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'''Gameplay''' brings together Rise's earlier design discussions, Bill's player feedback and newcomer proposals, and the October 2026 review of player attraction and retention. It is a development reference: it explains the experience these sources point toward and identifies what still needs a decision or testing. | |||
The proposed guiding promise is: '''Become a capable operator whose work helps a living province grow.''' Flying is central, alongside driving, trading, building, planning, and belonging to a community. The satisfaction comes from learning to do something well, seeing why it matters, and making a place in the world. This wording is the 2026 synthesis, rather than a quotation or a previously adopted slogan. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-R|R]]) | |||
'''Reading this article:''' ''Documented'' describes what the linked help pages say; it is not a fresh audit of every live system. ''Recorded direction'' identifies a dated development statement. ''Historical proposal'' records an idea without assuming it was implemented. ''Recommendation'' identifies the October 2026 synthesis for consideration and testing. Consolidating these materials does not approve every proposal as a roadmap commitment. | |||
== | == What players are here for == | ||
The original audience discussion included simulation, spaceflight, science fiction, business building, an MMO community, and advancement from modest beginnings. Bill's answers give that list a practical meaning: he enjoyed flying, solving construction and supply problems, completing colonies, arriving safely, and helping other players. The earlier discussion with c00p similarly connected flying with contributing to a world and feeling part of it. ([[#Source-G|G]], [[#Source-B|B]]) | |||
'''Skill does not require constant manual control.''' Bill described extensive use of AutoFlyte, punctuated by monitoring, adjustments, and manual landing. His account supports an experience built around judgment and responsibility: choosing the operation, preparing the vehicle, understanding the instruments, managing automation, and intervening appropriately. It does not establish that unattended flight is safe, and its historical flight profiles should not be used as current operating instructions. Today's [[Orbit|orbital guidance documentation]] also makes automation part of Rise's flight experience, with specific capabilities and limits. ([[#Source-B|B]], [[#Source-D|D]]) | |||
The likely audience therefore extends beyond players seeking manual flight challenges. It includes people who enjoy transport operations, logistics, colony development, economic planning, exploration with a practical purpose, and familiar places and people. These are audience hypotheses to test, not measured market segments. | |||
=== | === Core values to strengthen === | ||
The following principles are recommendations drawn from the sources, rather than a claim that Rise has previously adopted a formal values charter. | |||
{| class="wikitable" | |||
! Value | |||
! What it should mean in play | |||
! Basis | |||
|- | |||
| '''Earned competence''' | |||
| Players learn to plan and complete increasingly demanding operations. Training, understandable feedback, and trustworthy automation help them develop that competence. | |||
| Bill's flying and problem-solving; the existing simulators and orbital guidance. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-D|D]]) | |||
|- | |||
| '''A coherent world''' | |||
| Distance, weather, vehicle capability, supplies, and operating constraints affect decisions. The interface makes those relationships understandable. | |||
| The flight and colony accounts, with current orbital and weather-radar documentation. ([[#Source-G|G]], [[#Source-D|D]]) | |||
|- | |||
| '''Useful work and visible consequences''' | |||
| A delivery, survey, or construction project has an intelligible beneficiary and result. Players can see what their work enabled. | |||
| Bill's colony-building account and proposed transport economy. ([[#Source-G|G]], [[#Source-B|B]]) | |||
|- | |||
| '''Lasting attachment and autonomy''' | |||
| Players choose goals and develop a history with vehicles, routes, settlements, and collaborators. Several kinds of achievement can matter. | |||
| Pride in completed colonies, the earlier world-belonging discussion, and the sandbox audience. ([[#Source-G|G]]) | |||
|- | |||
| '''A welcoming, dependable community''' | |||
| Mentoring and cooperation are valuable, while the essential first steps remain understandable when no experienced player is available. | |||
| Bill's help with rentals and loans, his difficulty reaching newcomers through chat, and the guided-start discussion. ([[#Source-B|B]], [[#Source-G|G]]) | |||
|} | |||
== Reconciling the earlier discussions == | |||
=== Apartment arrival and early access to flight === | |||
Bill's newcomer proposal used immigration, an arrival sequence, an apartment hub, transport to services, training, and city-owned vehicles for jobs. The October 2018 Gameplay notes also discussed retaining Bradbury, company vehicles, and making flight visible during arrival. These were related proposals, not a completed specification. ([[#Source-N|N]], [[#Source-G|G]]) | |||
There is a later recorded direction: in February 2020, Jason wrote in ticket 616 that the apartment had been upgraded, the tutorial included it, and the intention was to retain the apartment start while guiding players to the simulators promptly. The ticket was subsequently closed as ''won't fix''. Its title, "Need to start new players in simulator," should therefore not be read as an outstanding decision to replace the apartment spawn. ([[#Source-T|T]]) | |||
'''Recommendation:''' keep that sense of arriving and belonging, but make the route to a first flight clear and short. The current [[Tutorial]] promotes flying and then recommends taxi work and earning credits; [[Flight Simulators]] documents free practice without aircraft ownership or rental. Bring those two messages together. A newcomer attracted by flying should readily discover the free simulator, while taxi driving remains a worthwhile route for someone who wants it. The early design observation that tutorials are normally developed last should not govern this improvement: test the first playable learning loop alongside the systems it teaches. ([[#Source-D|D]], [[#Source-G|G]], [[#Source-R|R]]) | |||
=== | === Progression, assistance, and ownership === | ||
