I actually regret picking it up because I originally pulled the trigger because of the initial promise of multiplayer. Without multiplayer the game is almost entirely useless to me.
Watching this talk made me realize just the amount of effort that went into the analytics of the telemetry. No wonder they knew what to do, they really were watching over the community. I deeply respect unknown worlds for this alone.
I build a lot of custom PCs for my friends and as a way of saying: Thank you for letting my build your PC" I throw in a copy of Subnautica. Everyone one of them has absolutely loved this game.
I bought the game in their Earliest Access phase. From the beginning, UWE was very open about development. He mentioned the very early prototype with modular submarines, but he didn't mention that they gave all of their prototype builds to prospective supporters. I actually played them all, and it was wonderful to see the evolution, away from procedural generation and modular vehicles, towards the current state. I'm the telemetry/analytics guy on my team too. I can also say that the data is most useful to answer speculative questions reactively than to proactively guide development. The aggregate is typically more important than specific bits.
I'm amazed by how well you fit the final product to the concept art. A lot of companies fail at this, either because of too busy concepting or lack of technical know-how to match the imagination of the artist. This (and 'the feels') is where you succeeded. I had a lot of fun playing this game and plan on replaying a lot. Since this was free on Epic Games at the time, I'm going to buy Subnautica: Below Zero. The mod community is pretty decent too, so it's not really dead yet. Thanks for the talk and the game! Great experience! I didn't even want to leave the planet :D
Jonas comes across as such a down-to-earth and humble person. Great talk and a one of the best games I've played. Deserves all the success it got and more
When you stare down into the deep dark depths below you for the first time, knowing you *have* to go down there, that's a fear and dread I've not experienced in any other video game. It's worth buying just for that moment alone.
I remember the first time I saw Subnautica on twitch. I was hooked after 10 seconds. Always wanted well made and beautiful rendered underwater survival game and that was it. I’m so glad the devs were aiming at the top tier graphics cards. It definitely was worth it.
The game really isn't all that nice at all and it runs like absolute trash never played a game so poorly optimized , I can run Battlefield 5 at 1080p 144 fps but cant play this shitty ass looking game passed 60fps? the game is good but it would be nice to be able to play over 60fps that's all.
@@chuggynation8275 I get 144 at 1080p with a slightly overclocked 1070, it just lags when loading new areas. But my FPS in Bf 5 are actually lower lol.
It's a fair enough question. Once you've got a renewable, stable food supply, some armor, and some weapons in Minecraft, what do you do next? You can easily survive indefinitely, and that's not fun for long. You could work through the achievement/advancement tree, or defeat the Ender dragon, but why? You could get creative and build something, but your creativity isn't infinite, and you could have played in creative mode if you wanted to do that. You eventually reach some anticlimactic end when you've run out of stuff you want to do. Subnautica doesn't even offer Minecraft's level of creative space, so it needs to offer up an end goal. Hence, the rocket. The bacterium makes it more than just a resource-gathering game. With the story, you also accomplish more than your own survival while you're on the planet. Subtract the story and ending from Subnautica, and the most fun thing left is probably base-building, or cruising through the dunes in your shielded Cyclops with some level of impunity.
"We cannot compete with AAA". *makes a game better than any AAA title for years* While I'm not playng the early access because I want to play the finished product, I'm stoked for the xpac. This could easily become a 2 or 3 game franchise. Water world exploration is so clever. It's chill beyond measure and terrifying beyond reason. While the reason for no guns was political, it could not have been a better choice. I cannot describe how satisfying it felt to make my first Cyclops. One of the best feelings I've ever had in a video game. I hope the community keeps this project going and healthy.
4:45 Looking from a different point of view, they did not compete with AAA. They didn't make a better first-person shooter, or a better MOBA, or a better card strategy game. They made something different. No guns is also a point of difference, fitting the "blue ocean" strategy, since the market is pretty saturated with games that rely on guns.
My first playthrough, I never even built a cyclops. Took one look at the resource requirements and went, "Oof, for a big glorified Seamoth? No, thanks." Then I found out you can build in them from some Reddit post, and I found my second playthrough with my cyclops mobile base even more enjoyable than the first.
Subnautica was the first game (of many that tried) to successfully get me into open world survival. The pillars of sci-fi exploration survival with the balance of progression they achieved I just had not experienced before. It was really satisfying to see the analytic methods applied to design decisions and while I can't bring myself to sully the fresh experience of a new fully released game this has really given me a new appreciation for those that can co-create with the developers. I will gladly sit upon the crest of the target audience distribution curve for such a cohesive experience.I'm really glad unknown worlds persevered through that effort, happy that Boetel has had the chance to share this with us, and extremely excited for Below Zero's release and what I'm sure will be an irresistible urge to gift even more copies to people than I did of Subnautica.
