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No Man's Sky Cosmos

nomanssky.com

251–260 of 406 posts

Re: No Man's Sky Cosmos

#251
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

Right on the nail.

Re: No Man's Sky Cosmos

#252

Earlier quoted context omitted.

I still think it's a remarkable success story and they can and should be incredibly proud of what they've built. But this vision of what is meant by cosmic depth and expansiveness seems to tragically miss the point. Compare it to even our own solar system where even so much as a new high-res photo of the hexagon storm on Saturn comes with stunning new and specific detail, or the "heart" on Pluto, we're practically am…

What do you think people want a true space exploration game to feel like?

There are different ways to take it.

There's the Kerbal Space Program approach, where space exploration is tough and you need to learn a LOT to succeed at it. The tradeoff of this is a high sense of accomplishment, where simply landing and returning from another body feels like you did something incredible.

There's also the Outer Wilds approach, where the story carries it. Moving around isn't hard at all, but you have specific goals to accomplish that move you towards a final ending. Diversity in how you accomplish those goals makes it feel fresh.

Mass Effect is similar, where you have some freedom to explore, but it's again in the pursuit of this broader story. So exploration feels like a rich side quest more than the main point of the task.

Re: No Man's Sky Cosmos

#253

Earlier quoted context omitted.

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.

Not OP, but my main issue is that after visiting a few systems and a bunch of planets, you kinda saw everything the procedural generation has to offer, and visiting planets becomes boring quickly, at least for me. There are differences, and as someone mentioned there are some unique planets for sure, but for the most part they all look samey. Wildlife is also just walking/flying around doing nothing. This takes away…

I agree; I stopped playing years ago after completing what was the main quest of the time (uncovering the nature of the universe and getting to the center). I even setup a decent sized farm for one of the more rare materials to make a billion or so credits (until they nerfed the economy for that).

The planet variety is disappointing. And the prefab 'locations of interest' get really, really boring.

But, I admit I may have to fire it up if what I get to explore is player generated now. And if they're actually making some locations more lucrative for either the resources or what's available to actually process them, I would at least want to check it out.

That, and I totally want a base on an asteroid.

Re: No Man's Sky Cosmos

#254

i wish they considering making it multiplayer MMO, that would kill all its emptiness in one second (:

I think the multiplayer is very smartly implemented. The big "Anomaly" space stations can feel very busy. I don't feel very alone playing tbh, unless I want to be. MMO raid-like expeditions are right there if I wanna join up with people.

Re: No Man's Sky Cosmos

#255
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 am but an armchair expert here, but I do think most of what's missing is the complexity of real-life ecosystems and "connections". Having biomes that are substantially large on a given planet and diversity among them, animals unique to each, and some kind of connections between the sparse settlements (even just like 3-5 actual cities per planet would be a start) would be a big difference. It would be a bit less about the 'wonder' and more about understanding the interplay.

For now, all I can see is "optimization" and "system limits on numbers of unique objects for things to work at 60+ FPS".

Re: No Man's Sky Cosmos

#256
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

It more or less reminds me of that Rick and Morty episode. They were playing an asteroid shooting. > Morty: it's boring. crank up the realism slider to max > Rick: why does it get even more empty? Wait, I got it... because the universe is empty. At the end, I think there is little point in simulating the vastness of the universe in a video game (even just a fraction of it).

On that last point, when I first played Dyson Sphere Program (DSP), I left the starting planet without enough resources and didn't understand the inter-planetary warp drive system .. I just drifted out into space and couldn't get back with the fuel I had left. It was almost scary; the vastness of the space was so apparent, it was very immersive to me.

Early game you don't have enough resources to travel quickly through the solar system you start in, nevermind between systems, it takes time. It gives a real impression of scale and wonder imo. You have to plan taking the scale into account - and it's nowhere near realistic. They got a good balance there.

Re: No Man's Sky Cosmos

#257
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

Yepp. Biggest buy misstake ever.

Re: No Man's Sky Cosmos

#258

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.

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 endga…

I agree a lot with your point on Minecraft. The farther you explore and the more you see, the higher the bar feels for what's worth your interest.

When you first start playing the game, a medium sized mountain is exciting. Then the bar raises towards more interesting features (a deep canyon or a village), and then towards really interesting features of land. Finally, you look for obscure biomes (e.g. badlands or ice spikes). By the end, you can go thousands of blocks without seeing something that feels worth exploring.

Luckily Minecraft has other aspects beyond just the exploration.

Re: No Man's Sky Cosmos

#259

Earlier quoted context omitted.

> I could play for two hours and still feel like I accomplished nothing except for "interacting with the world". Two hours is like three or twelve story missions, depending on where in the story you are. Did you spend most of that time farting around doing stuff that wasn't main story [0], or are you just not really into the stories being told? IME, Rockstar's 3D games have always been not-all-that-great third-person…

Almost all of the story missions are: 1) walk/drive/ride to this place 2) Talk to NPC 3) Do an extremely boring task (follow someone, drive somewhere, etc) 4) Walk somewhere else 5) Talk to someone else. 6) Collect XP or another reward. Most of it is not enjoyable gameplay.

Yeah. Like, the train heist and other cool gameplay segments were fun. But the missions to go to some random town and talk to someone and escort them back? Horrible.

Re: No Man's Sky Cosmos

#260

Earlier quoted context omitted.

I have never played, but I watched all the drama unfold on reddit. It makes me wonder, is this what happens when you have an underwhelming launch? "You only make a first impression once" - and there is a huge price to pay for that? In SaaS and YC, it's ship early and ship often, right? Is that absolutely not the case in games? Also, how true is it in SaaS? Genuinely curious here.

No Man's Sky and Cyberpunk 2077 are actually proof you can have an awful launch and still pivot into a large player base and continued sales via updates. Reception for both games is largely positive despite their poor initial response.

Cyberpunk 2077 is in a worse state, though. CDPR axed multiplayer from the roadmap after launch, and the updates it got (eg. working police cars, outfit transmog) should have been there at release.

NMS is no crown jewel, but Hello Games did add multiplayer and held pretty close to the original vision that was offered. It's much more "fixed" than current Cyberpunk 2077 is, at least IMO.

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