helle253
4 hours ago
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
jasonjmcghee
4 hours ago
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...
kjs3
4 hours ago
That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.
swat535
an hour ago
It's not just NMS.. the "10,000 bowls of oatmeal" is a plight of all AAA games these days.
Ubisfot is a perfect example, look at their "Watch Dogs: Legion" for example. They decided to get creative and give you random characters generated by AI.. it turned out to be a disaster.
Another one is their Far cry games, where they copy and paste the same events but slightly different, all over the map and call it a day.
I think these efforts more have to do with bean counters taking over the industry than game designers being lazy. I'm sure there are plenty of talented people working at these studios, but they are held back by MBAs.
glenstein
3 hours ago
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 ambushed with novel configurations of atmospheric dynamics and geology. It's frustratingly rare for games to truly activate that feeling of wonder.
I think NMS is still an unbeatable deal for what it is as a game but it's a frustrating near miss flyby of what I think people want a true space exploration game to feel like.
k4j8
3 hours ago
The best space exploration game I've played is Outer Wilds (https://store.steampowered.com/app/753640/Outer_Wilds/), but instead of the NMS sandbox there are puzzles.
peheje
2 hours ago
one of those games where i wish i could erase my memory just to play it again, still think about it, i think it's like a year ago i played it, maybe more. idk. great game.
embedding-shape
3 hours ago
What do you think people want a true space exploration game to feel like?
chrisjj
3 hours ago
Depends on which they want more. True space or true game.
soulofmischief
3 hours ago
Have you played Outer Wilds? It nails this feeling. If you haven't played it, don't read or watch a single thing about it and just play it with zero expectations.
smugglerFlynn
4 hours ago
> you must ask yourself a single tough question:
> How much do you value technological wonder over everyday, solid, smart game design?
This quote applies to so much more than just gamingmeowface
4 hours ago
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.
kettlecorn
3 hours ago
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.
rcxdude
4 hours ago
The advice I've heard is 1) have as many different dimensions of variation as you can manage, and try to have them matter, 2) resist the urge to impart correlations into the generation, since this just reduces variety, and 3) allow your parameters to become extreme occasionally, so that some parts of your generation are notably different, and special because they're rare.
1) is the really hard part, I think: it's a challenge to come up with enough meaningful variations that also work from a gameplay point of view.
feoren
3 hours ago
> 2) resist the urge to impart correlations into the generation
I think the opposite. The more dimensions you have, the more "invalid space" there should be. Otherwise you end up with giant dinosaurs with tiny feet and fairy wings. You end up with a yellow kitchen with a barrel full of arrows next to a blue dungeon with a giant dresser. You end up with nothing making sense, and everything feeling random in the same way. Trying to spot the differences between 100100111101011110110001001011101 and 1101101110111010000100111001011101 is exactly the "bowl of oatmeal" problem. The vast majority of possible combinations of values should be invalid and impossible, otherwise the choices actually don't matter.
schnevets
an hour ago
Agreed. Elsewhere in this conversation people mention simple games that procgen well: Spelunky, Terraria, Dwarf Fortress, Dungeon Crawl Stone Soup
These are games painting with a 16 color palette while the technology exists for any shade in RGB. The more variations, the less likely things will be coherent (let alone brilliant)
rcxdude
3 hours ago
I mean, almost no games have that many meaningful dimensions in the first place. It's more likely that the correlations you add just reduce the potential for interesting combinations to arise in the first place.
mostly_harmless
3 hours ago
Spelunky and Terraria do a good job with Procgen.
Spelunky uses handcrafted chunks that are connected together like a puzzle. Each generation feels interesting because each chunk is interesting and they are just strung together into a unique maze.