The original Gameplay notes considered restricting transfers to prevent wealthy players from bypassing progression or enabling real-money trading. Bill, meanwhile, described giving newcomers enough money to try a rental and lending returning players a ship. His newcomer design explicitly offered city-owned vehicles before ownership. These expose a real design choice: assistance can undermine a particular progression model, but it can also let a player discover the activity that makes progression worthwhile. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-N|N]]) | |||
B | |||
'''Recommendation:''' separate learning, permission to operate, and ownership. Let training and any required qualification establish readiness; let employment, rental, or a controlled loan provide access; let ownership expand autonomy, capacity, and responsibility. Design any transfer restrictions around specific abuse, with explicit rules for legitimate mentoring and loans. The historical ramp-check idea remains a possible means of checking authorization, not a confirmed current requirement. This reconciliation needs a product decision before new restrictions are introduced. ([[#Source-G|G]], [[#Source-R|R]]) | |||
=== Wealth, circulation, and a viable economy === | |||
Bill's original account described a shortage of circulating money and proposed off-world fuel sales, transport work, rare-element exports, and NPC support. That account is evidence of his experience and design concerns at the time; it is not proof that today's economy has the same shortage. ([[#Source-B|B]]) | |||
Ticket 655 records subsequent economic work: a 2017 audit of money movements, a 2018 note about minting money when Deois funds fell below a threshold, and a February 2019 fix for dock pricing after DIHV fuel purchases. The ticket is closed as ''fixed''. It supports those recorded interventions, but does not establish implementation of Bill's entire rare-element, contract, or NPC proposal, nor verify the current configuration of each intervention. ([[#Source-E|E]]) | |||
'''Recommendation:''' audit present money sources, sinks, circulation, and available work before prescribing another cash injection or export system. A successful transport economy should offer useful work to newcomers while supporting producers, operators, customers, and public services. Personal wealth is a valid goal, alongside reliable operations, completed colonies, a productive fleet, and community contribution. Bill's illustrative mineral quantities, prices, and export percentages remain historical design examples, not adopted balance values. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-R|R]]) | |||
==== | === Time, difficulty, and fair consequences === | ||
The earlier "Trey's Triangle" discussion asked how ability, time, and knowledge determine success. Bill's substantial flying time shows that long operations can be enjoyable; his wish for colonies to become self-sufficient also shows that repeated maintenance is not necessarily the desired end state. His frustration with connection failures must be distinguished from the satisfaction of mastering a difficult landing. ([[#Source-G|G]], [[#Source-B|B]]) | |||
'''Recommendation:''' preserve demanding decisions and meaningful consequences, while reducing unexplained waiting, repetitive administration, and losses caused by defects. Improve automation feedback and interruption handling without treating every flight as safely unattended. [[Logbooks]] already distinguishes connected playtime from operational experience; use similarly careful distinctions when evaluating engagement. Logged-in hours alone cannot tell whether a player is learning, working, socializing, waiting, or frustrated. ([[#Source-D|D]], [[#Source-R|R]]) | |||
The | |||
The original griefing examples identify potential abuse involving involuntary movement, vehicles, runways, and colonies. They are risk cases to investigate, not recommended gameplay. Permissions, consent, obstruction handling, and recovery from verified faults should be considered explicitly. Combat, theft, colony interference, and offline vulnerability need their own scope and protection decisions; this consolidation does not approve expanding them. ([[#Source-G|G]], [[#Source-R|R]]) | |||
== A proposed first-session experience == | |||
This sequence combines the recorded apartment direction with Bill's training and employer-vehicle proposals. The free simulator is documented; the guided progression, paid starter flight, and employment arrangements below are recommendations, not an announcement of available missions. ([[#Source-T|T]], [[#Source-N|N]], [[#Source-D|D]], [[#Source-R|R]]) | |||
# '''Arrive and understand the opportunity.''' Use the apartment as a useful home and service hub. Explain how to reach practice, paid ground work, and other services. Make the immediate objective and controls readable. | |||
# '''Try the activity that brought the player here.''' Offer a clear route to a free simulator, with one manageable exercise in one aircraft. Teach the essential controls and relevant automation, then let the player perform a departure, approach, or landing. | |||
# '''Explain the result.''' Give a short debrief: what succeeded, what caused difficulty, and what to practise next. Use the simulator's documented pause and reposition functions to make repetition convenient. | |||
# '''Complete useful work.''' Test a modest paid flight in an employer-owned vehicle, with clear eligibility, responsibility, duration, and recovery rules. The player's first contribution should be achievable without buying an aircraft. | |||
# '''Show a next goal.''' Connect the result to another job, a qualification or practice goal, a rental, or a longer-term ownership and colony ambition. Let the player choose rather than opening every system at once. | |||
Bill's job list communicated a valuable principle: access to real work before vehicle ownership. Its particular payouts, 24-hour copilot takeover, pay multipliers, cash-card fees, and loan terms were sample rules. They require separate design and balance decisions. Likewise, show attainable work prominently and explain prerequisites for other jobs, rather than making the first impression a screen full of unavailable tasks. ([[#Source-N|N]], [[#Source-R|R]]) | |||
The entry experience must also work for the intended account type. [[Demo Limits]] currently documents restrictions including portal contracts and land purchase. A proposed starter job must use an eligible mechanism or explicitly include a decision to change eligibility; the plan cannot assume a demo player can accept an existing portal contract. ([[#Source-D|D]]) | |||
== Sustaining a career == | |||
=== Make work legible and consequential === | |||