Subnautica was my favorite game in a long long time. However I have doubts about Subnautica: below zero because as many have pointed out, there's no fear of the unknown anymore and I'm comfortable in the Subnautica world now. I really hope they have the game start on familiar grounds and then have the story drastically change it into a new environment. If they don't, they'll never make it as good as their original game.
Iteration based on customer desires and usage, not based on what your managers or directors want. That is some valuable advice and I can practically feel shots being fired at numerous studios. I love it.
Although there is the caveat at the end where he said they didn't add multiplayer, harpoons, or guns no matter how much the players asked because it just doesn't fit what they're trying to create., and detracts from the scariness if you have the tools to fight back.
It was ok. Lacking a core direction. Strong yet limited building, lack of story. The lack of story led me to want to build, the lack of building led me to want more story. Missions and adventure, and hey maybe a gun for the little space faring guy. I'd rather play with a blaster than some repulsor thingy. Ever notice in sci-fi movies they send in a trained military guy with the science crew. Ever notice that even the most up tight space tv show involved phasers and proton torpedoes on an exploration vessel. Ya come prepared or break my immersion plz.
Subnautica was strangely addictive. Got it in early access when it was barely playable due to frame rate issues and other problems. Watched it grow and get better throughout a few years of development and thoroughly enjoyed what it became. Amazing game. Great job UWE 👍🏾
Although he did touch on this, the biggest boon to Subnautica's success was the story. It's an old gaming trope: You've crash landed on a planet and you need to build a tech tree to get a rocket to escape. That's exactly the story of Factorio. In Minecraft does anyone ask why they're suddenly in a world with no supplies and you have to start from scratch? But in Subnautica you discover that the reason you crash landed, which is a usually throw away cheap cliche to start a story for almost every other game of the genre, is the whole point of the game. When I first saw that alien "building" it was awesome. When I realized that it's a gun and it's shooting down anything that gets close, including my ship, The Aurora, it gave me a story which began before I started playing the game. I know why the aliens were here. I know why the Degasi group crashed. Now I know why I'm here and why I have a totally different problem to solve before I can solve the "build your rocket ship" problem. That is the brilliance of Subnautica.
Its like the game rift with building mechanics. I've played 10+ games just like it but with no building mechanics. Maybe I just like a more active story or more control over my environment. I was hoping for something a little more like WOW Cataclysm's underwater area with building mechanics added in. Just take out all the multi player stuff and swap the wazoo spells for something realistic. Instead I got shot down and slowly un nerf'd but not really. Instead I basically got rift with building mechanics, like a cross between rift and Minecraft. If that's what they were goin for then great, I just like more action. And not in the way of weird wildlife I have no way of defending myself against. Was that supposed to be humans level of tech once we were space faring. What is an alien gun doing shooting down perfectly good running star ships that are just close? And with a space faring civilization there would be adequate countermeasures and sensors to not get shot down or most likely even fired upon. "were detecting a massive energy spike from the planets surface captain". sound framiliar??? Ever think about how to shield a starship from space dust that's flying by at unfathomable speeds. Just a spec of paint traveling 18,000 mph can pierce the bullet proof glass on the international space station, and It has happened. That's only 18,000 mph, if were traveling space you can bump that by a minimum of a factor of 10. So the ship you arrived on can for sure take on space debris at a minimum of 180,000 mph. It would most likely require some type of forcefield shielding even to make it back home from missions. It would take nuclear size megaton explosions to stop a ship like that. Ohh and if its a laser then lol. Heat shielding for re entry also happens to be a perfect laser defense, spreading all that heat and dissipating it. Not to mention, if you had a massive alien canon. And you did shoot something moving near orbit velocity and were able to disable it. you would eject it from orbit, not crash land on the planet. Maybe if the cannon were on a moon. But we already know. THATS NO MOON! You cant break science, science breaks everything standing in its way.
One of the best games I've played in recent years, normally I am not a fan of survival games as they are just boring without an end goal (which is most of them) but this game really did surprise and deliver an epic journey with a good end and a nice story. The world is very believable and well crafted offering tons of variation. If you buy one game, make it this one.
Very insightful for an up and coming independent game developer like myself, and it completely jives with what I learned while getting my masters in game development. One of the best postmortems I've seen/read. I hope more developers learn from this as well.
@@fireface8377 you mean, I have to work now? Ok, I'll get back to my self imposed workflow, trying to create a genius work that will transcend.... jk, lol. That's enough now, I've taken enough time away from my work hours! Back to the grindstone! Lol
When amazing art meets emotional gameplay. What a great game! The wife is scared of underwater but loves the idea of the multiplayer mod. As soon as it gets touched up she will join me in this beautiful game. Also with the community managers needing great ability to communicate why changes are needed this is major when dealing with early access. You can see this with Digital Extremes and the community being so protective of the community manager Rebecca Ford aka Space Mom. Her bringing on the directors on the Dev Streams has been great for their community. UWE has done a great job as well, it is the support of the Devs that brought my gaming friend into their fold and then he shared the game with us explaining the Devs were listening to the community is why 10 of us in our group of 13 bought and played the game. Great early access. You would think so many other developers would do this instead of making it feel like a cash grab.
a postmortem is usually about "dead" things. However it can also be about something that is done. Since they are moving on to subnautica 2, i would say it's appropriate.