Terraria does a similar thing, where all the things that matter are hand-crafted. Bosses, items, layer details, progression. The map and cave system is generated but the caves tend to string together hand-crafted experiences and hand-crafted monsters. Many areas are generated, but in a unique style for variety. And there was still a fixed progression in the background (ore and boss progression). I think its in a big contrast to a similar game like Starbound, where all the weapons and creatures and maps were procgen at first, and it felt very '10000 bowls of oatmeal'. Terraria vs Starbound is the most like-for-like comparison I've seen for "procgen done right vs wrong"
nemomarx
4 hours ago
You want to look at dwarf fortress talks for that, I think?
OkayPhysicist
3 hours ago
IMO, Dwarf Fortress benefits greatly from the player seeing relatively few samples of the world gen, and the geography actually mattering to gameplay.
The actual geography doesn't vary that wildly most of the time ( if you've seen one lightly forested river valley, you've seen them all), but players generate a relatively low number of worlds, and in each world probably only see a handful of sites, where dwarf-scale world gen actually matters. Unlike NMS, though, the details of world gen matter to gameplay a lot. Trade caravans and invading armies can't traverse mountain ranges and ocean, so a mountainous peninsula can be extremely isolated. At the site level, you'll probably want to design your fortress to take advantage of local geography to help fortify your fortress and provide resources, so terrain and features like rivers, volcanoes, etc. placement matters a lot.
In contrast, No Man's Sky world gen feels pretty tangent to the actual gameplay. The game does a good enough job incentivizing you to explore lots of planets, but in terms of the survival/base-building aspects, there's a pretty short list of resources that matter to deciding where to setup, and geography hardly matters in terms of how you build.
WhatIsDukkha
3 hours ago
If your proceduralism doesn't generate easy to hard solvable problems (ie from geometry constraints etc), its not really adding to the gameplay, only the visual experience.
nemomarx
2 hours ago
I'm thinking of the generated history and legends too - NMS only seems to gesture at this with wrecks of ships but I don't think it actually gives each planet a history.
schnevets
3 hours ago
I vaguely recall an episode of the Triple Click podcast around 2023 where they had a serious AI fanboy who was rah rah-ing about future procedural generation in games. It might have been Casey Anthony, but I'm unable to re-listen while at work.
The fanboy started saying how they could have endless different levels in Destiny 2... which is absurdly off-base since the entire game is just running through the same 9 sandboxes and 12 raids over and over and over again
He then went on to talk about AI creating an album as perfect as OK Computer on-demand, which was gently putdown by Kirk (who is an exceptional musician but also chill enough to suffer fools)
EagnaIonat
3 hours ago
That article is 10 years old. NMS then versus now are two very different games.
raincole
4 hours ago
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).
estebank
4 hours ago
I don't think that simulating the vastness of the universe is ever going to be fun, but approximating a theme park ride that evokes the vastness of the universe can be breathtaking, like Outer Wilds was. (The gameplay is confined to a single solar system, but it certainly makes you feel both the a sense of adventure, and the vastness of space-time.)
trashb
3 hours ago
"I have never thought to myself that realism is fun" - Gabe NewellByThyGrace
2 hours ago
There are levels to this. The NMS day/night cycle is geocentric.
It's a sandbox game yet when it comes to its "space" premise everything is thrown out the window. Dogfights carry no difficulty or skill. Flying around a system is pretty much pointless other than to stumble upon quests (100% RNG). Most of the fun you'll get at planet surface.
latexr
4 hours ago
JohnMakin
4 hours ago
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.
goatking
4 hours ago
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 the incentive to go and explore, which is supposed to be the main attraction to the game
EagnaIonat
3 hours ago
Visiting planets is just a very small part of the overall game. That was more the first NMS.
Wildlife for example you can train as pets, mounts or milk/harvest.
Once you get access to the Space anomaly the game opens up more and if you are social you will find outposts, pet arenas, race tracks and dog fighting/pvp zones. Ship building and freighters.
The latest update appears to allow groups to control areas of space.
