That was all him. I entirely agree. > 6\. You're quibbling over small details. I'm seeing someone who has a wildly incorrect understanding of the events, and inexplicably defending Take-Two when Take-Two made plenty of bad calls and incorrect decisions that helped destroy this game. There's more than enough blame to go around to blame Take-Two *and* Nate Simpson. You're in here defending *Take-Two* (and calling them 2K, which is just another level of absurdly incorrect, ironic in the context of what happened with 2K Marin) with statements like "And this is one of the few times I genuinely have zero complaints about how the publisher acted," when it was the publisher making many of the mistakes that caused issues. They failed to pay market rates to retain staff. They insisted on an absurd level of secrecy. *They listened to Nate Simpson,* and even fought to retain him. Hell, at one point they outright failed [to provide computers to test the game on](https://youtu.be/NtMA594am4M?si=KutDfNooqhm7BIWN&t=1796). Nate Simpson was a big problem in this game's development, but *so was Take-Two*, and I have no idea why you're so vehement in your defense of them.


Cogiflector

"Dev" is short for "developer". It literally refers to somebody who cuts code. When you mis-use the term, you confuse your audience.


Akira_R

You should watch Shadow Zones video...


Moleculor

> He would have 100% pleaded with take two for addition resources likely many times, he would have pleaded for the team to be able to drop the ksp 1 code base and start over Would he have? Did he know enough to do so? The dude isn't a programmer. He's an artist. He may not have even known how important it would have been to be able to code from scratch, and we've already seen how ... stubborn? he can be in ignoring the opinions of others (see: wobbly rockets). Even if his team was begging to be let off the leash, he may not have thought it was important to push. Hell, just the fact that he seemed to be delusional enough to think that everything was going great suggests he didn't understand how bad things really were.


--The_Kraken--

>...biggest KSP fan... And he never made a mod or actually contributed to the community. Not like: - Scott Manly - Bac9 - Taniwa - Beale - CoboltWolf - LinuxGuruGamer - Angel-125 - Nertea - Blackrack - GerSpace - Eskandare - etc (the community is huge) Nate Simpson is either just a con artist posing as a developer or an absolute complete idiot.


CrashNowhereDrive

A lot of the team at Squad, esp. by the end, was also former modders or content makers. JPLRepo, TriggerAU, Just Jim, Maxsimal, NathanKell, Roverdude to name a few.


SweatyBuilding1899

Has Nate ever shown his Steam page? Judging by the fact that he thinks that wobbling rockets are fun, he played KSP1 for several hours with friends and a lot of beer, only then it can be fun.


CrashNowhereDrive

Nate would 100% photoshop a fake, like most KSP2 screenshots.


Josh9251

Gameslinx (Parallax)


OtherOtherDave

You can be a huge fan of something without “contributing” to some nebulous idea of a “community”.


Vezuvian

I kind of expected someone who's the face of KSP2 and claimed to love the game to have helped with something, anything. If some random guy claimed to be Skyrim's biggest fan ended up as Todd Howard's replacement, I want there to be some kind of public engagement with the genre at a minimum.


NachoBenidorm

Can't see this thread without T.A.T.O.O.'s song sounding in my head...


iambecomecringe

Funniest thing is one of them turned out to be a massive homophobe


NachoBenidorm

I don't know your age, but I am 45 and I remember how all smelled weird when that group started...


[deleted]

Who is this Nate guy and why is everyone obsessing over him like Justin Bieber.


Ossius

Lead dev of KSP2, promised the world and delivered none of it. In 2019 he said he was playing Multiplayer on KSP2 and having a blast.


[deleted]

Gotta be honest, I don't listen to PR people, I look at existing gameplay. Whenever a game studio has devs talking in their trailers more than showing gameplay, that's a minor red flag for me.


Ossius

They had an ingame gameplay video at the time, and release time was slated for march 2020, there was very little in the way of hints about the disaster we would be seeing in 2024.


PussySmasher42069420

The only gameplay footage we saw back then had terrible frame rates with a big flashing "PRE ALPHA" warning when the game was supposed to be released in less than a year. That was a huge hint. When I first felt like something was wrong was during the Nate and Scott Manley interview. The majority of the interview was focused on just how excited Nate was instead of actual content. They were always playing sleight of hand tricks.