But it _is_ dead - From the view of development. It stopped being developed a long time ago. It's time to examine the product and take lessons learned forward. There is nothing wrong with calling this a post-mortem.
It's really more of a historical term in the gamedev community. We've been using this term to describe "what went right, what went wrong, what did we learn" for years.
already purchased the DLC for Subnautica below zero, i'm digging it as much as the first game, can't wait until they have a story which ties together properly and door codes with riddles that are easy to figure out in 1-5 minutes, not 5 hours or forum searches.
"it creates tension in the game without violence" damn had not realized that until now, thats why this game is so different yet keeps you on the edge of the seat most of the time (except when managing your inventory, thats annoying as F).
Great talk and interesting how they saw the game back then, i'm glad that they decided to handcraft the game map instead of using procedural generation, it really gave the whole world a lot of charm and care. Honestly, i was burned out of crafting survival games but Subnautica's setting, story, mystery and most importantly EXPLORATION really kept me invested in the game.
Some people don't really care about the story being spoiled by early access if they constantly get to discover and experience new things. In a way the evolving game is itself a story.
I've got over 130 hours game time in this game, and still haven't finished it...... I used to be a diver and this game takes me back to those days with its SFX and feel it gives you. Fantastic game and not expensive either.
When it first started I thought he was going to be a reserved uncomfortable speaker but it turned out to be a really nice talk with a lot of good useful information.
Subnautica was one of the best horror games I played in years. Maybe that's like, a personal thing lmfao, but they really did a good job in instilling tension and fear like they wanted
I was one of those reporters. Back in the day there was an area where it had scrap objects but were not interactable and materials didntnrespawn so like it was important
I think the lack of firearms or similar weapons brought in a specific kind of interested player / unpaid beta-tester. The contributions of that community were still often toxic and hard to manage (the 2EZ forum hacking incident). But overall, he's right, the balance greatly benefited the development team. I fear that with a more "conventional" (read: violent) video game, the result of such open development would be very different indeed, in today's toxic feedback atmosphere. The game really having hit on a compelling, winning formula without any legacy IP right from minute 1 probably didn't hurt, either.
i don't get it, did subnautica get flak from pro-gun communities or something? if so that's hilarious. hope it didn't demoralise the devs too much though
i disagree with the whole "if it violates your vision then of course go with your gut". sometimes your vision and gut are off. Never down play ideas. After all you put in a stasis rifle and a repulsion gun. They are all that were needed.
They already narrowed down and adapted the vision of their game in the early stage with the help of the community, gamers and streamers. They got their metaphorical spikes to stand out and they went with it. If you are constantly challenging and changing the core of the game you don't know what you develop in first place, you end up nowhere if you don't have a path to follow.
Ive been with subnautica since 2016... It's really something now the no guns thing? attrtacted me... finally a game set in modern+ times... without guns... and without multiplayer
this game was pure awsomeness. first time i jumped into the water i was realy affraid what awaits me down there, first time a reaper ate my seamoth my heart nearly stops ^^ going deper in to the abyss is just horrific and frightening. this is by far the best game out there. it kicked the mass effect triology from the throne.
Same here, it was a long time since a game made me go "Woa! :O" and "Ahh! :D", Subnautica really surprised me positively. At first I thought it was just another Minecraft imitation, but it turned out to be quite a bit more. Lost River really made me gape in awe, games can really evoke emotions when the developers are inspired to make a good game.
10/10 best game of my life! Games like Metroid Prime really pulled me in earlier in my life and I felt that Subnautica captured what I loved about those games yet far better/ more enjoyably! I absolutely can not wait for Below Zero full release! With Subnautica 1 I did not play it at all until the full release and tried to stay away from watching videos while it was being developed. Ive got to say playing the game from the start with basically no knowledge of it was quite the experience. Perhaps something I will never feel in my life again! Thank you so much for this game it was truly an artistic inspiration!
I wish you spoke a little bit on the development of the soundtrack and capturing the game's essence through the music. I wanted to make sure I said how important I felt the soundtrack was to the game! The sounds and music were a huge part of what kept me hooked!
It was an interesting survival game but it suffered greatly from pop in graphics that would really pull you out of it with all the spikes of lag, I'm really hoping they fix that issue with below zero. Looks like below zero will have more of a interactive story than finding holo tapes style of game, hope it works out.