All games eventually get boring but there is plenty in now.
vinc
3 hours ago
It becomes boring very quickly for me too, the planets are the same, the stations are exactly the same, every alien you meet is the same as the previous ones. You build a base on one planet, then another base on another planet, and it's just the same.
The game is also too unrealistic for me: the planets are too close, you shoot asteroids just like you could 47 years ago, you can't dig very deep at all, your ship follow you wherever you jump to.
The trailer was beautiful, the actual game is really nice for a short while, but it's too simplistic and repetitive.
mortenjorck
4 hours ago
I've bounced off NMS several times, but each time I come back, I reason that they've added so many systems now that the procedural generation must finally feel genuinely deep and interesting.
And maybe it has, but the first 60 minutes of the game still feel like enough of a slog that I have yet to get to any of the good stuff.
JohnMakin
3 hours ago
The first 60 minutes are definitely a slog, but once you open up access to the quest hub and get access to larger ships that function as bases, the game really opens up. I play it as a "get away" from more competitive/stressful games. The exploration of planets never really appealed to me and doesn't feel like a huge component of the game as much as maybe it did in the early days unless you're hunting for particular resource nodes.
noir_lord
3 hours ago
Same, it's basically sci-fi Minecraft, it's just a chill game you can potter about doing whatever you want in.
jwoods19
4 hours ago
I also recently came back to it and liked the story and progression system a lot more, especially on their "casual" mode.
Avicebron
4 hours ago
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.
dguest
3 hours ago
I think a procedural generated space opera is a bit difficult to do.
Space operas are closer to fantasy than hard science fiction: they are about extraordinary people and their extraordinary interactions, you aren't supposed to think hard about the physics.
Procedural generation, on the other hand, is all about emergent behavior, which is closer to hard science fiction: tweak the rules and see what happens. You have to build some deep core physics that are robust, make all the other systems interact in sensible ways over a wide range of conditions, and not worry when balance goes completely off the rails in some cases (in fact, that's the fun part).
No man's sky is a space opera. You could imagine it being hard science fiction: digging into the ground could be deadly (as opposed to a reliable shelter), water / atmosphere mechanics could change (as opposed to just... water and air), gravity could have a much greater range, resource concentrations could vary more, etc. You'd need some mechanics updates to avoid making this frustrating, but maybe not so many as you need to keep the space-opera plot moving.
NichoPaolucci
4 hours ago
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.
debugnik
3 hours ago
I think Minecraft gets it right by using procedural generation to add depth to the existing content rather than making different content.
There's a fixed set of biomes and notable geographical features designed by the devs, so there's no incentive to keep finding unseen ones, but each world gets its own layout and landmarks, so you get to explore the details of that specific generation for days without carrying over your knowledge of the previous one.
In the long term it might get repetitive too, but it does at the same rate as one gets tired of any other game I think.
swiftcoder
4 hours ago
> I feel exactly the same. There has to be a way to do procedural generation in a way that doesn't feel "sparse"
A good start is not to try and build an entire galaxy. Procgen that focuses on the fine detail of a relatively small world have a big leg up over these "everything generators" (i.e. think of something more on the scale of Tiny Glade or Bad North)
jackmott42
4 hours ago
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 etc
There are enough hand built things that you don't quickly start running into repeats, and they are just melded into the generated terrain.
vablings
4 hours ago
This reminds me of a mod for Rimworld that adds in other people's failed colonies and decays the structure making a real ruins from other people's playthroughs of the game. Awesome concept
robotnikman
3 hours ago
>This reminds me of a mod for Rimworld that adds in other people's failed colonies and decays the structure making a real ruins from other people's playthroughs of the game. Awesome concept
This sounds like it would be a great mod for Factorio. Adds other players factories but in a dilapidated and decayed state.
rcxdude
3 hours ago
Reminds me of bones files in nethack.
omoikane
3 hours ago
I was going to say, NetHack doesn't feel sparse to me, but maybe I just have not played enough NetHack.
