To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
German game site interview with Egosoft bass Lehahn http://www.gamestar.de/spiele/x-rebirth/artikel/x_rebirth_interview_mit_egosoft_chef_bernd_lehahn,46889,3030754.html It's a 3 page interview and I have ran the first page through Google translator he has some interesting thing to say about the game among them is that it has sold more copies then previous X games and this not X4, they were surprised by the bumpy release and it was not the publisher fault.
The German developer Egosoft team has a tough task ahead: they must regain the trust of their customers. Because after the release of their space game http://www.gamestar.de/spiele/x-rebirth/46889.html&usg=ALkJrhjJnNPgn_HhGriBR7kuy1e600oQC w" title="X: Rebirth">X: Rebirth in November there were massive criticism from both the fans as well as by the press. Rebirth was bugged and unfinished thrown on the market - after seven years of development time.
At present, although new patches appear almost daily cycles. Until the youngest part of the X-series, however, achieved a commendable status, are certain to pass Monte. And if the serious gameplay weaknesses are ever resolved, written in the stars.
We spoke with Egosoft boss Bernd Lehahn about the release of X: Rebirth, about the future of the game and good sales now account for the Rebirth at least to financial success.
Gamestar: How did it happen that X: Rebirth was released in such an unfinished state?
We spoke with Egosoft boss Bernd Lehahn on X: Rebirth Bernd Lehahn. There are as many reasons that have negatively played together. The release date is indeed set for a while before and after seven years of development, you have to come out sometime in the game. But the problem was not the date, but our struggle to add more and more features, and that too very late in development.
We always want to offer a high level of diversity and it is just an X game become, even though I have repeatedly stressed that it is not X4. This expectation I did not want to wake up, but it's still difficult to bring out a game in the Trade, Substations, fights, plot and tutorial so many things are possible.
We have, for example, until the beginning of 2013, the landing platforms completely rebuilt. By the end of 2012, we had a mode where you end up by pressing a button and then once interacts without free running around. Consequently, we were not happy and have added much too late.
But the bigger problem is actually the little bugs that small crashes. And that is the main reason for the bumpy start, as we did not have enough testers. I have a very underestimated. We had 150 people with more testers than ever before, but the game is very popular. We have on the one hand achieved what we wanted, that many more people play the game.
But it has also brought with it that we were surprised by the many technical problems that occurred especially on fast computers. We underestimated how many problems there would be with high-end computers. We had here in the office is not a computer, which was as strong as some systems on which Rebirth is now played. We have always assumed that the game would run on such computers also good if it runs on our middle-class computers.
X: Rebirth
On "highways" we can move through the sectors of the revised X-Universe quickly - unfortunately it has fallen quite small with only four systems.Gamestar: Well Rebirth is not only because of its bugs but also because of not well thought out or well-functioning game mechanics in the criticism. Did you have during the development never felt you had to draw a line sometime now?
Bernd Lehahn: no. This problem is not new and it is always like this: We could go on and on. We can theoretically install everything since. And so we will continue to work once the bugs are fixed. There is already a long list of new features that we want to include.
The gameplay changes I see but other than the technical problems that would certainly have been annoying and avoidable if you would have done something like Early Access. If you would just test with more people. Some gameplay changes might not like many hardcore fans, but that's just another game. It was clear from the outset that many hardcore fans would rather have a X4. And maybe we do that, too someday. But we can not reach new customers. Both the entry into the game but especially the pace of the entire gameplay mechanics will always be a difference between these two approaches.
Gamestar: And with this release, you have more players achieved?
Bernd Lehahn: We have sold more games in the first weeks after release than at any other X game before.
Gamestar: But was that a fair start to charge 50 Euros for a game in this state?
Bernd Lehahn: We also get a lot of positive feedback, it is unfortunately overshadowed by many technical problems, but there are also many people play this game and are happy with. It is of course annoying when some of our customers, no matter how big is this part that has performance problems or get stuck for any reason in the plot. And such things are preventable.
But such things as the change to the highways. Something very specific, which is radically different. The game is faster and action-oriented. The trade is for example run in parallel instead of the player to force personally experience this slow part of the game. For such things there is no point with fans via such features to debate. With these basic things, the question makes little sense after better or worse, as you compare apples with pears. It's just completely different. If you make a game in which the players act itself and control its merchant ships, one has a much slower game. But we will never change at Rebirth.