The recommended progression is '''learn → complete useful work → see its effect → gain capability → choose greater responsibility'''. It does not require every player to become a colony owner. A dedicated pilot, ground operator, trader, builder, or organizer should be able to understand a viable place in the economy. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-R|R]]) | |||
For a delivery, communicate the real need, destination, cargo, constraints, likely time, and payment before acceptance. Afterward, show a truthful consequence when the system can establish one: materials delivered to a construction project, a stock shortage reduced, or passengers brought to their destination. Avoid claiming that a shipment saved a settlement unless the simulation supports it. | |||
Bill's proposed survey teams, field camps, vehicle deliveries, collection runs, and city-to-airport trucking provide a pool of mission ideas. Their common strength is connecting different vehicles and settlements through useful movement. Evaluate them against actual supply and demand; new commodities or elaborate NPC systems are not prerequisites for testing that principle. ([[#Source-B|B]], [[#Source-R|R]]) | |||
=== Let success create freedom === | |||
Bill looked forward to completing a colony group that would no longer require constant food and material runs. Preserve that ambition: better organization and investment should be able to reduce routine servicing and free the player to expand, specialize, help others, or pursue a different challenge. Current colony requirements remain those in the [[:Category:Colonies|colony documentation]]; this is a proposed direction for evaluating future changes. ([[#Source-G|G]], [[#Source-D|D]], [[#Source-R|R]]) | |||
NPC transport and automation could fill gaps and keep essential services viable, as Bill proposed. Their scope needs testing so that they support the world without removing the work players want to do. Consider unmet needs, predictable service boundaries, and opportunities for players to provide a better service before designing a fully automated economy. ([[#Source-B|B]], [[#Source-R|R]]) | |||
=== Offer operations that fit different sessions === | |||
Keep long regional and orbital journeys meaningful, and also offer useful shorter activities. Practice, a local ground task, a nearby flight, and a longer supply operation can serve different available amounts of time. Give honest duration estimates and identify natural stopping points. Where technically feasible, support safe handover or resumption at those points without changing the shared world's clock or promising a universal pause. The simulator's pause remains a training feature. ([[#Source-B|B]], [[#Source-N|N]], [[#Source-D|D]], [[#Source-R|R]]) | |||
Automation should clearly distinguish what is active, what is armed or waiting, and what still requires the operator. Explain why an action is unavailable and how to make it possible. A returning-player reminder of the current vehicle, destination, task, and next action would reduce the effort of resuming a career. These are proposed usability improvements, not reductions in the underlying flight or economic model. | |||
== Attracting players who will feel at home == | |||
The [[:Category:Comparisons|comparison articles]] describe different experiences offered by [[Star Citizen]], [[Elite Dangerous]], [[EVE Online]], and [[No Man's Sky]]. They help identify Rise's appeal; they do not establish why another game has more players, measure demand for Rise, or justify assuming that all players of those games want the same thing. ([[#Source-C|C]]) | |||
Rise's proposed positioning is the combination of '''operating vehicles, understanding a physical world, and contributing to its development'''. Show a complete operation: a need, preparation, the journey, an arrival, and the result. The old progression-video idea already linked ground work, aircraft, ascent, docking, and ATC. Develop that into an understandable story of a player's contribution, with honest examples of pace and complexity. Reach people interested in flight, transport, and management simulations as well as space games. ([[#Source-G|G]], [[#Source-R|R]]) | |||
Visual presentation still matters. Weather, clouds, lighting, sound, clear instruments, and reliable performance can strengthen the experience Rise already offers. The older suggestion to disregard players who care about graphics should not be treated as a settled constraint. Prioritize presentation that helps people read the world, appreciate it, and understand their decisions. Weather radar is a documented example of the connection between environment and operation. ([[#Source-G|G]], [[#Source-D|D]], [[#Source-R|R]]) | |||
=== Player feedback: atmosphere, persistence, and colonies === | |||
On 22 October 2026, Jason relayed the following comment from the streamer identified earlier as Peli-Rami. The wording is reproduced as supplied: | |||
<blockquote>Yeah, Star Citizen tries to combine everything to one game seamlessly transferring between flying and FPS. The thing that Rise is doing better is atmospheric simulation, presistency and colony gameplay.</blockquote> | |||
This identifies '''atmospheric simulation, persistence, and colony gameplay''' as strengths this player values. The comparison with Star Citizen is his assessment, as relayed by Jason; it is not an independently established technical ranking. It gives a firmer basis for discussing his preferences than the earlier inference from video titles. It does not, by itself, explain every reason he returns or establish how representative those preferences are. ([[#Source-S|S]]) | |||
'''Recommended implications:''' make these three strengths work together in the player experience: | |||
* '''Atmospheric simulation:''' help players understand and enjoy the relationship between conditions, aircraft behavior, instruments, and flight decisions. Build confidence in controlled training before introducing more demanding conditions outside the simulator. | |||
* '''Persistence:''' make accumulated work and its continuing effects visible and dependable. Help returning players understand what has changed, what they achieved, and what they can do next. | |||
* '''Colony gameplay:''' introduce a meaningful relationship with a settlement early, such as a useful delivery with an observable result. A player can contribute to a colony before being ready or eligible to own one. | |||