I think it's due to the fact that there is a fair bit of content, but the interface drip-feeds them very slowly, combined with the difficulty of the game itself that prevents users from finding all possible ways to interact with all content.
rcxdude
3 hours ago
Nethack does procedural generation pretty well, and indeed roguelikes are a pretty good framework for it, because the game design tends to revolve around giving the player different options to solve a given problem and they're also not too afraid to have the difficulty vary a lot between runs.
gambiting
3 hours ago
I don't know why but it made me think of the original premise of Drivatars in Forza games - Microsoft selling it as an "AI" learning how you drive, then your individual driveatar would be submitted to Xbox Live and would randomly appear for other players in their offline games, but it would drive just like you drive. Really cool concept, of that "footprint" of your play appearing in other people's games.
Shame that it just languished to a point where I think Microsoft completely lost both interest and control over that feature, where in Horizon 6 it just gives you the exact same few driveatars every race, and somehow no one at Playground Games is interested in fixing this. At this point I strongly suspect that they literally don't know how to, the knowledge is lost in the depths of the netcode.
opium_tea
4 hours ago
That sounds a lot like that Dungeon Crawl Stone Soup approach of randomly generated floors/levels with designed "vaults" emplaced within them
robotnikman
3 hours ago
I actually created a Minecraft server plugin a long time ago which did this. It allowed server owners to create their own dungeons/buildings/etc and they would generate randomly in the world. It even supported custom procedural generated dungeons and structures.
noir_lord
3 hours ago
Mine was a procedurally generated FPS I've forgotten the name of, it used a seed key to generate the map and then you could fight on it, if it was a cool map you could just keep or share the key so was replayable.
Iirc it used a voxel engine so would have been late 90's.
robotnikman
3 hours ago
I feel like this is where AI would come in handy. An AI can get a lot more 'creative' than a procedural generation algorithm.
gambiting
3 hours ago
I think it has to be hand crafted with some mix of procedural generation. I worked on the Division Underground DLC, and the way we did it is we had artists create dozens of various room variations, describing how they could connect each other, then I wrote an algorithm to populate the map with these "dungeons" and their rooms in a semi-random order. In the end I think the map had about ~200 unique dungeons, but rooms could repeat between them, so you'd sometimes go "oh hang on I've seen this metro station before" but the entire dungeon would be different almost every time, unless you played hundreds of hours of it(the game kept track and wouldn't give you the same dungeon again until you played them all, iirc)
beloch
3 hours ago
NMS's art-style is low-detail, but highly aesthetic. It can look amazing at times, but only when you're looking at grand cinematic vistas. It rarely looks good in closeups. This parallels the game's systems in many ways.
NMS is a technically impressive game. You can build a custom-spaceship, either with the in-game editor or by importing one from outside the game, dogfight in it, land on alien worlds, etc. and that's just one of the loops. However, the spaceships you build aren't simulated physical objects. They don't even feel as substantial as styrofoam fins tacked onto a model train. There's no real challenge to flying them. They all just float through space like nothing.
The game has dozens of ways to progress, finding resources and earning cash. They're all so easy to break that you have to consciously resist doing so. Craft a few donuts and you're rich. You don't have to worry about finding buyers for your obscenely high-end pastries. The market board will buy anything at the listed price. Game breaking bugs that trivialize finding resources have been left in the game forever because the developers were afraid that some people might be upset if they actually had to grind for resources. Why what is, ostensibly, a single player game with multiplayer support tacked on even has grind mechanics is another valid question.
I log into NMS occasionally, but my big problem with it is that it's gameplay devolves into a sequence of grinds that are all optional. The things that should offer a challenge (e.g. ship combat) don't. Every play session becomes a case of, "Where do I find this stupid mineral I need to build an upgrade that will make what's already too easy even easier?".
The technology on display in NMS is absolutely impressive, but the gameplay isn't. I'd love to see a fork of this game where they focus on more challenging gameplay with less focus on grinding and sandbox elements. I see the expeditions as an attempt at this, but they don't go far enough.