I played through Subnautica and Below Zero last month. I really loved them and would recommend them. But they're super buggy even today, particularly Subnautica. Clipping issues was the most common (and fish swimming through the air inside your base/cyclopse/island), but the Prawn suit constantly gets stuck in the floor in the last alien base (I was always able to eventually unstick myself with the grapplers). You could also tell that the Unity engine was not the ideal engine for the game. Also inventory management was just a nightmare and it really didn't need to be.
Before i watch this, Subnautica is amazing, the title of this vid might suggest that the game is a online game that died. Its getting a big content update relatively soon that alot of people are excited about!
Modular submarines? Like a bridge engine and different modules for crafting and storage? Hmmm that sounds interesting... You should make a game out of it.... #sarcasm #seatruck ftw
Insightful and interesting talk. Subnautica is in my top 5 of all games I've ever played. I can't wait to play Below Zero, it's so hard not to spoil myself and just devour any and all content coming out.
Same, especially after watching him explain how Early Access helps them through the development process it hurts me to not be playing Below Zero yet, but I really want a fresh, fully fledged experience.
the only problem i had with subnautica was that there was a point for me where i was really exhausted by replaying ... wich turned out in the way that i never finished the game cause i could'nt stand to replay it one more time... but maybe i will get the dlc and give it a look then ^^
I love this game so much. I stopped playing when I finally got the submarine because I want to wait till a VR version is perfected and play the remainder of the game in VR
this presentation needed a spoiler warning. i finished the game month ago and probably wouldn't have watched this video if not. but if you haven't, turn of your screen and just listen : ) EDIT: don't even listen! ^^ come back when you finished the game
Hot damn I loved this game (despite all the pants shitting horror and terror). I got the early access to Sub2 and just waiting for the final version. Keep up the amazing work man.
I wish somebody from just about every game company had watched it. Every step about creating a feedback loop with your customers makes sense. Imagine if Bethesda followed this principle for Fallout 76. I can almost guarantee that it would not have been such a disaster.
Subnautica is a game that showed how to properly use the Early Access program.
Darkest Dungeon, Don't Starve and Minecraft (if you can bring in non steam games) worked really well for beta testing as well
Definitely, you can tell that it's a game made for the gamers, EA etc. should take notes.
I actually regret picking it up because I originally pulled the trigger because of the initial promise of multiplayer. Without multiplayer the game is almost entirely useless to me.
@@PotatoWheel It's not a flawless game, but still miles better than much of the junk churned by the big AAA companies these days.
^ this.
I don't like survival games too much, but Subnautica was a gem. I loved it dearly and it will be forever in my heart. This game is really amazing.
👌
Mainly because there was no tedious grind for 200 iron for a knife. At least for me.
Watching this talk made me realize just the amount of effort that went into the analytics of the telemetry. No wonder they knew what to do, they really were watching over the community. I deeply respect unknown worlds for this alone.
I build a lot of custom PCs for my friends and as a way of saying: Thank you for letting my build your PC" I throw in a copy of Subnautica. Everyone one of them has absolutely loved this game.
That is such a great marketing idea. I love it!
I bought the game in their Earliest Access phase. From the beginning, UWE was very open about development. He mentioned the very early prototype with modular submarines, but he didn't mention that they gave all of their prototype builds to prospective supporters. I actually played them all, and it was wonderful to see the evolution, away from procedural generation and modular vehicles, towards the current state.
I'm the telemetry/analytics guy on my team too. I can also say that the data is most useful to answer speculative questions reactively than to proactively guide development. The aggregate is typically more important than specific bits.
I'm amazed by how well you fit the final product to the concept art. A lot of companies fail at this, either because of too busy concepting or lack of technical know-how to match the imagination of the artist. This (and 'the feels') is where you succeeded. I had a lot of fun playing this game and plan on replaying a lot. Since this was free on Epic Games at the time, I'm going to buy Subnautica: Below Zero. The mod community is pretty decent too, so it's not really dead yet. Thanks for the talk and the game! Great experience! I didn't even want to leave the planet :D
Leaving the planet sequence was pretty awesome though!
Jonas comes across as such a down-to-earth and humble person.
Great talk and a one of the best games I've played. Deserves all the success it got and more
When you stare down into the deep dark depths below you for the first time, knowing you *have* to go down there, that's a fear and dread I've not experienced in any other video game. It's worth buying just for that moment alone.
Thank you for this great talk and for delivering this amazing game. Best concise gaming experience I've had in a very long time.
Richard Benson No joke, first game I actually enjoyed for years.
I remember the first time I saw Subnautica on twitch. I was hooked after 10 seconds. Always wanted well made and beautiful rendered underwater survival game and that was it. I’m so glad the devs were aiming at the top tier graphics cards. It definitely was worth it.
The game really isn't all that nice at all and it runs like absolute trash never played a game so poorly optimized , I can run Battlefield 5 at 1080p 144 fps but cant play this shitty ass looking game passed 60fps? the game is good but it would be nice to be able to play over 60fps that's all.