This reinforces Bill's accounts of flying, building, solving supply problems, and taking pride in completed colonies. It also sharpens the onboarding recommendation: the first flight should lead toward an understandable contribution to the persistent world. A proposed starter delivery tied to an actual colony need would test that connection; it should retain manageable conditions and respect demo eligibility. These are design recommendations drawn from the feedback, not additional requests attributed to the streamer. ([[#Source-G|G]], [[#Source-B|B]], [[#Source-D|D]], [[#Source-S|S]], [[#Source-R|R]]) | |||
Public Peli-Rami video titles concerning learning to fly, cargo business, an E-10, and the clouds update remain supporting context. The earlier review used titles and descriptions, not complete streams. One enthusiastic creator is a useful case to investigate, not a substitute for observing new, returning, and departing players. ([[#Source-V|V]]) | |||
== Recommended priorities and validation == | |||
These are proposed priorities from the October 2026 review. Order should be revised when observation or implementation constraints supply better evidence. | |||
{| class="wikitable" | |||
! Priority | |||
! Smallest useful improvement to test | |||
! What to learn | |||
|- | |||
| '''1. First flight and understanding''' | |||
| A clear apartment-to-simulator path, one guided exercise, a short debrief, and readable control and automation states. Fix failures that stop this path. | |||
| Can a newcomer reach and complete a satisfying flight exercise without an experienced player taking over? | |||
|- | |||
| '''2. First contribution and next goal''' | |||
| One eligible paid starter operation, access to a suitable vehicle, clear completion feedback, and an attainable next opportunity. Test a real colony supply need as the purpose of the operation. ([[#Source-S|S]], [[#Source-R|R]]) | |||
| Does the player understand why the work matters, see its contribution to the persistent world, and want to do another operation? | |||
|- | |||
| '''3. A sustainable career''' | |||
| Better work discovery, visible supply needs, session-length choices, return reminders, and targeted improvements to economic circulation and routine servicing. | |||
| Can players build increasingly capable careers without depending on repetitive chores or constant personal assistance? | |||
|} | |||
Start with an observed group of roughly five to eight newcomers to find usability problems. This is a proposed research exercise, not a statistically representative sample. Record where they stop, what they misunderstand, assistance received, time to active flight, exercise and job completion, and whether they return after a week and a month. Record independent and mentor-assisted experiences separately; at small numbers, report counts and explanations rather than impressive-looking percentages. Interview returning and departing players as well as enthusiasts. ([[#Source-R|R]]) | |||
An initial hypothesis could be that a player choosing the flight route reaches active simulator flight within approximately 10–15 minutes of entering the game. That is a test target, not an observed result, universal promise, or reason to rush the lesson. Success means the player understands an accomplishment and sees a reason to return. The appropriate timing must come from observation. | |||
Before accepting a larger feature, ask whether it strengthens a core activity, improves the player's understanding or choices, creates worthwhile work, and can be evaluated against a concrete player outcome. A larger feature list alone does not resolve a weak first experience or an unclear career. ([[#Source-R|R]]) | |||
=== Decisions still required === | |||
* Which first exercise and paid operation to support, including demo eligibility, vehicle access, qualification, liability, and recovery rules. | |||
* How to protect legitimate gifts, mentoring, and loans while addressing specific progression and real-money-trading concerns. | |||
* What current economic evidence warrants changes to money creation, exports, contracts, or NPC services. | |||
* Which interruptions can safely support handover or resumption, and how verified faults are distinguished from ordinary operational mistakes. | |||
* The intended role of combat, theft, consent, and offline vulnerability. Historical combat mission examples do not settle this scope. | |||
== Sources, attribution, and decision history == | |||
This consolidation was prepared on '''22 October 2026''' by Codex at Jason Reskin's request. Permanent revisions preserve the material used, including disagreements and proposals not reproduced in full here. Bill's source articles remain separate historical records. The dates below distinguish the origin of a page from a later edit to it. | |||
* <span id="Source-G"></span>'''G — Earlier Gameplay discussions.''' [https://www.risetvp.com/index.php?title=Gameplay&oldid=4425 Gameplay before this consolidation], revision 4425. The page originated on 10 May 2018; this snapshot was last edited on 31 March 2025. It contains the audience and progression discussion, Trey's questions to Bill, the 2 October 2018 meeting notes, the 9 October simulator-audience annotation, the video storyboard, and the discussion with c00p. Attribution to those participants follows the source's labels; not every undated note can be assigned a precise meeting date. The old copied directory listing and its obsolete development-status claim are historical material, not current product information. | |||
* <span id="Source-B"></span>'''B — Bill's player testimony and economy proposals.''' [https://www.risetvp.com/index.php?title=Bill%27s_Answers&oldid=4421 Bill's Answers], revision 4421. The page originated on 27 June 2018; this snapshot was last edited on 31 March 2025. Bill supplied the flight, economy, social, assistance, and trucking accounts. A later wiki edit date should not be interpreted as the date every observation was made. | |||
* <span id="Source-N"></span>'''N — Bill's proposed newcomer experience.''' [https://www.risetvp.com/index.php?title=Bill%27s_New_Player_Experience&oldid=3943 Bill's New Player Experience], revision 3943. The page originated on 27 June 2018; this snapshot was last edited on 13 October 2021. It proposes arrival, apartment services, training prerequisites, city-owned mission vehicles, and example financial rules; part of it explicitly refers to ticket 616. | |||
* <span id="Source-T"></span>'''T — Recorded onboarding direction.''' [https://jira.risetvp.com/view.php?id=616 Ticket 616: Need to start new players in simulator], particularly Jason's note 3478 of 17 February 2020. The note favors the apartment start with prompt guidance to simulators. Ticket status checked on 22 October 2026: closed, ''won't fix''; last updated 4 April 2020. This is evidence of the recorded direction, not a verification of every proposed onboarding feature. | |||