IceDane
2 hours ago
It's been years since I last played it, but when I did I finally did so for a while until I finally found myself at a space station with other players and whatnot. And some random dude just gives me something like tens and tens of millions in cash. And my friend. And a bunch of other people in the same station.
At that point I was still rather new to the game. I had little money, few resources, understood little - which was the whole game for me. Discovering new stuff and trying to make money. And being given all that money sort of just .. ruined the game for me. What was left was the very meh storyline and maybe exploration, neither of which had any appeal to me.
asdff
26 minutes ago
If its any consolation you would have otherwise gone from where you were to pretty much end game resources/money/ran out of stuff to do in like 2 weeks anyhow.
KronisLV
4 hours ago
You do occasionally find some pretty cool stuff.
I found a barren planet in a black hole system where the vibe was all dark and shadowy with the light being tinted purple, and just some crystals or something on the surface, alongside a damaged robot that you could interact with.
There was also a world that had high Sentinel activity where I founded a settlement (well, more like took over managing it), however as it turns out it’d have those gravity storms often during which you could soar through the air.
There was also a world where the surface was toxic and you couldn’t stay on it for long, so I excavated a base underground, like something out of Red Faction.
For what it’s worth, a lot of it can feel samey (most of the scanning) and kinda boring, but while there aren’t that many insanely huge and cinematic moments, sometimes RNG hits just right and you get something nice.
IceDane
2 hours ago
That sounds cool, but it's either a handcrafted world (if NMS has those) or pure luck. If it's the latter, then it can't have any depth. At best it can have some procedurally generated content that's going to be something you've seen before. Looks cool, but no substance.
jimmyjazz14
4 hours ago
I'm glad I'm not the only one who feels this way. I have tried coming back to the game multiple times and every time I just feel bored and underwhelmed by the whole experience.
kjs3
4 hours ago
Yeah...I played it for probably a couple of hundred hours...and it wasn't that fun. In fact, it's boring. And I've come back a too many times because someone (like some of the commenters here) said "no, man...get the new update! It's a Totally Different Game!". So I jump back in, and it's different to varying degrees...and still boring. Just because there's "lots to do! new quests! rare items to find!", doesn't mean doing them is fun.
BISH-BASH-BOSH
4 hours ago
I was just about to say this. I have a lot of respect for the dev team but man is it so not my type of game.
I wish somehow the complexity of eve could meet a game like this. I would sell a kidney for that
EagnaIonat
3 hours ago
It will be interesting to see if the new space station takeovers will be PVP or just chill feature. It seems to suggest they can be owned by groups.
darreninthenet
4 hours ago
The X games?
gavinray
3 hours ago
X4?
sfn42
3 hours ago
I recently tried star citizen and it's kind of trying to be something like that but it's way too half baked with lots of game breaking bugs like you'll just lose the entire cargo of your ship which can completely bankrupt you after days of saving up. Also they keep releasing bigger and fancier pay to win ships at ridiculous price points like hundreds and even thousands of dollars instead of fixing the game. I tried it during a free week and I legitimately enjoyed it a lot but I was also extremely frustrated a lot by the bugs and the pay to win crap really rubs me the wrong way so I didn't buy it after the free trial ended.
It's a weird mix of amazingly well done and absolute garbage. And pay to win. Don't forget about the pay to win bullshit.
generallee5686
4 hours ago
Agreed. I want to like this game _so bad_ but I think the problem is that I'm looking for a feeling of fulfilling progression when in reality this game is just a bunch of disjointed sandboxes which is certainly not my type of game.
drooopy
4 hours ago
Exactly how I feel about this game. While its redemption arc is one for the history books, every time I come back to it, I feel nothing.
margalabargala
4 hours ago
A mile wide, and an inch deep
m4rtink
4 hours ago
Yeah, that is exactly my issue with the game - they crammed so many mechanics into the game, but all of them are incredibly shallow & even unfinished.