@@chuggynation8275 I get 144 at 1080p with a slightly overclocked 1070, it just lags when loading new areas. But my FPS in Bf 5 are actually lower lol.
@@chuggynation8275 60 fps is the standard and works perfectly fine.
This honestly feels like bait.
34:20 "Why survive ? Is there really a point ?"
Wow. Er. Need a hug ?
It's a fair enough question. Once you've got a renewable, stable food supply, some armor, and some weapons in Minecraft, what do you do next? You can easily survive indefinitely, and that's not fun for long. You could work through the achievement/advancement tree, or defeat the Ender dragon, but why? You could get creative and build something, but your creativity isn't infinite, and you could have played in creative mode if you wanted to do that. You eventually reach some anticlimactic end when you've run out of stuff you want to do.
Subnautica doesn't even offer Minecraft's level of creative space, so it needs to offer up an end goal. Hence, the rocket. The bacterium makes it more than just a resource-gathering game. With the story, you also accomplish more than your own survival while you're on the planet. Subtract the story and ending from Subnautica, and the most fun thing left is probably base-building, or cruising through the dunes in your shielded Cyclops with some level of impunity.
"We cannot compete with AAA".
*makes a game better than any AAA title for years*
While I'm not playng the early access because I want to play the finished product, I'm stoked for the xpac. This could easily become a 2 or 3 game franchise.
Water world exploration is so clever. It's chill beyond measure and terrifying beyond reason.
While the reason for no guns was political, it could not have been a better choice.
I cannot describe how satisfying it felt to make my first Cyclops. One of the best feelings I've ever had in a video game.
I hope the community keeps this project going and healthy.
4:45 Looking from a different point of view, they did not compete with AAA. They didn't make a better first-person shooter, or a better MOBA, or a better card strategy game. They made something different. No guns is also a point of difference, fitting the "blue ocean" strategy, since the market is pretty saturated with games that rely on guns.
My first playthrough, I never even built a cyclops. Took one look at the resource requirements and went, "Oof, for a big glorified Seamoth? No, thanks." Then I found out you can build in them from some Reddit post, and I found my second playthrough with my cyclops mobile base even more enjoyable than the first.
Subnautica was the first game (of many that tried) to successfully get me into open world survival. The pillars of sci-fi exploration survival with the balance of progression they achieved I just had not experienced before. It was really satisfying to see the analytic methods applied to design decisions and while I can't bring myself to sully the fresh experience of a new fully released game this has really given me a new appreciation for those that can co-create with the developers. I will gladly sit upon the crest of the target audience distribution curve for such a cohesive experience.I'm really glad unknown worlds persevered through that effort, happy that Boetel has had the chance to share this with us, and extremely excited for Below Zero's release and what I'm sure will be an irresistible urge to gift even more copies to people than I did of Subnautica.
6:05 The way I like to say it is "It's better to be loved by few than liked by many."
Subnautica was my favorite game in a long long time. However I have doubts about Subnautica: below zero because as many have pointed out, there's no fear of the unknown anymore and I'm comfortable in the Subnautica world now. I really hope they have the game start on familiar grounds and then have the story drastically change it into a new environment. If they don't, they'll never make it as good as their original game.
Could have been called "How to make money without ripping off your customers."
I know this comment is 5 years old but can you explain how they were ripping off their customers?
No guns
*Massive alien gun shoots down a spaceship*
That was blatantly just a very focused reactor exhaust port... :D
Or maybe a laser communication device?
Soulbite ah yes, a communication device. Communicating: “die”
Hah! That Harry Potter sketch.
Very insightful presentation, the guy is charming and nice.
Iteration based on customer desires and usage, not based on what your managers or directors want.
That is some valuable advice and I can practically feel shots being fired at numerous studios. I love it.
AAA CEOs are probably shouting "HERETIC!" towards their screens watching this video.
Although there is the caveat at the end where he said they didn't add multiplayer, harpoons, or guns no matter how much the players asked because it just doesn't fit what they're trying to create., and detracts from the scariness if you have the tools to fight back.
Is this the guy who made the crashfish
I'd like to have a word with that guy
Subnautica, one of the best games ever.
-Can't change my mind.
It was ok. Lacking a core direction. Strong yet limited building, lack of story. The lack of story led me to want to build, the lack of building led me to want more story. Missions and adventure, and hey maybe a gun for the little space faring guy. I'd rather play with a blaster than some repulsor thingy. Ever notice in sci-fi movies they send in a trained military guy with the science crew. Ever notice that even the most up tight space tv show involved phasers and proton torpedoes on an exploration vessel. Ya come prepared or break my immersion plz.
I also wish there were more games where I shot things with a gun.
@@brandonhoffman4712 Did you finish the game?