* <span id="Source-E"></span>'''E — Economic changes following earlier concerns.''' [https://jira.risetvp.com/view.php?id=655 Ticket 655: Deois is destitute], particularly Jason's notes 1148 (7 June 2017, money-flow audit), 1623 (9 May 2018, conditional minting), and 2610 (17 February 2019, dock-pricing fix and separate follow-up scope). Status checked on 22 October 2026: closed, ''fixed'', version 2.2; last updated 18 February 2019. These records do not establish current economy-wide conditions or implementation of all Bill's associated proposals. | |||
* <span id="Source-D"></span>'''D — Documented systems used for the reconciliation.''' [https://www.risetvp.com/index.php?title=Tutorial&oldid=4560 Tutorial (4560)], [https://www.risetvp.com/index.php?title=Flight_Simulators&oldid=4795 Flight Simulators (4795)], [https://www.risetvp.com/index.php?title=Logbooks&oldid=4783 Logbooks (4783)], [https://www.risetvp.com/index.php?title=Demo_Limits&oldid=4650 Demo Limits (4650)], [https://www.risetvp.com/index.php?title=Category:Colonies&oldid=4656 Colonies (4656)], [https://www.risetvp.com/index.php?title=Orbit&oldid=4976 Orbit (4976)], and [https://www.risetvp.com/index.php?title=Weather_Radar&oldid=4951 Weather Radar (4951)], read for this review on 22 October 2026. Consult the current versions for operating procedures and compatibility limits. | |||
* <span id="Source-C"></span>'''C — October 2026 comparisons.''' [https://www.risetvp.com/index.php?title=Star_Citizen&oldid=4978 Star Citizen (4978)], [https://www.risetvp.com/index.php?title=Elite_Dangerous&oldid=4979 Elite Dangerous (4979)], [https://www.risetvp.com/index.php?title=EVE_Online&oldid=4981 EVE Online (4981)], and [https://www.risetvp.com/index.php?title=No_Man%27s_Sky&oldid=4983 No Man's Sky (4983)], prepared at Jason's request. These provide sourced design comparisons, not comparative audience or retention measurements. | |||
* <span id="Source-V"></span>'''V — Limited public creator example.''' Public Peli-Rami videos concerning [https://www.youtube.com/watch?v=CGA8HUaQd30 learning to fly], [https://www.youtube.com/watch?v=RTL-BCw43T4 cargo business], [https://www.youtube.com/watch?v=X993j895R7Q an E-10], and [https://www.youtube.com/watch?v=GCSwaELnU-s the clouds update]. The review used public titles and descriptions, not full-stream analysis. No endorsement of this article's recommendations is implied. | |||
* <span id="Source-S"></span>'''S — Streamer feedback relayed by Jason, 22 October 2026.''' Jason supplied the quoted comment in the follow-up to this Gameplay consolidation and attributed it to the streamer previously identified as Peli-Rami. No original public message URL or recording was supplied. The quotation is preserved as provided, including its spelling; the article uses the standard spelling ''persistence'' in its discussion. This source records the player's assessment as relayed by Jason, separately from the public video evidence in V and the recommendations derived from it. | |||
* <span id="Source-R"></span>'''R — 22 October 2026 growth and retention review.''' Jason asked how Rise could attract and retain more players while preserving or strengthening its core values, then requested reconciliation with the three historical wiki articles. Codex proposed the guiding promise, principles, priorities, first-session sequence, and validation approach consolidated here, and refined the recommendations after Jason relayed the streamer feedback recorded in S. They are recommendations derived from the cited evidence; the request to publish this synthesis is not blanket approval to implement them. Future adopted decisions should add a date and a link to the relevant decision or implementation record. | |||
[[Category:Development]] | |||
Revision as of 18:56, 22 October 2026
Gameplay brings together Rise's earlier design discussions, Bill's player feedback and newcomer proposals, and the October 2026 review of player attraction and retention. It is a development reference: it explains the experience these sources point toward and identifies what still needs a decision or testing.
The proposed guiding promise is: Become a capable operator whose work helps a living province grow. Flying is central, alongside driving, trading, building, planning, and belonging to a community. The satisfaction comes from learning to do something well, seeing why it matters, and making a place in the world. This wording is the 2026 synthesis, rather than a quotation or a previously adopted slogan. (G, B, R)
Reading this article: Documented describes what the linked help pages say; it is not a fresh audit of every live system. Recorded direction identifies a dated development statement. Historical proposal records an idea without assuming it was implemented. Recommendation identifies the October 2026 synthesis for consideration and testing. Consolidating these materials does not approve every proposal as a roadmap commitment.
What players are here for
The original audience discussion included simulation, spaceflight, science fiction, business building, an MMO community, and advancement from modest beginnings. Bill's answers give that list a practical meaning: he enjoyed flying, solving construction and supply problems, completing colonies, arriving safely, and helping other players. The earlier discussion with c00p similarly connected flying with contributing to a world and feeling part of it. (G, B)
Skill does not require constant manual control. Bill described extensive use of AutoFlyte, punctuated by monitoring, adjustments, and manual landing. His account supports an experience built around judgment and responsibility: choosing the operation, preparing the vehicle, understanding the instruments, managing automation, and intervening appropriately. It does not establish that unattended flight is safe, and its historical flight profiles should not be used as current operating instructions. Today's orbital guidance documentation also makes automation part of Rise's flight experience, with specific capabilities and limits. (B, D)
The likely audience therefore extends beyond players seeking manual flight challenges. It includes people who enjoy transport operations, logistics, colony development, economic planning, exploration with a practical purpose, and familiar places and people. These are audience hypotheses to test, not measured market segments.
Core values to strengthen
The following principles are recommendations drawn from the sources, rather than a claim that Rise has previously adopted a formal values charter.
