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No Man's Sky Cosmos

nomanssky.com

121–130 of 287 posts

Re: No Man's Sky Cosmos

#121
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

Every year social media hits me hard with "No Man's Sky is good now!" — and I bit and dove in with a few buddies. To say everything in this game is half baked is giving it too much credit. It's 10% baked at best. This isn't a game; it's an underwhelming tech demo. The only cool feature of the game is the planet to space flight transition. It's seamless, and looks great. Everything else is baaaad: the quests have less…

> Understanding alien languages isn't fun (and weirdly, has no UX thought put into it?)

FWIW, most of the systems in the game that have been there since the beginning have changed significantly since v1.

IIRC, back in the v1 days you'd give an NPC a species-specific valuable trinket and they'd teach you a randomly-selected word of their race's language. Learning words was useful for when you'd encounter a historical relic that presented an important scene from history, and when you encountered an NPC that was requesting assistance. In both cases, they'd make their speech or request in their native language, you'd be given a few context clues in the form of dialog describing gestures, NPC attitude, etc, and then you'd have to guess what action you needed to perform or resource of yours they needed. If you get it right, you get something nice.

Like many other systems in the game, this got reworked several times into what it is now: "Find an NPC, ask for language assistance, select a category of word to learn, and Bob's your uncle.". I won't claim that either the v1 or current methods of learning language are fun, but the v1 method did consume a resource that was often difficult to come by... so it made learning the language much more difficult. They could have cooked up three whole-ass conlangs and built in gradual language tutorials for each... but that'd be a surprising choice for a game whose most difficult puzzles are "Can you do basic arithmetic?" and "Can you understand which direction this list of numbers is rotating?".

There's never been much _game_ in NMS... and most any player who's made it to the center of the galaxy and both got what they were being told by the story and weren't enraged by the implications gets why. The game's first story (such as it is) is why I'm always amused by people who don't dislike it, but also take it very seriously and want there to be a ton of stuff to do in it.

Having said that, Hello Games has apparently been more than happy to add in a bunch of stuff [0] over the years. I'm amazed that they're making enough money on the game to still be working on it a decade later, but here we are.

> It's been a decade and I'm tired of seeing ads like this that...

Eh. As someone who pops back in for a few hours when there's a major change, I don't mind at all the detailed patch notes.

> Can we move on from this "game"?

Go for it! I'll still be popping in every now and again to screw around with it.

[0] ...some of which is clearly playtesting for things planned for Light No Fire...

Re: No Man's Sky Cosmos

#122

What are people on about, there is tons to do in NMS, tons of missions, expeditions, build bases, build a corvet, hunt rate parts, ships, rifles, creatures, manage a settlement, automate crafting chains, find a lucrative trading route, and this new update apps even more things. I'd never consider NMS anything close to empty, there is so much variety in the content

There are lots of things to do, but the actual mechanics are for doing them are shallow. The best example of this is the trading system; the way trading works is there are 7 economy types a star system can have, which determines which goods they produce (can buy in large quantities) and demand (can sell for a higher price than at normal systems). Thus the best way to make money from trading is to simply find a loop of systems which chain together the production -> demand goods. For instance, the economy types trading -> advanced materials -> scientific -> trading each produce the goods demanded by the next economy type in the chain.

So the system is fairly shallow, since what you end up doing is just jump from system to system and buy and sell everything.

Re: No Man's Sky Cosmos

#123

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.

I've thought about it a bunch over the years and my advice is to follow a few principles: procedural elements should almost always impact how the player plays, procedural elements should cross-interact with each other as much as possible, and procedural elements should be understandable to the player.

As an example in No Man's Sky the player immediately starts with a jetpack. It makes it so the terrain is approached the same way every time: you just jetpack over it. Very rarely something is tall enough to require you to walk around.

Legend of Zelda: Breath of the Wild is a positive counter example. You have stamina so you're constantly thinking about the height of cliff faces, you can glide so you're thinking about height points and straight lines through the world, cliff faces cannot be climbed in rain so you think about the weather, slopes can be slid down on a shield, etc. There are a bunch of systems that may you think about the topology of the terrain, so even just varying the height map becomes interesting.

Similarly in No Man's Sky there are different resources but they work the same way on each planet and the player interacts with them pretty much the same way everywhere.

When I say elements should be "understandable" what I mean is that a trap, which Dwarf Fortress falls into, is to add a vast simulation which the player feels they can never really grasp. Simulations should not be a black box because then they begin to feel like a random number generator.

The aim shouldn't be to make an "infinite" game but to make a very interesting system for the player to slowly understand and master. The developer shouldn't just add stuff, but they should think about the long journey (and eventual mastery) a player might take as they spend significant time with the systems.