Sounds like brandon got pricked hard by the "no gun" spike xD
@@yeti25934 Clearly he did, I personally love using the “repulsor thingy.”
Subnautica was strangely addictive. Got it in early access when it was barely playable due to frame rate issues and other problems. Watched it grow and get better throughout a few years of development and thoroughly enjoyed what it became. Amazing game. Great job UWE 👍🏾
Although he did touch on this, the biggest boon to Subnautica's success was the story. It's an old gaming trope: You've crash landed on a planet and you need to build a tech tree to get a rocket to escape. That's exactly the story of Factorio. In Minecraft does anyone ask why they're suddenly in a world with no supplies and you have to start from scratch? But in Subnautica you discover that the reason you crash landed, which is a usually throw away cheap cliche to start a story for almost every other game of the genre, is the whole point of the game. When I first saw that alien "building" it was awesome. When I realized that it's a gun and it's shooting down anything that gets close, including my ship, The Aurora, it gave me a story which began before I started playing the game. I know why the aliens were here. I know why the Degasi group crashed. Now I know why I'm here and why I have a totally different problem to solve before I can solve the "build your rocket ship" problem.
That is the brilliance of Subnautica.
Its like the game rift with building mechanics. I've played 10+ games just like it but with no building mechanics. Maybe I just like a more active story or more control over my environment. I was hoping for something a little more like WOW Cataclysm's underwater area with building mechanics added in. Just take out all the multi player stuff and swap the wazoo spells for something realistic. Instead I got shot down and slowly un nerf'd but not really. Instead I basically got rift with building mechanics, like a cross between rift and Minecraft. If that's what they were goin for then great, I just like more action. And not in the way of weird wildlife I have no way of defending myself against. Was that supposed to be humans level of tech once we were space faring. What is an alien gun doing shooting down perfectly good running star ships that are just close? And with a space faring civilization there would be adequate countermeasures and sensors to not get shot down or most likely even fired upon. "were detecting a massive energy spike from the planets surface captain". sound framiliar??? Ever think about how to shield a starship from space dust that's flying by at unfathomable speeds. Just a spec of paint traveling 18,000 mph can pierce the bullet proof glass on the international space station, and It has happened. That's only 18,000 mph, if were traveling space you can bump that by a minimum of a factor of 10. So the ship you arrived on can for sure take on space debris at a minimum of 180,000 mph. It would most likely require some type of forcefield shielding even to make it back home from missions. It would take nuclear size megaton explosions to stop a ship like that. Ohh and if its a laser then lol. Heat shielding for re entry also happens to be a perfect laser defense, spreading all that heat and dissipating it.
Not to mention, if you had a massive alien canon. And you did shoot something moving near orbit velocity and were able to disable it. you would eject it from orbit, not crash land on the planet. Maybe if the cannon were on a moon. But we already know. THATS NO MOON!
You cant break science, science breaks everything standing in its way.
Great talk. I don't even work in the game industry but I learnt more in this talk than most of the other talks from everywhere, not just GDC.
One of the best games I've played in recent years, normally I am not a fan of survival games as they are just boring without an end goal (which is most of them) but this game really did surprise and deliver an epic journey with a good end and a nice story.
The world is very believable and well crafted offering tons of variation. If you buy one game, make it this one.
Very insightful for an up and coming independent game developer like myself, and it completely jives with what I learned while getting my masters in game development. One of the best postmortems I've seen/read. I hope more developers learn from this as well.
@@fireface8377 you mean, I have to work now? Ok, I'll get back to my self imposed workflow, trying to create a genius work that will transcend.... jk, lol. That's enough now, I've taken enough time away from my work hours! Back to the grindstone! Lol
My god what a great talk
When amazing art meets emotional gameplay. What a great game! The wife is scared of underwater but loves the idea of the multiplayer mod. As soon as it gets touched up she will join me in this beautiful game. Also with the community managers needing great ability to communicate why changes are needed this is major when dealing with early access. You can see this with Digital Extremes and the community being so protective of the community manager Rebecca Ford aka Space Mom. Her bringing on the directors on the Dev Streams has been great for their community. UWE has done a great job as well, it is the support of the Devs that brought my gaming friend into their fold and then he shared the game with us explaining the Devs were listening to the community is why 10 of us in our group of 13 bought and played the game. Great early access. You would think so many other developers would do this instead of making it feel like a cash grab.
Great talk, thanks for having Jonas on and posting it to TH-cam!
This guy is so soft spoke (in a good way), it could be an ASMR.
one of the best experiences ive ever had playing a game, so it makes perfect sense it comes from such wonderful people, thank you for sharing!
I thought postmortem was a thing done to already dead things. Subnautica is still alive.
Just a manner of speaking yes. Call it After Action Report if you wish.
a postmortem is usually about "dead" things. However it can also be about something that is done. Since they are moving on to subnautica 2, i would say it's appropriate.