| Value | What it should mean in play | Basis |
|---|---|---|
| Earned competence | Players learn to plan and complete increasingly demanding operations. Training, understandable feedback, and trustworthy automation help them develop that competence. | Bill's flying and problem-solving; the existing simulators and orbital guidance. (G, B, D) |
| A coherent world | Distance, weather, vehicle capability, supplies, and operating constraints affect decisions. The interface makes those relationships understandable. | The flight and colony accounts, with current orbital and weather-radar documentation. (G, D) |
| Useful work and visible consequences | A delivery, survey, or construction project has an intelligible beneficiary and result. Players can see what their work enabled. | Bill's colony-building account and proposed transport economy. (G, B) |
| Lasting attachment and autonomy | Players choose goals and develop a history with vehicles, routes, settlements, and collaborators. Several kinds of achievement can matter. | Pride in completed colonies, the earlier world-belonging discussion, and the sandbox audience. (G) |
| A welcoming, dependable community | Mentoring and cooperation are valuable, while the essential first steps remain understandable when no experienced player is available. | Bill's help with rentals and loans, his difficulty reaching newcomers through chat, and the guided-start discussion. (B, G) |
Reconciling the earlier discussions
Apartment arrival and early access to flight
Bill's newcomer proposal used immigration, an arrival sequence, an apartment hub, transport to services, training, and city-owned vehicles for jobs. The October 2018 Gameplay notes also discussed retaining Bradbury, company vehicles, and making flight visible during arrival. These were related proposals, not a completed specification. (N, G)
There is a later recorded direction: in February 2020, Jason wrote in ticket 616 that the apartment had been upgraded, the tutorial included it, and the intention was to retain the apartment start while guiding players to the simulators promptly. The ticket was subsequently closed as won't fix. Its title, "Need to start new players in simulator," should therefore not be read as an outstanding decision to replace the apartment spawn. (T)
Recommendation: keep that sense of arriving and belonging, but make the route to a first flight clear and short. The current Tutorial promotes flying and then recommends taxi work and earning credits; Flight Simulators documents free practice without aircraft ownership or rental. Bring those two messages together. A newcomer attracted by flying should readily discover the free simulator, while taxi driving remains a worthwhile route for someone who wants it. The early design observation that tutorials are normally developed last should not govern this improvement: test the first playable learning loop alongside the systems it teaches. (D, G, R)
Progression, assistance, and ownership
The original Gameplay notes considered restricting transfers to prevent wealthy players from bypassing progression or enabling real-money trading. Bill, meanwhile, described giving newcomers enough money to try a rental and lending returning players a ship. His newcomer design explicitly offered city-owned vehicles before ownership. These expose a real design choice: assistance can undermine a particular progression model, but it can also let a player discover the activity that makes progression worthwhile. (G, B, N)
Recommendation: separate learning, permission to operate, and ownership. Let training and any required qualification establish readiness; let employment, rental, or a controlled loan provide access; let ownership expand autonomy, capacity, and responsibility. Design any transfer restrictions around specific abuse, with explicit rules for legitimate mentoring and loans. The historical ramp-check idea remains a possible means of checking authorization, not a confirmed current requirement. This reconciliation needs a product decision before new restrictions are introduced. (G, R)
Wealth, circulation, and a viable economy
Bill's original account described a shortage of circulating money and proposed off-world fuel sales, transport work, rare-element exports, and NPC support. That account is evidence of his experience and design concerns at the time; it is not proof that today's economy has the same shortage. (B)
Ticket 655 records subsequent economic work: a 2017 audit of money movements, a 2018 note about minting money when Deois funds fell below a threshold, and a February 2019 fix for dock pricing after DIHV fuel purchases. The ticket is closed as fixed. It supports those recorded interventions, but does not establish implementation of Bill's entire rare-element, contract, or NPC proposal, nor verify the current configuration of each intervention. (E)
Recommendation: audit present money sources, sinks, circulation, and available work before prescribing another cash injection or export system. A successful transport economy should offer useful work to newcomers while supporting producers, operators, customers, and public services. Personal wealth is a valid goal, alongside reliable operations, completed colonies, a productive fleet, and community contribution. Bill's illustrative mineral quantities, prices, and export percentages remain historical design examples, not adopted balance values. (G, B, R)
Time, difficulty, and fair consequences
The earlier "Trey's Triangle" discussion asked how ability, time, and knowledge determine success. Bill's substantial flying time shows that long operations can be enjoyable; his wish for colonies to become self-sufficient also shows that repeated maintenance is not necessarily the desired end state. His frustration with connection failures must be distinguished from the satisfaction of mastering a difficult landing. (G, B)
Recommendation: preserve demanding decisions and meaningful consequences, while reducing unexplained waiting, repetitive administration, and losses caused by defects. Improve automation feedback and interruption handling without treating every flight as safely unattended. Logbooks already distinguishes connected playtime from operational experience; use similarly careful distinctions when evaluating engagement. Logged-in hours alone cannot tell whether a player is learning, working, socializing, waiting, or frustrated. (D, R)
The original griefing examples identify potential abuse involving involuntary movement, vehicles, runways, and colonies. They are risk cases to investigate, not recommended gameplay. Permissions, consent, obstruction handling, and recovery from verified faults should be considered explicitly. Combat, theft, colony interference, and offline vulnerability need their own scope and protection decisions; this consolidation does not approve expanding them. (G, R)
A proposed first-session experience
This sequence combines the recorded apartment direction with Bill's training and employer-vehicle proposals. The free simulator is documented; the guided progression, paid starter flight, and employment arrangements below are recommendations, not an announcement of available missions. (T, N, D, R)
- Arrive and understand the opportunity. Use the apartment as a useful home and service hub. Explain how to reach practice, paid ground work, and other services. Make the immediate objective and controls readable.
- Try the activity that brought the player here. Offer a clear route to a free simulator, with one manageable exercise in one aircraft. Teach the essential controls and relevant automation, then let the player perform a departure, approach, or landing.
- Explain the result. Give a short debrief: what succeeded, what caused difficulty, and what to practise next. Use the simulator's documented pause and reposition functions to make repetition convenient.
- Complete useful work. Test a modest paid flight in an employer-owned vehicle, with clear eligibility, responsibility, duration, and recovery rules. The player's first contribution should be achievable without buying an aircraft.
- Show a next goal. Connect the result to another job, a qualification or practice goal, a rental, or a longer-term ownership and colony ambition. Let the player choose rather than opening every system at once.