On the one hand we have detailed plans X: Rebirth to expand and also to enable much what grade miss the old fans at the moment. But this much we will also add, X: Rebirth anyway for a lot of changed tuners and where nothing will change. One must as accurately distinguish.
I think his reply raises even more questions than it answers Pinback.
I increasingly get the impression that Egosoft completely misunderstands what it was exactly that was bad about X3.
The problem was never that X3 was "too complicated", it was that it was far too tedious to interface with many aspects of the game.
I think that if they did things right many of the new features they wanted to add in X Rebirth could have coexisted quite well with what was in X3. There is no reason you have to completely throw out everything that was in X3 in order to have walking-in-stations, or to have some smaller scale trade that is concurrent with the usual types of trade and which is accessible in those stations. The highways are one of the few new features of Rebirth that I am actually encouraged about (because I hate gates, both in space sims and 4X games, granted I see no way around them in multi-player games), but I don't see how this necessitates abandoning many of the features that made X what it was.
In a sequel you generally want to keep what was good about the previous games while adding new features, and fixing major problems. I wouldn't expect anybody in the game industry to find that a radical idea.
IIRC when the game was announced Egosoft stated that they were finished with the X series and the new game would still be a space sim but have no connection with the previous games, then they changed their minds and said it would be set in the X universe.
I think the main reason for moving away from the X games is declining sale of each games after all Egosoft itself is not a triple A developer or even a big PC developer and they have only made one game in the last 15 years or so, or about 6 different versions of the same game.So making some thing which would appeal to a broader group of players make more sense than just doing another X game, which XR seems to have achieved, unfortunately for Egosoft it may have backed fired given the terrible state the game was in when they released it.
The whole answer about using Steam early access are a bit perplexing although it seems that the game was not in any playable state until very late in it's release date,hence the 1GD download that was announced 4 day before the release of the game. And I would guess the reasons for not wanting another delay would down to missing the Christmas market and the simple fact that their is going to be a lot more competition next year.
I really was looking forward to this, and was even hoping I would be near finished VOD before it came out. I will not be trying it in its current state.
I watched a really indepth review on Youtube and the guy just really nailed it what is really wrong with it. The interface to the game is just so convoluted and you have to fight it to play it.
EGOSOFT had to know it was like this but they had no choice to release it. I guess we can only judge them on how they fix it.
EGOSOFT had to know it was like this but they had no choice to release it. I guess we can only judge them on how they fix it.
It makes sense as a business move, to release now, and not having to compete next year with Elite & Star Citizen: Release now, and fix it later. But it's not a sound one, because you lose credibility with your audience. Just look the mess EA got into, for releasing "Battlefield 4" prematurelly, in order not to compete with CoD. :negative: :negative: :negative:
In a way I like rebirth but in many ways I don't.
First of, what I dont get (only got to the station building mission) is if the systems have been seperated for that many years and we learnt from those stupid mini game conversations, that the highways are new, then how did both systems, apparently seperated by vast spaces (thus the reason for gate travel) have the exact same technology - this to me demonstrates it wasnt just rushed, it was ill thought out and planned for
Another indication it was rushed was the station interiors, this has the exact same problem as eve, too little too few, little point having them there, add more variety and sure would be better, but even CCP (eve) realised the futileness of stations over other features as they stopped all development on that
On the point above.... anyone notice that the player character is actually just a floating cube? dock at a ship and look at your shadow, its a floating moving cube =.=
I agree though that the highways etc are cool, way better than just a gate system, though the mini game of following other ships, and being so close behind them you can see their awful textures is ridiculous - why are you the slowest ship in the universe?
so is all I can take from the jump from x3 to x-rebirth is that the travel system is partially better...? I just hope the modders can expand the game to something more substantial, namely more system and more weapon types.
somewhere within all the stupid small mini games they added is a decent game, but if they have to fix all the technical problems first then any changes to gameplay will be while to come yet.
I like the station part of the game true their could be more variation in the Interiors and docking platform but I guess it was down to not having the money to create them.
One very good idea I seen suggested on the X forum was that you should have been able to board a train (as in the ones you can see traveling up and down on the outside of the station) and travel to the other parts of the station.