But it _is_ dead - From the view of development. It stopped being developed a long time ago. It's time to examine the product and take lessons learned forward. There is nothing wrong with calling this a post-mortem.
It literally means after death. It is not the best word choice for multiple reasons. Probably referring their dev process.
It's really more of a historical term in the gamedev community. We've been using this term to describe "what went right, what went wrong, what did we learn" for years.
already purchased the DLC for Subnautica below zero, i'm digging it as much as the first game, can't wait until they have a story which ties together properly and door codes with riddles that are easy to figure out in 1-5 minutes, not 5 hours or forum searches.
Great talk, so much to learn. I really enjoyed the game and at the time never seen anything like that.
Great talk for a one-of-a-kind game. Really might be my favorite game of all time.
"it creates tension in the game without violence" damn had not realized that until now, thats why this game is so different yet keeps you on the edge of the seat most of the time (except when managing your inventory, thats annoying as F).
Great talk and interesting how they saw the game back then, i'm glad that they decided to handcraft the game map instead of using procedural generation, it really gave the whole world a lot of charm and care.
Honestly, i was burned out of crafting survival games but Subnautica's setting, story, mystery and most importantly EXPLORATION really kept me invested in the game.
I bought this game because they did everything right, ended up being a GREAT game by the end. great success
"if my slides are working...they are not."
Huh, I am reminded of actually playing Subnautica.
Great seminar. It would be great if we got a co-op feature in Subnautica.
This information is invaluable! Listen to the community is an advice given by many successful games, from large to small companies.
One of the most important things... SINGLE PLAYER... the rest is just extra toppings in a great game :D
Some people don't really care about the story being spoiled by early access if they constantly get to discover and experience new things. In a way the evolving game is itself a story.
Great talk. It's no wonder subnautica was ultimately successful given the people behind it and their approach to development.
I've got over 130 hours game time in this game, and still haven't finished it...... I used to be a diver and this game takes me back to those days with its SFX and feel it gives you. Fantastic game and not expensive either.
One of my favorite games of the last decade.
Will we be getting the design part of subnautica presented by his boss?
Congrats on 8-Bit Ryan for being noticed by the devs... also, congrats, devs!
When it first started I thought he was going to be a reserved uncomfortable speaker but it turned out to be a really nice talk with a lot of good useful information.
Subnautica was one of the best horror games I played in years. Maybe that's like, a personal thing lmfao, but they really did a good job in instilling tension and fear like they wanted
This is an amazing example of a successful indie business plan. I'll try to stick to it when I design my own game.
this was a pretty fun and entertaining look into the development of subnautica
I was one of those reporters. Back in the day there was an area where it had scrap objects but were not interactable and materials didntnrespawn so like it was important
I think the lack of firearms or similar weapons brought in a specific kind of interested player / unpaid beta-tester. The contributions of that community were still often toxic and hard to manage (the 2EZ forum hacking incident). But overall, he's right, the balance greatly benefited the development team.
I fear that with a more "conventional" (read: violent) video game, the result of such open development would be very different indeed, in today's toxic feedback atmosphere. The game really having hit on a compelling, winning formula without any legacy IP right from minute 1 probably didn't hurt, either.
i don't get it, did subnautica get flak from pro-gun communities or something? if so that's hilarious. hope it didn't demoralise the devs too much though
i disagree with the whole "if it violates your vision then of course go with your gut". sometimes your vision and gut are off. Never down play ideas. After all you put in a stasis rifle and a repulsion gun. They are all that were needed.
They already narrowed down and adapted the vision of their game in the early stage with the help of the community, gamers and streamers. They got their metaphorical spikes to stand out and they went with it. If you are constantly challenging and changing the core of the game you don't know what you develop in first place, you end up nowhere if you don't have a path to follow.
subnatucia was a fucking amazing game, one of the best steam early access game ever made
This game and Portal 1 were my favorite game experiences in the last 15 years.
Incredible talk, thank you.
"My name is Jonas, I'm carrying the world!"
Ive been with subnautica since 2016... It's really something now
the no guns thing? attrtacted me... finally a game set in modern+ times... without guns... and without multiplayer
this game was pure awsomeness. first time i jumped into the water i was realy affraid what awaits me down there, first time a reaper ate my seamoth my heart nearly stops ^^ going deper in to the abyss is just horrific and frightening. this is by far the best game out there. it kicked the mass effect triology from the throne.
One of the best GDC talks I've seen.
Then watch Chris Wilson from GGG.
That's also a top 10! The Spiderweb Software one is great too.
Subnautica just blew my mind. One of the best games of the past few years in my opinion. Probably the best VR experience too.
Same here, it was a long time since a game made me go "Woa! :O" and "Ahh! :D", Subnautica really surprised me positively. At first I thought it was just another Minecraft imitation, but it turned out to be quite a bit more. Lost River really made me gape in awe, games can really evoke emotions when the developers are inspired to make a good game.