Bill's job list communicated a valuable principle: access to real work before vehicle ownership. Its particular payouts, 24-hour copilot takeover, pay multipliers, cash-card fees, and loan terms were sample rules. They require separate design and balance decisions. Likewise, show attainable work prominently and explain prerequisites for other jobs, rather than making the first impression a screen full of unavailable tasks. (N, R)
The entry experience must also work for the intended account type. Demo Limits currently documents restrictions including portal contracts and land purchase. A proposed starter job must use an eligible mechanism or explicitly include a decision to change eligibility; the plan cannot assume a demo player can accept an existing portal contract. (D)
Sustaining a career
Make work legible and consequential
The recommended progression is learn → complete useful work → see its effect → gain capability → choose greater responsibility. It does not require every player to become a colony owner. A dedicated pilot, ground operator, trader, builder, or organizer should be able to understand a viable place in the economy. (G, B, R)
For a delivery, communicate the real need, destination, cargo, constraints, likely time, and payment before acceptance. Afterward, show a truthful consequence when the system can establish one: materials delivered to a construction project, a stock shortage reduced, or passengers brought to their destination. Avoid claiming that a shipment saved a settlement unless the simulation supports it.
Bill's proposed survey teams, field camps, vehicle deliveries, collection runs, and city-to-airport trucking provide a pool of mission ideas. Their common strength is connecting different vehicles and settlements through useful movement. Evaluate them against actual supply and demand; new commodities or elaborate NPC systems are not prerequisites for testing that principle. (B, R)
Let success create freedom
Bill looked forward to completing a colony group that would no longer require constant food and material runs. Preserve that ambition: better organization and investment should be able to reduce routine servicing and free the player to expand, specialize, help others, or pursue a different challenge. Current colony requirements remain those in the colony documentation; this is a proposed direction for evaluating future changes. (G, D, R)
NPC transport and automation could fill gaps and keep essential services viable, as Bill proposed. Their scope needs testing so that they support the world without removing the work players want to do. Consider unmet needs, predictable service boundaries, and opportunities for players to provide a better service before designing a fully automated economy. (B, R)
Offer operations that fit different sessions
Keep long regional and orbital journeys meaningful, and also offer useful shorter activities. Practice, a local ground task, a nearby flight, and a longer supply operation can serve different available amounts of time. Give honest duration estimates and identify natural stopping points. Where technically feasible, support safe handover or resumption at those points without changing the shared world's clock or promising a universal pause. The simulator's pause remains a training feature. (B, N, D, R)
Automation should clearly distinguish what is active, what is armed or waiting, and what still requires the operator. Explain why an action is unavailable and how to make it possible. A returning-player reminder of the current vehicle, destination, task, and next action would reduce the effort of resuming a career. These are proposed usability improvements, not reductions in the underlying flight or economic model.
Attracting players who will feel at home
The comparison articles describe different experiences offered by Star Citizen, Elite Dangerous, EVE Online, and No Man's Sky. They help identify Rise's appeal; they do not establish why another game has more players, measure demand for Rise, or justify assuming that all players of those games want the same thing. (C)
Rise's proposed positioning is the combination of operating vehicles, understanding a physical world, and contributing to its development. Show a complete operation: a need, preparation, the journey, an arrival, and the result. The old progression-video idea already linked ground work, aircraft, ascent, docking, and ATC. Develop that into an understandable story of a player's contribution, with honest examples of pace and complexity. Reach people interested in flight, transport, and management simulations as well as space games. (G, R)
Visual presentation still matters. Weather, clouds, lighting, sound, clear instruments, and reliable performance can strengthen the experience Rise already offers. The older suggestion to disregard players who care about graphics should not be treated as a settled constraint. Prioritize presentation that helps people read the world, appreciate it, and understand their decisions. Weather radar is a documented example of the connection between environment and operation. (G, D, R)
Player feedback: atmosphere, persistence, and colonies
On 22 October 2026, Jason relayed the following comment from the streamer identified earlier as Peli-Rami. The wording is reproduced as supplied:
Yeah, Star Citizen tries to combine everything to one game seamlessly transferring between flying and FPS. The thing that Rise is doing better is atmospheric simulation, presistency and colony gameplay.
This identifies atmospheric simulation, persistence, and colony gameplay as strengths this player values. The comparison with Star Citizen is his assessment, as relayed by Jason; it is not an independently established technical ranking. It gives a firmer basis for discussing his preferences than the earlier inference from video titles. It does not, by itself, explain every reason he returns or establish how representative those preferences are. (S)
Recommended implications: make these three strengths work together in the player experience:
- Atmospheric simulation: help players understand and enjoy the relationship between conditions, aircraft behavior, instruments, and flight decisions. Build confidence in controlled training before introducing more demanding conditions outside the simulator.
- Persistence: make accumulated work and its continuing effects visible and dependable. Help returning players understand what has changed, what they achieved, and what they can do next.
- Colony gameplay: introduce a meaningful relationship with a settlement early, such as a useful delivery with an observable result. A player can contribute to a colony before being ready or eligible to own one.
This reinforces Bill's accounts of flying, building, solving supply problems, and taking pride in completed colonies. It also sharpens the onboarding recommendation: the first flight should lead toward an understandable contribution to the persistent world. A proposed starter delivery tied to an actual colony need would test that connection; it should retain manageable conditions and respect demo eligibility. These are design recommendations drawn from the feedback, not additional requests attributed to the streamer. (G, B, D, S, R)
Public Peli-Rami video titles concerning learning to fly, cargo business, an E-10, and the clouds update remain supporting context. The earlier review used titles and descriptions, not complete streams. One enthusiastic creator is a useful case to investigate, not a substitute for observing new, returning, and departing players. (V)
Recommended priorities and validation
These are proposed priorities from the October 2026 review. Order should be revised when observation or implementation constraints supply better evidence.