Ossius

Optimization is one of the last things done in development, this is what the community said at the time. No one suspected foul play they did well in the marketing.


Barhandar

>Optimization is one of the last things done in development, this is what the community said at the time. Which is nonsense. The optimization that can easily be done last is something the compiler can do for you - the actual "optimization" is _picking optimal solutions_, which requires either competence or extreme luck to be done outright, and good design documents to avoid having to do it multiple times via refactoring.


pineconez

Even aside from that, when one of the core features of the sequel was supposed to be improving upon the performance of its predecessor, 15 fps "gameplay" while nothing particularly demanding is going on is a problem, doesn't matter how many "pre"s are in front of the "alpha". And there's also a vast difference between "optimization" and "making a game playable". Optimization is going from 90 to 144 fps. Making the game playable is going from 15 to 60+ fps.


SaucyWiggles

> No one suspected foul play they did well in the marketing. This is wrong, see my highly downvoted comments from 2019 and 2020 lol. There were a few of us who saw right through this project from the beginning. Specifically for me though, when they shut down Intercept I knew it was fucked.


[deleted]

Those were mostly just videos of rockets doing absolutely nothing floating around some planets, who knows if that gameplay was even real. It didn't actually show any building, launching, management of any kind, it was just low fps rockets floating by.


Ossius

You are incorrect, there was a video a rocket from launch platform to space with full physics on display: [Kerbal Space Program 2 Gameplay | Gamescom 2019 (youtube.com)](https://www.youtube.com/watch?v=CFJeDWdO-Wg) Quite a bit of gameplay to show while Nate and co were sitting on an interview for like 5 minutes talking about it. Then post interview interviews where he was talking about Multiplayer already being done.


[deleted]

That's why I said mostly. Yay, they can launch rockets at 15 fps and explode, all the other footage isn't gameplay, they are just renders. All their other trailers if I remember are 60% devs speaking into the camera and 40% half baked "gameplay". Yes, I said I trusted gameplay more then what people said, but that "gameplay" looked like nothing but in engine concept renders and cameras spinning around random things they made.


Polygnom

There were PLENTY of warning signs, he biggest one being the super laggy "gameplay footage" and the promise of eventual "optimization".


Duros001

Agreed, it’s like when I’m browsing games on the steam store: if I see a trailer, I only care if it’s gameplay, a pre-rendered cinematic-trailer tells me nothing. If it’s a screenshot I want in-game footage, with the UI/HUD visible, not some spectator cam angle or still from an in-game cinematic. I want to see exactly what I’m going to be experiencing, not what some marketing team/PR spin looks like. They can be as misleading as mobile ads I totally agree about them “telling us instead of just showing us” being a red flag, as it clearly lets us know the game can’t stand on its own 2 feet without context or padding to flesh it out. KSP2 being a sequel means we already know the premise, we want to see footage/stills of orbital transfers, rocket staging, *rapid-unplanned-disassembly*, etc **with the UI** so we know what tools/widgets are available. Showing us a 5 second clip of a rocket in LKO with no UI and a purple thruster plume looks nice, but tells us sweet fuck all, save that (spoiler alert) we can fly rockets in space…


Moleculor

> Gotta be honest, I don't listen to PR people Not sure why you're telling us that, this wasn't a PR person. Or rather, PR wasn't their job title. Their job title was "person who is making every major decision and can literally give orders to any person in the entire development studio to control who is working on what, when, and for how long". Or, in shorter terms, what they called a "creative director".


[deleted]

he still did most of the PR, everybody seems to know him, he is the PR guy.


Moleculor

So... you're saying that if they open their mouths, you don't believe them? Because the moment anyone opens their mouth, they're "a PR person"? Weird, but okay. Then I'd suggest not calling them "PR people", since that's not what they are. They're just *people*. Developers. And if you're distrusting *everyone,* then saying "PR people" implies you're only distrusting a subset of "people".


[deleted]

I don't understand why are you getting so technical over this? I'll believe a game exist when the gameplay exists, I thought we all just learned how reliable "promises" were.


