Starseeker: Astrones Expeditions is a significant deviation from base -building space survival games that preceded it. Along with a transition to a session-based extraction shooting game loop, Star support Also assumes a live service model to deliver fresh content and twisting regularly. It is an ambitious feature that can inspire fear of the typical pain points for live service: FOMO, microtransactions and aggressive strategies for gaming holding that keep players engaged longer than they may want. Thankfully, systems have shown a commitment to avoid these aspects of the model.
In an interview with Game Rant, system era founder and founder and Star support Creative director Adam Bromell passionately talked about the handling of the game's live service delivery in an ethical way that is considerate for both players and developers. Essentially, Star support Aims to utilize the best features of a live service model while shaking away the aspects that do not comply with the team's prosocial assignments.
Starseeker doesn't mind if you can't always play
Fans of live service games often fight with many titles that strive for their attention, either through FOMO or game mechanics that can punish players for not checking in regularly. Recently highlighted this by Dune: AwakeningWhere players have to log in regularly to pay taxes and maintain their generators, or they can potentially lose tens of hours progress. Refreshing says Bromell that he often believes that ways of managing a live-service game that does not punish player-direct or indirect-for how much time they can spend in the game:
“It is technically a live service game. We want continuous support so that we can maintain ourselves and our players, but we want to do it in a way that does not stress players out. I play a lot of live-service games, and I think about: Can we be the type where it doesn't matter if you give us two hours a week, a week or a day?
The live service model can appeal to players with limited play time as long as they are not made to feel that they miss and transform what should be a meaningful experience into a weekly-to-do-list to check out. By removing the pressure to play routinely and the consequences so as not to do so, players with limited time may actually be more eager to visit Star support When they have a chance.
How Starseeker avoids Fomo
FOMO is a difficult problem to address live service games, as their developing nature means that players can inevitably miss events and content with limited time. One way that Bromell hopes to relieve this is by “unfall” previous seasonal content every now and then. Although this ensures that players who missed the first time have a new chance to experience the content, it also makes the workload manageable for the system. Rather than having to work exaggerated hours or extensively expand the team, Star support Team can work at a more comfortable pace, which tends to benefit players with higher quality at the same time. Bromell says:
It means to avoid Fomo. We literally had a meeting on “Disney Vault.” I would love to be on season 5 and bring the season 3 planets 'from the vault' so that the players can come back and complete these stickers. If you missed it, it might return. Besides, I don't want to grind my team in a lot. I don't want balloon from 60 people to 600. I want us to maintain the players' interest and respect their time and money ethically – and let our people work sensible hours. “
So far, Star support Sounds like a healthy breath among the countless live service games that take a more heavy-handed approach for player reservation. For players who enjoy the idea of a constantly evolving title but have difficulty remaining committed, systems your upcoming co-op games may be the answer.
- Published
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2026
- Developer
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System your softworks
- Multiple players
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Online co-op
- Number of players
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One -player