Re: No Man's Sky Cosmos

#125

What are people on about, there is tons to do in NMS, tons of missions, expeditions, build bases, build a corvet, hunt rate parts, ships, rifles, creatures, manage a settlement, automate crafting chains, find a lucrative trading route, and this new update apps even more things. I'd never consider NMS anything close to empty, there is so much variety in the content

The game has so much stuff to do its actually overwhelming. The game is definitely a sandbox though and I think for some reason a lot of people don't like going out and doing the different things you can do in the game if the game doesn't force you to or if there's not heavy progression. I feel like the same thing happens to other sandbox games too. Minecraft is one of my favorite games of all time and I could easily…

I think it comes from a difference in what people want. Some people want to achieve goals, while others want to be given tools to be creative. There's a whole spectrum in between, plus other motivations as well.

I enjoy being creative to an extent, but I like to solve problems, so I naturally gravitate to something with a long-term goal to achieve like Factorio (I rapidly lose interest after launching a rocket though).

Re: No Man's Sky Cosmos

#126
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

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...

That article is 10 years old. NMS then versus now are two very different games.

Re: No Man's Sky Cosmos

#127

Earlier quoted context omitted.

There is no such thing as a turnaround. People wait for a game to be released. When you give a release date, you must give one that shows the almost complete state of your game. Not something that is half done, not something that will feel completely different 1 year later. When you buy a thing you get an experience. If your game is a different experience 1 year later, well, I couldn't care less about it. I'm not gon…

I agree with you in principle, but "nobody cares" clearly isn't true given the steam review history.

Yeah, imagine the reviews if it would've been what was promised from the get go.

Re: No Man's Sky Cosmos

#128
What's also great about NMS is its all running on a custom bespoke engine they've built for the game and properly invested in. Wish they'd do more talks and deep dives into how it has all progressed, and how much it paid off for them. Things are getting far too homogenised around UE5 in game dev.

Re: No Man's Sky Cosmos

#129
I’m one of those weird people that liked the game from the very beginning, and I’ve bought it at least twice for myself (different systems). I played it like 50 hours at the start. I always wanted a simple, procedurally generated space exploration game.

They’ve done an incredible job fleshing out the universe, giving us new things we can build, simple city management for people that want that, and the same exploration system for those that wanted that.

It was sold as, is, and will always be a sandbox game with some simple, procedurally generated “missions” to get you going to the next point of interest or having the next, relatively low-stakes fight.

And that’s okay. People play Animal Crossing and Minecraft. People can play this. Some of us are happy to. Some of us see a $50 game and say “yeah, 50-100 hours of time in this is my money’s worth”. And some of us spend 3000 hours in the game because we love the creating and sandbox feel of it.

Some people like Farming Simulator 2020 - I’ll never understand it and it’s not for me, but plenty of people do. Some people like Powerwash Simulator.

It’s okay if No Man’s Sky wasn’t the *specific* game you were hoping for and if it hasn’t become it; but that doesn’t make it a bad game, it just makes it “not for you”.

I wish these threads weren’t always filled with people complaining about a game that wasn’t made for them. It’s been a decade. It’s time to move on.

Re: No Man's Sky Cosmos

#130

Earlier quoted context omitted.

I disagree with this logic. They launched an empty, hollow game. And the features they've bolted on "for free" haven't addressed any of the core gameplay or emptiness issues people have with it. Most of their new systems are half baked—confusing and only adding to the game design mess the game came out with. I'm convinced the reputation that they executed a "turnaround" is based on them staggering a few nonsense rele…

> And the features they've bolted on "for free" haven't why scare quotes around for free? they were free. > haven't addressed any of the core gameplay or emptiness issues people have with it. i went from hating it to really enjoying it. i am not the only one. > based on them staggering a few nonsense releases and being good on social media ad spends. The game is still bad and not worth the money. my comment comes fro…

I suppose because you still bought the game, after all, and on some level it was about catching up to expectations for what you would have paid for out of the box.

That said, I don't agree with their take at all. Hello Games offered a mountain of content that's right in the bullseye center of game's core vibe and identity; and continuing to hold the original critique against them based on the "not procedural enough" argument is increasingly equivocating between two different things. You've been given a game that's more than worth the cost of admission, and you'll see dozens, hundreds, of slop space games come and go with less than one tenth the value proposition of NMS. That should be more than enough to quell 99% of the criticism.

The fact that it's not procedural enough amounts to, say, feeling that The Odyssey was good, not great. For however true that is, it's not a scandal.

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