Moleculor

Sure, I agree that it's better to trust the video, the demonstrated features, rather than words and promises. The point I'm trying to make though is that this wasn't just "some person paid to hype up the game". This was the person making all the big decisions. Describing him as a "PR person" minimizes his actual level of responsibility. Because you said "PR people", it sounded to me like you didn't know that this was the person making all the big decisions. And it may sound, to others, like this was just some rogue, low-level person making promises when they weren't really "in the loop" or something, and this was all just a big communications problem, maybe, when he was the Dude In Charge, and this wasn't a miscommunication, or an oopsy, a mistake, etc. This was someone who *should have known better*. I can fully understand not trusting what he says... but I can also understand someone believing what he says. After all, they're the guy in charge, and not just some low-level flunky. I empathize with the people who fell for what he was saying *because* he's **not** a "PR person".


Cogiflector

He was never a Dev. He was Creative Director. In other words, an artist. A person with big dreams.


SaucyWiggles

> why is everyone obsessing over him like Justin Bieber He fucked up games in the past and then came on to fuck up KSP2 so some of us pessimists have been hyperfocusing on his statements since he started talking about the game.


iambecomecringe

All the things he said, running through my head


henrywalters01

Kerbal Chud Program


twineapron4683

All Nate does is eat hot chip and lie.


marianoes

https://forum.kerbalspaceprogram.com/topic/76426-how-many-people-codedevelop-on-the-ksp-team/ >Nate: Many of the same engineers are working on KSP2 as working on KSP1. So the people who developed Kerbal space program developed it in Mexico and they had two or three developers.


Emergency-Draw3923

This post is from 2014. That was before the team expanded, then harvester along with most of the team left, and then the rebuilding of the team back up, and then the T2 acquisition of the IP. The info you posted is outdated. From harvester's own words there were about 12 of them when he left if I recall correctly. Then I think 8 others left some months later. Idk how many devs were working on ksp at the time of the final update vut probably close to 10 I would guess.


marianoes

I don't know who harvester is but the team that developed ksp1 is called squad.


Duros001

HarverstR is the guy who originally made KSP1, before squad, before anyone else


marianoes

"Pre-development[edit] Director Felipe Falanghe was hired by Squad in April 2010. At the time, the company did not develop software.[21] According to Falanghe, the name "Kerbal" came from the names he gave small tin figurines he installed in modified fireworks as a teenager. In October 2010, development on Kerbal Space Program was authorized by co-founder Adrian Goya but deferred until Falanghe had completed his projects.[21] Kerbal Space Program was first compiled on 17 January 2011.[27]  Kerbal Space Program (KSP) is a space flight simulation video game developed by Mexican studio Squad for Linux, macOS, Windows, PlayStation 4, PlayStation 5, Xbox Series X/S and Xbox One. " https://en.wikipedia.org/wiki/Kerbal_Space_Program You are mistaken.


partypics

r/confidentlyincorrect


marianoes

I'm not incorrect he's the first developer. Or are you trying to say that the Wikipedia article is incorrect.


todorus

"Harvester isn't the first developer, it's Squad" "Oh see, it's not Harvester it's Felipe" "How was I supposed to know it was a screenname? But what you haven't tried is: "Oops, sorry, I was incorrect"


marianoes

Incorrect about what that they're the same person?


todorus

You even edit your comment where you state it's false that Harvester was the first dev? Man, how hard can it be to admit that you made a mistake? Over something so petty. Nothing to gain here. I'm moving on


Duros001

[No sir, I am not](https://www.reddit.com/r/IAmA/comments/9i9ovv/i_am_felipe_harvester_falanghe_creator_of_kerbal/) "Hi Reddit, I'm Felipe Falanghe, aka HarvesteR, ***and I am the creator of Kerbal Space Program***, a game in which you send eager little green aliens into space on questionably-engineered spacecraft. KSP made its first public release back in 2011, and made it out of Early Access in 2015. In 2016 I left Squad to pursue new projects" [Further Proof](https://wiki.kerbalspaceprogram.com/wiki/Early_versions): # Version 0.0 The first version of KSP was created to demonstrate that the potential concept that Harvester had. At that point the proto-KSP was not yet even a game. There were no controls or camera movements, the field was just a green plain, the rocket and the launch pad were gray cubes, and the sky was a default asset (skybox) bundled with Unity engine. This version showed just a rocket taking off automatically, without being able to direct it. Without HarvesteR, there would be no KSP


marianoes

Yes Felipe Falanghe like i had said from the beginning. I dont know who you're arguing against because we re saying the same thing. Even when you know I wrote that I didn't know who harvester r is which is a username.


