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No Man's Sky Cosmos

nomanssky.com

41–50 of 275 posts

Re: No Man's Sky Cosmos

#41
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

I kinda feel the same way. I loved slowly going through the main story and probably put 50hr into the game, but the sandbox alone (amazing as it is) just doesn't do it for me.

Re: No Man's Sky Cosmos

#42

Earlier quoted context omitted.

I feel exactly the same. There has to be a way to do procedural generation in a way that doesn't feel "sparse". A thought that comes to me as I type this is what if you try to co-evolve the ecosystems so it doesn't feel like it's just a mix of the same base components in different quantities.

The best proc gen experience I have had is with minecraft modpack called hexxit. The world is procedural generated, but then there is a library of ~200+ hand built structures/features that are scattered throughout the generated terrain. So you wander through a forest and find a cave into a volcano full of diamongs but guarded by angry dwarves, then head over into the desert and find a castle with a witch king, etc et…

That sounds a lot like that Dungeon Crawl Stone Soup approach of randomly generated floors/levels with designed "vaults" emplaced within them

Re: No Man's Sky Cosmos

#43

at the time of posting, i think every top-level comment except one is negative. so, i'd like to balance it by saying that i have never seen a better executed turnaround than what the no man's sky team did. they cratered their reputation on launch, worked hard and long to restore it, and then continued to offer free updates long after they needed to. lots of respect there. (i will reward the effort by purchasing their…

no matter what, that always happens with this game. Any news about it causes the people who played for 10 minutes at launch however long ago come back to tell you how much they didn't like it.

Re: No Man's Sky Cosmos

#44
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

I felt this way for a while until I decided to sit down, start a new game, and engage with it.

It's a completely different game, it just doesn't look like it if you picked back up where you left off. Without the right context, you have a tendency to just repeat what you were doing before, and it feels like nothing changed.

But believe me, everything changed. You should revisit it, because I don't think you've seen the actual changes to the game.

Re: No Man's Sky Cosmos

#45
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

Are you sure that you've played it recently? They added an actual story, a huge quest hub, unique items, tons of stuff to do really. I'm quite overwhelmed with the amount of things to do and I don't typically enjoy sandboxes.

I also recently came back to it and liked the story and progression system a lot more, especially on their "casual" mode.

Re: No Man's Sky Cosmos

#47
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

I feel exactly the same. There has to be a way to do procedural generation in a way that doesn't feel "sparse". A thought that comes to me as I type this is what if you try to co-evolve the ecosystems so it doesn't feel like it's just a mix of the same base components in different quantities.

I don't know that it's possible. Once you see 5-10 of "new thing" you sorta understand the base layer + different modifiers. We're pretty good at recognizing patterns. It's cool the first 3 times, but then you catch on and it feels fundamentally the same as all the other things you've seen.

All procedural games feel like this to me at least. I've been playing Diablo / POE recently. Same deal, once you're at the endgame - the goal just becomes bigger numbers. The maps have different themes, the monsters are different, but you sorta just look past that part as you're gathering generated gear with bigger numbers. It's why I typically get about 10% into the endgame and eventually stop playing.

Minecraft is also a decent example, at some point you stop exploring, build a base and focus on the progression rather than seeing what the system generates in the next biome.

Re: No Man's Sky Cosmos

#48
NMS is one of the best comeback stories in gaming, but I'll keep dying on this hill: the game is an ocean wide and a puddle deep. I come back after every major update and still find myself bored after a few hours. Adding new content is great, but I'd rather see them spend that time on UI, UX, and tutorials. It still feels like there are rough bones under all that content. The UI isn't intuitive and badly needs modernizing. It feels so clunky after all these updates.

Re: No Man's Sky Cosmos

#49
post #43

at the time of posting, i think every top-level comment except one is negative. so, i'd like to balance it by saying that i have never seen a better executed turnaround than what the no man's sky team did. they cratered their reputation on launch, worked hard and long to restore it, and then continued to offer free updates long after they needed to. lots of respect there. (i will reward the effort by purchasing their…

no matter what, that always happens with this game. Any news about it causes the people who played for 10 minutes at launch however long ago come back to tell you how much they didn't like it.

I am grateful that the devs and their commitment to continuously improving the game have long left those people behind.

The gameplay is completely engaging and this update looks like it fills in even more spaces than were hoped for.

Re: No Man's Sky Cosmos

#50

Earlier quoted context omitted.

A big name in proc gen is Kate Compton who coined the term "10,000 bowls of oatmeal" to describe this phenomenon of technically unique but not different enough to matter - I googled "10000 bowls of oatmeal" to see if there was a good article and the second link was about it and nms https://www.challies.com/articles/no-mans-sky-and-10000-bowl...

One thing this article lacks is any tips on how to still do procedural generation while partly mitigating the oatmeal issue. In other words, define a more sophisticated generation procedure that can add character and identity. It probably won't be as good as an artful human designer hand-crafting a world, but it can be better than something overly random and blandly uniform in distribution.

You want to look at dwarf fortress talks for that, I think?
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