The RNG space is part of the problem - planets and biomes kinda start to repeat after while and it is not really important any more on which weird planet or station you are.
It is actually interesting how many games with much smaller RNG generated world maps work just fine because you don't travel so much like in NMS & kinda learn to know the landscape and also shape it yourself or with your friends. Like you know there is a lake next to you base and that deserted town, then there is that forested mountain where you got ambushed by zombies once & built a secondary mining base later, etc.
In NMS you land on a random planet, build a base on it and - like, what is it good for, if there are millions of similar planets & coop multiplayer is almost non-existent.
goatking
4 hours ago
Also the existing mechanics are overly simplified. Like space combat...
spandrew
4 hours ago
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 logic than entry MMO quests, and are mainly fetch missions. The planets are randomly generated slop. The economy of building up your ship/fleet isn't fun (you just sell your ships over and over again). Understanding alien languages isn't fun (and weirdly, has no UX thought put into it?)
It's been a decade and I'm tired of seeing ads like this that are clearly just trying to trick folks into buying an elaborate space game tech demo. Can we move on from this "game"?
simoncion
3 hours ago
> 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...
1970-01-01
4 hours ago
Disney found this out the hard way with Infinity. On v3.0 a large chunk of their IP was staged into a fully customizable and open universe.. and it was so unremarkable that they shutdown the servers and killed all development a few years later.
joshuaheard
an hour ago
I had some great moments in NMS. But, you're right, it needs a plot or storyline to follow.
jklinger410
4 hours ago
I feel the same way about Starfield. Just soulless projects instead of engaging video games.
0x457
an hour ago
Starfield is IMO worse. NMS at least has sandboxes that can entertain you and expeditions can be fun. NMS just doesn't have "goal" to work towards, so unless you can create your own goals its boring. Starfield, bugs aside, had the most boring base-building/operations I've seen in my life.
danielvaughn
2 hours ago
I had a different experience.
I bought it on day one in 2016, and like everyone else, I was wowed by the planet hopping experience for about an hour or so. Then I put it down and didn't think about it again.
Then I picked it up a few years later, and discovered base building. Had more fun than the first playthrough, but it didn't click. Eventually I hear about something called the Galactic Hub, which is a star system marked by players as a central spot to build their bases. Kind of like a human home in the vast empty universe of NMS.
I get curious about it, and look up instructions on how to get there. I did some quick napkin math and realized it would take literally dozens of hours of grinding - nonstop travel - to get there. However, as it turns out, there's a loophole with black holes. When you enter a black hole, it spits you out into a totally different place in the galaxy. From the players perspective its random, but players got together and figured out that each unique black hole always sends you to the same spot in the galaxy. So they constructed a black hole "highway", along with an app that let you input your desired coordinates, and it would give you the list of black holes that would most optimally get you near your destination.
So I spend an evening playing the game, switching back and forth from the game to my laptop, inputting coordinates and slowly making my way closer and closer to the hub. Eventually I find it, and what was amazing was that it was the first time I'd seen any evidence of another player in the game.
That moment felt utterly magical, because while I was playing a game, I had an actual, real objective that I formed entirely on my own.
So yes, the game is an odd duck, but it can really open up with the right mindset.
mattbrewsbytes
3 hours ago
This is why a cool tech solution (procedural generation of "levels") by itself isn't good enough. The core gameplay loop is fundamentally the same on every planet. The graphics and descriptions may change but once you've played it for a bit, it gets boring.