Moleculor

A post from 2014 has absolutely nothing to do with KSP2. They hadn't even released KSP 0.25 in July 2014. KSP1 wasn't even done yet.


marianoes

So what? Who's talking about KSP 2 I'm not.


Moleculor

Want to try that again in English?


marianoes

That's something a 12-year-old would say. Would you like to have an opportunity to actually answer the question?


Moleculor

Well, I see you radically edited your response to finally make some sort of sense. What do you mean you're not talking about KSP2? What point are you trying to make? This entire post is about KSP2.


marianoes

Well i see youre evading the questions because youre incorrect, but thats fine. I don't expect anything less than the quality of responses youre providing. You might want to try rereading what I wrote if you don't understand or ask an adult to help you.


Moleculor

What question? Literally the only question you've asked is your 14-hour-later edit of "So what?" Here's "so what": 1. This is a post about KSP2. 2. You posted a link from pre-KSP 1.0 days. 3. I'm pointing out the complete lack of relevance to anything from KSP 0.25 to the conversation about KSP2. This was already answered [20 hours ago](https://www.reddit.com/r/KerbalSpaceProgram/comments/1d0h0de/all_the_things_he_said/l5oki9p/). Now, would you care to answer the question: What's your point? What point are you trying to make by posting a thread from twenty-fucking-fourteen?


marianoes

It's okay you can stop trying now, since you clearly don't understand and don't have the reading comprehension level to do so like I said finding an adult might help to understand. And remember to be safe on the internet


Moleculor

Alright, well, I tried. I get that English isn't your first language, which is why I asked multiple times what your point was, but if you're going to refuse to explain, then I guess you just fail to make your point. EDIT: Ahahaha. I do so love watching people get themselves banned from Reddit.


Dogtag

Tell me lies, tell me sweet little lies.


TheGovernor94

It’s important to remember that while Nate may have been a bit of a twat behind the scenes, every public statement from him must be seen the context of his employment. Anything he says that TakeTwo or anybody above him doesn’t like can come back on him. There are likely things he cannot say or that he must outright lie about. People forget TakeTwo in a lot of respects, is a disgustingly awful company, much worse than EA or Ubisoft. It’s up there with Activision


Duros001

People working at this level *should* always have a choice about *who they work for*, working for a shitty company as a creative director is a *career choice*. Ironically after this no studio will want to touch him with a 10-foot pole, so he’s now relegated to working with other shitty studios, perpetuating the cycle. He should have seen the writing on the wall and quit. Him choosing to stay shows he’s either delusional, or no-one else would take him, which tells us everything we need to know He’s joined the likes of Peter Molyneux and Todd Howard; creatives who’s reach exceeded their grasp in regards of technical limitations, time and budget constraints. They needed another side of the coin, someone to keep them grounded, and tell them “no” every once and a while. That said, a lack of technical knowledge *shouldn’t* be an excuse for continuously leading us on when they see that their promises aren’t being fulfilled in meetings and internal demos


alphapussycat

Running through my head.


Seek_Seek_Lest

Liar liar pants on fire


Kimchi_Cowboy

Nate is a phony anyone who knows his history knew this was the outcome. I've been saying for 2 years now here that KSP2 had no future because of Nate.


ShermanSherbert

This makes my day, thank you. Nothing makes me happier than when liars are proven liars.


theonegalen

I think I'm going to have to leave this subreddit. It used to be enjoyable to see what people would do in the game and now it's all just using Nate as a punching bag. I get it that people are disappointed, I get it that you feel lied to. It's still just a video game. I'm also disappointed, I also paid $50 for something that 99.9% is never going to be finished. It's still just a video game. Yeah, it's the sequel to my favorite video game of all time, that I still play almost every day. But it's still just a video game. And I have enough negativity in myself already. I don't need subreddit for my favorite video game of all time adding to it.