The one thing I don't like about the highways is the one way system they have used it would have been better if you could travel in both directions.
That mini game hacking that you can do on the station consoles, they should have put that in the vents at least it would have given you a reason for going into them, at moment the vent crawling is a bit pointless like the loot collecting from boxes.
The Skunk could have been better designed and bigger with crew station and more customization options (they should have looked at Sundog)
GameStar: Du hast gerade das Early-Access-Programm von Steam erwähnt. Warum habt ihr diese Option nicht genutzt, wenn ihr schon auf den in euren Fan-Kreisen umstrittenen Steam-Zwang setzt?
Bernd Lehahn: Wir hätten es gerne gemacht, aber die Möglichkeit kam zu spät. Und es ging auch aus vertriebstechnischen Gründen nicht. Es hätte gut zu unserer Art der Veröffentlichung gepasst und wir hätten das Spiel jetzt wahrscheinlich noch über einen längeren Zeitraum im Early Access.GameStar: Aber auf Steam vertreibt ihr das Spiel ja selbst? Und so neu ist die Early-Access-Option bei Steam nun auch wieder nicht.Bernd Lehahn: Wie du schon sagst, auf Steam vertreiben wir es selber. Aber leider eben nur auf Steam. Ich kann da nicht weiter ins Detail gehen, aber es ist eben so, dass wir nicht machen können was wir wollen. Wir müssen auch auf den Retail-Vertrieb Rücksicht nehmen. So ist es leider.GameStar: Ist das Spiel in dem unfertigen Zustand veröffentlich worden, weil eure Retail-Publisher Deep Silver (Europa) und Tri Synergy (USA) Druck gemacht haben?Bernd Lehahn: Nein, da sind die Publisher nicht schuld. Ich schiebe auch niemand anderem die Schuld in die Schuhe. Das Problem ist, dass man für einen Retail-Release ganz anders planen muss. Man muss sehr frühzeitig sagen, wann das Spiel in den Laden kommt, die Verpackungen müssen produziert werden, es muss gelistet werden. Da kann man nicht ein halbes Jahr vorher, wenn Steam Early Access anbieten, seine Daten verschieben.
Seems in short that early access was impossible due to it being a retail release too, which requires them to set a release date way before to publisher can make sure it hits the stores in time.
GameStar: Andere Entwickler haben das aber durchaus auch geschafft, Bohemia Interactive mit ARMA 3 beispielsweise (ebenfalls auf Steam im Selbstvertrieb mit lokalen Retail-Publishern). Die Möglichkeiten waren schon länger da.Bernd Lehahn: Für unsere Planungen für den Retail-Release kamen diese Möglichkeiten trotzdem zu spät. In der Zukunft werden wir sicher anders arbeiten.GameStar: Wenn wir gerade von der Zukunft reden. Wie sieht die Zukunft der Reihe aus, mehr Rebirth oder werden wir ein X4 sehen?Bernd Lehahn: Wir werden in der nahen Zukunft sicher nicht an einem X4 arbeiten. Unsere nahe Zukunft ist die Weiterentwicklung von Rebirth. In den nächsten zwei Monaten werden viele eher kleinere Patches mit Gameplay-Verbesserungen erscheinen. Im Laufe des nächsten Jahres werden wir dann auf monatliche Patches umsteigen, um auch größere Neuerungen einzubauen. Aber jetzt müssen wir erstmal unsere Hausaufgaben bei der Performance und Stabilität machen, bevor wir uns beispielsweise um solche Sachen wie eine Außenperspektive kümmern.GameStar: Mit Blick zurück auf den Release von X: Rebirth. Würdest du sagen, dass es ein Fehler war, bis zum Schluss neue Features einzubauen, statt sich irgendwann um die Fertigstellung der vorhandenen Elemente zu kümmern, besonders bei der Benutzeroberfläche und der allgemeinen Bedienung?Bernd Lehahn: Also was die Bedienung angeht, nein. Da haben wir uns immer nur in kleinen Schritten weiterentwickelt und neue Konzepte erst spät hinzugefügt. Immer dann wenn man alte Probleme löst, schafft man auf diese Weise leider auch wieder neue. Da hätte auch ein ganzes Jahr mehr Entwicklungszeit nichts geändert.Wir haben ja bereits harte Abstriche bei Features gemacht und z.B. KI-Befehle nicht umgesetzt, die wir liebend gern zum Release gehabt hätten.Aber ich glaube, wenn man das Spiel zum Release gestartet hat, hat man in den ersten 10 Stunden auch keine Probleme mit diesen End-Game-Features. Da funktioniert das User-Interface, da stören eher die bereits zum größten Teil inzwischen behobenen Bugs. Das sind auch die Dinge, die mich am meisten ärgern.
