![]() It started well, and only grew better with subsequent patches. If we gave awards to Early Access games, KSP could have been a contender over any of the last few years. It's fun to watch your craft buckle and collapse during a maiden voyage, and it arms you with the knowledge necessary to go back to the drawing board and try again. You learn by doing, building a working knowledge of its systems-and thus, the actual, real-world considerations required to send things into space-over countless hours of entertaining failure, revision and success. Kerbal's great trick is that it's an educational game that doesn't explain anything. It's ridiculously complex if you're targeting peak efficiency, but, as it turns out, you can simply brute force a solution by adding more rockets. The underlying game design is based on the real-world principles of gravity, mass and thrust. That's the aim, but Kerbal makes you work for it. In Kerbal Space Program, you build rockets and send little green astronauts into space. Phil Savage: Part physics sandbox part management sim part soaring love letter to one of mankind's greatest achievements.
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