I think video games are art, so take my opinion in context of if this is right up your alley and you really love it, then keep on keepin on!
whichdan
4 hours ago
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.
a34729t
3 hours ago
This is why you really need a good geologic, climate etc models. Like a full blown simulation.
verst
4 hours ago
Agreed. And this tech demo was a day 1 purchase for me back in the day. While it has gotten better since then it just doesn't hold my interest. I do like using it whenever every few months I feel inclined to get my PC VR headset out (I'm using an old HO Reverb G2 with the Oasis driver) I think it's a great VR title.
nullbio
4 hours ago
Agreed. It's incredibly boring. It lacks an interesting and interactive story with good pacing. What they have done is cool, don't get me wrong, but I think they got carried away by the tech coolness without enough attention to what makes a game fun or interesting.
actusual
4 hours ago
I feel the same. I want Rust in space, where there are constant stakes. NMS either takes too long to get to a part of the game where stakes become relevant, or doesn't have any.
If anyone has any recs on PvE/looting/base building games in space with the polish of NMS, please share.
mrnotcrazy
4 hours ago
I think this kind of game needs another innovation to make it interesting. I don't think adding more generative or LLM generated content is the solution.
RIMR
4 hours ago
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.
saejox
3 hours ago
they add feature after feature. but never a good drive for the player. 'why should i go to this planet?'
i have an idea for it,
Let users populate the universe with custom quests. Scriptable quests with dialog and multipart structure. You need a custom script language and some limitations on it. Example quests:
- "Bandits have occupied our town", but actually bandits are tax collectors. You instead may help them document the goods.
- "Our star is dying", instead a huge starhip is recharging and refusing to move without some condition.
also add a rumor system to lead players to quests.
you can use my idea Hello Games, you have my permission.
cynicalsecurity
2 hours ago
That's because there were no idea behind it in the first place. It was an ambitious overpromising project that hasn't delivered almost anything they promised. They didn't have any story or interesting gameplay in mind too. Pity.
magic_hamster
3 hours ago
It's a great game to play with friends. Explore, find cool animals, and most of all - build your fantasy space home. It's relaxing, fun, and can be a great shared experience. I imagine it wouldn't be quite as engaging completely by yourself.
ramesh31
4 hours ago
It's kind of like ARK, they spent so much time on all the "cool" stuff that looks great in trailers without focusing on what actually would make a game like this incredible, which is a real persistent singular world with consequences and meaningful group based PVP or PVE that works at scale. What you end up with is just a simulacra of multiplayer that basically boils down to a visually represented Xbox Live lobby.
avazhi
4 hours ago
How I feel as well.
This game just doesn't scale well from mid game on - it's way too easy, even on permadeath + hardest difficulty. Like, making money is way too easy, combat is way too easy, everything is too forgiving. And the entire loop is centered on like, 3 things to do that are all variants of the same exact thing. Really hope they do a much better job in Light No Fire.
To the guy who replied to me: Our genius overlord moderators rate limited my responses so I'll post here.
> I wouldn't say it's too forgiving on resource grinding
You and I have very different ideas of what forgiving means. A reasonably intelligent 7 year old that enjoys and has experience playing video games could play this game on max difficulty settings and not have any issues. And while I never had an issue finding anything (shit is literally everywhere), resource scarcity doesn't equally an unforgiving game mechanic unless it's gated by some sort of difficult fight or something, which this game doesn't have. Combat is laughably easy and repetitive. I've got a couple hundred hours in the game, and at one point I was running the same bounty missions over and over again for some outrageous amount of money - the mission took 7 minutes round trip, the combat encounter was literally the exact same every time, same number of enemies just with different names. And that was the most efficient way I could make money in late game on the permadeath server on max settings. If that's the best economy loop a game can come up with, a 100% brainless combat encounter, then the developer has done something very wrong.
micromacrofoot
4 hours ago
it's because it's a sandbox farming game, it's not meant to be difficult
you spend most of your time finding/farming resources and unlocking builds
most of your time is traveling between planets/systems/galaxies for different resources
I wouldn't say it's too forgiving on resource grinding, which is the core gameplay, you can easily miss it if you don't play for 40+ hours but there are entire varieties of star systems you can't access initially, an entire race you literally can't see without completing some strings of missions, etc