10/10 best game of my life! Games like Metroid Prime really pulled me in earlier in my life and I felt that Subnautica captured what I loved about those games yet far better/ more enjoyably! I absolutely can not wait for Below Zero full release! With Subnautica 1 I did not play it at all until the full release and tried to stay away from watching videos while it was being developed. Ive got to say playing the game from the start with basically no knowledge of it was quite the experience. Perhaps something I will never feel in my life again! Thank you so much for this game it was truly an artistic inspiration!
I wish you spoke a little bit on the development of the soundtrack and capturing the game's essence through the music. I wanted to make sure I said how important I felt the soundtrack was to the game! The sounds and music were a huge part of what kept me hooked!
It was an interesting survival game but it suffered greatly from pop in graphics that would really pull you out of it with all the spikes of lag, I'm really hoping they fix that issue with below zero.
Looks like below zero will have more of a interactive story than finding holo tapes style of game, hope it works out.
I played through Subnautica and Below Zero last month. I really loved them and would recommend them. But they're super buggy even today, particularly Subnautica. Clipping issues was the most common (and fish swimming through the air inside your base/cyclopse/island), but the Prawn suit constantly gets stuck in the floor in the last alien base (I was always able to eventually unstick myself with the grapplers). You could also tell that the Unity engine was not the ideal engine for the game. Also inventory management was just a nightmare and it really didn't need to be.
Before i watch this, Subnautica is amazing, the title of this vid might suggest that the game is a online game that died. Its getting a big content update relatively soon that alot of people are excited about!
He understands EXACTLY why his game is great. Very, VERY smart designer.
I had so much fun with this game, just fantastic. I do have a weapons locker though.
Modular submarines? Like a bridge engine and different modules for crafting and storage?
Hmmm that sounds interesting... You should make a game out of it....
#sarcasm #seatruck ftw
Most devs can be found guilty of trying to recycle previously discarded ideas ^_^
Insightful and interesting talk. Subnautica is in my top 5 of all games I've ever played. I can't wait to play Below Zero, it's so hard not to spoil myself and just devour any and all content coming out.
Same, especially after watching him explain how Early Access helps them through the development process it hurts me to not be playing Below Zero yet, but I really want a fresh, fully fledged experience.
Great game! Bought Below Zero in a heartbeat on EA also.
The dramatic sneezes in the background.
Quite true on my part, i bought it after Frankie did a short video on it.
the only problem i had with subnautica was that there was a point for me where i was really exhausted by replaying ... wich turned out in the way that i never finished the game cause i could'nt stand to replay it one more time... but maybe i will get the dlc and give it a look then ^^
I love this game so much. I stopped playing when I finally got the submarine because I want to wait till a VR version is perfected and play the remainder of the game in VR
Is there talk of going vr?
There is a unofficial vr but one can dream as I feel this would be great in vr
Great guy, great talk, great company, great game!
Great!
this presentation needed a spoiler warning. i finished the game month ago and probably wouldn't have watched this video if not. but if you haven't, turn of your screen and just listen : )
EDIT: don't even listen! ^^ come back when you finished the game
I'd say Aliens! is a pretty big spoiler, too.
@@kouron yeah... realised this after i finished the video... think i gotta edit my first comment
The game has been in EA for few years, and out for a year. Do you need spoilers for Empire Strikes Back too?
Hot damn I loved this game (despite all the pants shitting horror and terror). I got the early access to Sub2 and just waiting for the final version. Keep up the amazing work man.
The terror is part of why the game is so good, it makes things more exciting when you feel there's actual risk involved.
Game is 10/10 and just as good the second play through. One of the only games that actually scares me.
This is complete gold
Such a great game, and a great development approach!
what kind of savage drinks milk in a presentation
absolute legend
Thanks for sharing this! Really interesting.
The first and only good early access
This makes me really wish for a game with modular submarines.
I really enjoyed this video/documentary
Awesome game and great talk! Really fascinating.
Honestly the game is just too scary for me to finish but it is magnificent!
Excellent talk!
Hi Im here from the 8bitryan subreddit, if you're here too have this time stamp ---> 25:45
Such an incredible game
Very valuable talk!
Very great talk, thanks!
Great talk
I love this game. The only thing which is bothering me is the lack of surround sound.
Dude, with surround sound it would literally give people heart attacks, it's scary enough as it is. :P
It's a great game, thank you so much!
Shoutout 4546B 🤘🏾
Open development as a service has potential that goes far beyond games
I wish someone from Respawn Entertainment had watched this talk
I wish somebody from just about every game company had watched it. Every step about creating a feedback loop with your customers makes sense. Imagine if Bethesda followed this principle for Fallout 76. I can almost guarantee that it would not have been such a disaster.