Subnautica Postmortem
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Subnautica Postmortem Jonas Bötel Lead Programmer, Unknown Worlds Entertainment Subnautica First-person Single-player Underwater Adventure Subnautica First-person Open world Single-player Exploration Underwater Survival Adventure Story Product Subnautica PC & Mac Steam January 2018 $25 USD Subnautica PC & Mac Xbox One ARC Steam PS4 WeGame January 2018 Oculus Discord $25 USD Epic → 2 million copies Development Plan Reality Small project Big project Unity Unity Casual / iPad PC & Consoles 4 developers 25 developers 6 months 5 years → $10 million USD cost Idea Idea Blue Ocean Strategy Underwater Minecraft Survival sandbox Science fiction No guns! Be Spiky → Klei Prototypes Good Bad Underwater Modular submarines Open world Modular controls Oxygen management Flooding Tech progression Good Bad Underwater Wonder & Fear Modular submarines Open world Discovery Modular controls Oxygen management Tension → No feelings Flooding Tension Tech progression Intrinsic Rewards → Feelings! Emotions The Design of Subnautica Charlie Cleveland Game Director Wednesday, March 20th, 9:00 AM Room 3016, West Hall Meanwhile... Feedback Beautiful look Thalassophobia Bathophobia → Feelings ⚠ No gameplay! Minimum Viable Product Minimum Viable Product Priorities! Artists PC platform Level designers Crafting Editing tools Single-player → More developers Handcrafted world Earliest Access Some biomes Some creatures Some crafting No submarines → “Earliest Access” → Telemetry & Feedback Telemetry & Feedback Runway Money ran out → Early Access Early Access Learnings Creatures terrify Underwhelming sales Accidental horror Barely enough revenue → Need impactful features → Priorities! Perseverance Monthly updates More discovery Themed updates → Cyclops → Reaper Communication Traction STREAMERS 250 million views ??? Runway Money ran out → Early Access → Infinite money Production Roadmap Leverage existing systems e.g. Base building = Safety → Trailblazing = Exploration → Farming = Survival → Moonpool = Progression → Map room = Discovery → Intrinsic rewards! Telemetry Unity Analytics Game event ≅ website visit Raw data Matomo Custom processing Amazon Redshift ⚠ GDPR ⚠ Hey, listen! Fix negative feedback Integrate positive feedback Call out suggestions → e.g. Dead Cells Iteration* Evaluation Survival sandbox Exploration adventure ✓ But why?! ? Brian’s Epic Chart Descend Explore Discover ... Aliens! Story Main story implicit Concurrent storylines ✓ Overlapping parts → Nonlinear ! Cut Multiplayer Ecosystems Terraforming Emergence Colonization Transfuser Weather Technical Debt Survivorship bias Result Open Development Open Development Feedback Streamers Revenue Features Views Games as a Service Revenue Features GaaS Retention Game Development as a Service Revenue Features GDaaS Viewers Early Access is a show Marketing Youtubers Twitch streamers Steam features Social media Press Infinite Market Fragmentation Cluster exhaustion Summary Emotions Streamers Show Summary Build prototypes Design for emotions Define spikes Listen to your game Minimum viable product Listen to your players Get user feedback Listen to your instincts Iterate Execution matters Summary Streamers generate traction Open development Community management Early Access is a show Ship often Thank you! Jonas Bötel @codelumpn We’re hiring! https://unknownworlds.com/jobs/.