Seems next 2 months will see a quick patch release cycle mostly with bugfixes and performance improvements. Then somewhere in 2014 they will start releasing more content, new gameplay features etc.
Also, it seems to hint that they are going to be an ARMA3-styled release for their next game, with early access and retail release at the same time.
The core problem Bernd sees that too many features were added in last-minute, and weren't properly tested. Bernd isn't unhappy with the new features, but is very annoyed about the many bugs.
GameStar: Also abgesehen von den Bugs, ist die Bedienung gerade am Anfang des Spiels deiner Meinung nach gut?Bernd Lehahn: Für die Dinge, die man in der Einstiegsphase machen kann, ja. Der Handel mit einem Schiff, wenn man eine kleine Menge Waren transportieren will, ist ausreichend. Es gibt da sicher noch Dinge, die man verbessern kann, aber solange man nur ein Schiff hat, geht es eigentlich. Schwierig wird es, wenn man sich auf den Handel konzentrieren will, was natürlich (nicht nur) unsere alten Fans wollen. Die wollen große Flotten steuern und aufbauen. Diese Features werden wir erst noch weiter ausbauen müssen. Da ist die Benutzeroberfläche nicht gut.GameStar: Ihr habt bei Rebirth an den Listen-Menüs der Vorgänger-Spiele festgehalten. Statt beispielsweise eher auf symbol- und grafiklastige Menüs zu setzen funktioniert alles über klassische Listen. Habt ihr euch zwischendurch auch mal an anderen Menüs versucht?Bernd Lehahn: Nein, das ist sogar ein Feature, das wir rausgestrichen haben. Wir haben uns schon wegen der Erweiterbarkeit dagegen entschieden. Obwohl man da in Sachen Präsentation sicher noch einiges besser machen könnte.
Endgame stuff for experienced players like building big fleets isn't in yet it seems to say (any native german speaker can confirm?) but it will be added in over the coming months. Bernd also says they were looking at better ways to do the UI, but there was no clear way they were seeing.
Die Zukunft von X: RebirthGameStar: Rebirth hat bislang die schlechtesten Test-Bewertungen der Serie bekommen. Glaubst du, dass ihr die Meinung zum Spiel noch drehen könnt?Bernd Lehahn: Ich bin überzeugt, dass wir die Meinung vieler Leute im Laufe der Zeit positiv beeinflussen können, aber für die Tests kommt das natürlich zu spät. Und dadurch verlieren wir natürlich auch potentielle Kunden. Noch schlimmer ist es aber sicher für Spieler, die unser Spiel gekauft haben und dann wegen der Bugs berechtigt unzufrieden sind. Die müssen wir ja erst wieder zurückgewinnen. Wir können nur das machen, was wir auch in der Vergangenheit immer gemacht haben: Nämlich das Spiel weit über den Release hinaus nicht nur zu fixen sondern auch massiv zu erweitern.GameStar: Wie wollt ihr einen solchen Start beim nächsten Mal vermeiden?Bernd Lehahn: Das Team hat sehr hart gearbeitet und ich werfe niemandem etwas vor. Es ist traurig, dass der Start so gelaufen ist, wie er gelaufen ist. Aber auf der anderen Seite ist das Spiel auch sehr erfolgreich. Es gibt viele Leute, die das Spiel in der jetzigen Form mögen. Das Spiel hat sich extrem gut verkauft, da haben wir also auch einiges richtig gemacht. Wir verkaufen auch jetzt noch pro Tag mehr Spiele, als wir das je für ein X-Spiel getan haben. Was auch heißt, dass für viele Leute die Features, die zum Release nicht richtig funktioniert haben, nicht so wichtig sind. In einigen Fällen ist das aber auch traurig, denn ich möchte auch neuen Spielern den Tiefgang der Wirtschaft und des Aufbaus vermitteln.Im Idealfall möchte ich Spielern, die ein Wing Commander erwarten, erstmal ein Wing Commander bieten und ihnen später die Tiefe des Universums zeigen.GameStar: Aber heißt das für euch, dass die guten Verkaufszahlen den schlechten Release rechtfertigen?Bernd Lehahn: Nein natürlich nicht. Wir wollen es immer besser machen. Besonders die Bugs, die das vorhandene Gamedesign kaputt machen, sind sehr