| Priority | Smallest useful improvement to test | What to learn |
|---|---|---|
| 1. First flight and understanding | A clear apartment-to-simulator path, one guided exercise, a short debrief, and readable control and automation states. Fix failures that stop this path. | Can a newcomer reach and complete a satisfying flight exercise without an experienced player taking over? |
| 2. First contribution and next goal | One eligible paid starter operation, access to a suitable vehicle, clear completion feedback, and an attainable next opportunity. Test a real colony supply need as the purpose of the operation. (S, R) | Does the player understand why the work matters, see its contribution to the persistent world, and want to do another operation? |
| 3. A sustainable career | Better work discovery, visible supply needs, session-length choices, return reminders, and targeted improvements to economic circulation and routine servicing. | Can players build increasingly capable careers without depending on repetitive chores or constant personal assistance? |
Start with an observed group of roughly five to eight newcomers to find usability problems. This is a proposed research exercise, not a statistically representative sample. Record where they stop, what they misunderstand, assistance received, time to active flight, exercise and job completion, and whether they return after a week and a month. Record independent and mentor-assisted experiences separately; at small numbers, report counts and explanations rather than impressive-looking percentages. Interview returning and departing players as well as enthusiasts. (R)
An initial hypothesis could be that a player choosing the flight route reaches active simulator flight within approximately 10–15 minutes of entering the game. That is a test target, not an observed result, universal promise, or reason to rush the lesson. Success means the player understands an accomplishment and sees a reason to return. The appropriate timing must come from observation.
Before accepting a larger feature, ask whether it strengthens a core activity, improves the player's understanding or choices, creates worthwhile work, and can be evaluated against a concrete player outcome. A larger feature list alone does not resolve a weak first experience or an unclear career. (R)
Decisions still required
- Which first exercise and paid operation to support, including demo eligibility, vehicle access, qualification, liability, and recovery rules.
- How to protect legitimate gifts, mentoring, and loans while addressing specific progression and real-money-trading concerns.
- What current economic evidence warrants changes to money creation, exports, contracts, or NPC services.
- Which interruptions can safely support handover or resumption, and how verified faults are distinguished from ordinary operational mistakes.
- The intended role of combat, theft, consent, and offline vulnerability. Historical combat mission examples do not settle this scope.
Sources, attribution, and decision history
This consolidation was prepared on 22 October 2026 by Codex at Jason Reskin's request. Permanent revisions preserve the material used, including disagreements and proposals not reproduced in full here. Bill's source articles remain separate historical records. The dates below distinguish the origin of a page from a later edit to it.
- G — Earlier Gameplay discussions. Gameplay before this consolidation, revision 4425. The page originated on 10 May 2018; this snapshot was last edited on 31 March 2025. It contains the audience and progression discussion, Trey's questions to Bill, the 2 October 2018 meeting notes, the 9 October simulator-audience annotation, the video storyboard, and the discussion with c00p. Attribution to those participants follows the source's labels; not every undated note can be assigned a precise meeting date. The old copied directory listing and its obsolete development-status claim are historical material, not current product information.
- B — Bill's player testimony and economy proposals. Bill's Answers, revision 4421. The page originated on 27 June 2018; this snapshot was last edited on 31 March 2025. Bill supplied the flight, economy, social, assistance, and trucking accounts. A later wiki edit date should not be interpreted as the date every observation was made.
- N — Bill's proposed newcomer experience. Bill's New Player Experience, revision 3943. The page originated on 27 June 2018; this snapshot was last edited on 13 October 2021. It proposes arrival, apartment services, training prerequisites, city-owned mission vehicles, and example financial rules; part of it explicitly refers to ticket 616.
- T — Recorded onboarding direction. Ticket 616: Need to start new players in simulator, particularly Jason's note 3478 of 17 February 2020. The note favors the apartment start with prompt guidance to simulators. Ticket status checked on 22 October 2026: closed, won't fix; last updated 4 April 2020. This is evidence of the recorded direction, not a verification of every proposed onboarding feature.
- E — Economic changes following earlier concerns. Ticket 655: Deois is destitute, particularly Jason's notes 1148 (7 June 2017, money-flow audit), 1623 (9 May 2018, conditional minting), and 2610 (17 February 2019, dock-pricing fix and separate follow-up scope). Status checked on 22 October 2026: closed, fixed, version 2.2; last updated 18 February 2019. These records do not establish current economy-wide conditions or implementation of all Bill's associated proposals.
- D — Documented systems used for the reconciliation. Tutorial (4560), Flight Simulators (4795), Logbooks (4783), Demo Limits (4650), Colonies (4656), Orbit (4976), and Weather Radar (4951), read for this review on 22 October 2026. Consult the current versions for operating procedures and compatibility limits.
- C — October 2026 comparisons. Star Citizen (4978), Elite Dangerous (4979), EVE Online (4981), and No Man's Sky (4983), prepared at Jason's request. These provide sourced design comparisons, not comparative audience or retention measurements.
- V — Limited public creator example. Public Peli-Rami videos concerning learning to fly, cargo business, an E-10, and the clouds update. The review used public titles and descriptions, not full-stream analysis. No endorsement of this article's recommendations is implied.
- S — Streamer feedback relayed by Jason, 22 October 2026. Jason supplied the quoted comment in the follow-up to this Gameplay consolidation and attributed it to the streamer previously identified as Peli-Rami. No original public message URL or recording was supplied. The quotation is preserved as provided, including its spelling; the article uses the standard spelling persistence in its discussion. This source records the player's assessment as relayed by Jason, separately from the public video evidence in V and the recommendations derived from it.
- R — 22 October 2026 growth and retention review. Jason asked how Rise could attract and retain more players while preserving or strengthening its core values, then requested reconciliation with the three historical wiki articles. Codex proposed the guiding promise, principles, priorities, first-session sequence, and validation approach consolidated here, and refined the recommendations after Jason relayed the streamer feedback recorded in S. They are recommendations derived from the cited evidence; the request to publish this synthesis is not blanket approval to implement them. Future adopted decisions should add a date and a link to the relevant decision or implementation record.