ärgerlich.GameStar: Glaubst du, dass ihr das noch hinbekommt?Bernd Lehahn: Natürlich. Ich habe das bereits im Forum erklärt. Phase eins ist jetzt erstmal Stabilität. Da braucht es wirklich mehr Tester. In der Zukunft werden wir das sicher mit Early Access machen. Aber wir haben in den drei Wochen seit Release mehr Crashbugs behoben, als in dem Jahr davor und die Stabilität ist jetzt schon ganz gut. Es gibt aber eben auch immer wieder Kunden, die das Spiel unterhalb der Minimalanforderung laufen lassen, beispielsweise auf 32-Bit-Systemen.Danach werden wir uns um die Performance kümmern. Auch wenn ich da nicht zu viel zu früh versprechen will. Diese Verbesserungen brauchen Zeit. Wir machen derzeit auch Betas für die Patches. Und auf die gleiche Weise werden wir in den nächsten Wochen weiterarbeiten.Aber man muss natürlich auch sagen, dass es wohl bei vielen auch gut läuft, immerhin hatten wir in der Woche nach dem Release ständig mehr als 10.000 aktive Spieler. Da muss man die Kritik auch immer in Relation sehen. Wenn man sehr viele Spiele verkauft und nur ein Prozent bekommt das Spiel dann nicht zum Laufen, sind diese Leute natürlich berechtigter Weise sehr sauer und verschaffen sich im Internet Gehör. Daraus kann man aber nicht die Schlussfolgerung ziehen, dass das jetzt 50 Prozent der Spieler sind. Aber ganz egal wie viele Kunden es nun betrifft, ärgerlich ist es immer.GameStar: Wenn du die Zeit um ein Jahr zurückdrehen könntest. Was hättest du im Hinblick auf Features und den Release anders gemacht?Bernd Lehahn: Ich hätte wohl nichts mehr an den Features des Spiels geändert, sondern mich eher auf einen größeren Test vor dem Release konzentriert.
He seems very content about the sales, and still is. But he wants as many players to be content. They will do as they had done previously, fixing first and then adding lots of content later. He does admit that this release has been a big blunder.
He also mentions once again that the bugs which break gameplay concepts (like trading) do annoy him a lot.
He also says that seeing the stats of people playing, Bernd says that a quite big part of the people are content and the game seems to be working to some agreeable degree. But you mainly hear the angry people on the internet complaining, and they are rightfully angry when their game isn't working. But Bernd says this puts perspective to it.
The first phase is proceeding well for fixing bugs Bernd says, and they will continue this. Performance takes a lot more testing, and as such, more time.
When asked about the thing he would do differently, Bernd answers that the focus in the last year should have been a lot more on testing than on adding new features.
*rough translation by someone who can read and talk a fair bit of german but is non-native german speaker*
Their have been a number of disastrous game launches, SOTS 2 and Pegasus spring to mind, I just wonder if we are starting to see a change in the way that smaller developer make their games ie they are going to have to be a lot more open about what they are doing.
Their have been a number of disastrous game launches, SOTS 2
They fixed SOTS 2 at least :victory: . (But Pegasus is abandoned :negative: ).
They fixed SOTS 2 at least :victory: . (But Pegasus is abandoned :negative: ).
Thats why Kerberos still gets my wallet thrown at them and Calypso doesn't.
Bernd clearly referred multiple times towards how they fixed X3 Reunion, so my predictions and expectations so far have been correct 🙂 And if they remain correct, X rebirth will turn out just fine. See it as a game which is the child of a marriage between X series and Freelancer or sth like that 😛
I thought LoP's developer went defunct before they can even patch their game?
Guess who is holding their revenue and makes sure they get paid? You got it. The publisher. In this case Calypso.
They likely saw the bad publicity and thought, fuck this, bad investment, lets ditch it.