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
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.
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.
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.
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.)
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.
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.
> 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)
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.
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.
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
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 the incentive to go and explore, which is supposed to be the main attraction to the game
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.
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.
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.
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.
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.
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.
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.
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"?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 next game on day 1, sight unseen.)
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 releases and being good on social media ad spends. The game is still bad and not worth the money.
The benefit to the NMS team for this is they'll have people half willing to try their next game because they "didn't give up". Not the worse idea, but I think we're over stating the heroicness of this.
I don't really enjoy the game for more than 10-20 hours after picking it up (gets boring fast for me), and have problems with it, but kudos to the dev team. I agree, huge turnaround
For sure. Even as someone who bounced off the game several times, the scope of their post-launch additions are truly impressive, even matching up against a lot of the subscription games (whose whole deal is regular content drops)
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.
That is a predictable consequence of their decision to launch before the game was ready. The game as it is now may not deserve that kind of contempt, but it's the price they chose to pay forever at launch.
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
I think people are regurgitating takes from early in the game's development - the game of the last few years is absolutely nothing like the early one and I agree, there is a surprising amount of stuff to do.
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 spend a thousand hours in a vanilla world and still find things to do, however the game gets constantly shit on by the community no matter what it does. They speedrun through the progression and then lack any creativity to do anything else in the game.
I personally love building bases and customizing and collecting things, which is a large part of the gameplay in NMS. I could spend hundreds of hours doing that but I guess some people just need a constant sense of progression and the game telling you what to do because they aren't capable of setting their own goals. Anyone who says NMS lacks content or things to do has barely touched the game.
I really like this game and have played it for years but I think it's popularity outgrew it's niche. It's a very niche game, the devs have made the ultimate space Lego kit, but I see lots of people complain about it being boring because there are no stakes, no challenge. I think they are trying to play the game they want it to be not the game it is. The overwhelming scale of the meme this game has become I think is the cause of that.
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.
A huge vastness of nothing. The game has no soul at all. Worlds are ugly, animals are ugly, plants are ugly. With the first trailer I thought it could've been the game of my life, but it's just horrible, besides the feeling of moving around in the vastness of the universe, but once you get to a planet, it's just a turn off
AFAIK, there is no in-game microtransactions or anything, so basically retail sales I suppose? The studio is relatively small (indie-scale) last time I checked, and the launch was pretty big and I'm sure they pulled in a ton of money, even though as always on the "vocal internet" the launch was a huge failure, they still sold a lot of copies. "Just" 1-2 million copies would go a long way to fund a small passionate team. The all-time peak for simultaneous players on Steam (PC only) was 200K, so I don't think 1-2 million copies sold is far off as a minimum.
It did well commercially looking just at steam stats, not to mention the other platforms.
It seems like alot of that was used to turn it around to save their reputation to keep going not only with one game, but to make sure the next isn't "stay away" labeled even it is "wait and see" for many.
Small studio, don't have to generate a lot of sales to keep them afloat. Updates push visibility and generate new sales. Obviously, they need new projects to keep them afloat in the future.
The enhancements they're making to NMS appear to be backports from the Light No Fire engine, so my impression is that they are releasing updates to No Man's Sky as a marketing effort while the actual technical work is predominantly on the next game.
Sadly NMS could get 1000 years of updates and it still wouldn't be even 1% as complicated or deep as Eve - and I'm not an Eve fanboy, I stopped playing that more than 10 years ago at this point.
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
https://www.challies.com/articles/no-mans-sky-and-10000-bowl...
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.
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.
> 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).
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.
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.
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)
There are enough hand built things that you don't quickly start running into repeats, and they are just melded into the generated terrain.
Iirc it used a voxel engine so would have been late 90's.
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.
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.
I wish somehow the complexity of eve could meet a game like this. I would sell a kidney for that
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.
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"?
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.
If anyone has any recs on PvE/looting/base building games in space with the polish of NMS, please share.
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.
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.
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
i also happen to enjoy the game itself.
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 releases and being good on social media ad spends. The game is still bad and not worth the money.
The benefit to the NMS team for this is they'll have people half willing to try their next game because they "didn't give up". Not the worse idea, but I think we're over stating the heroicness of this.
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.
>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 from my opinion and my experience, not social media. i think its a good game.
The gameplay is completely engaging and this update looks like it fills in even more spaces than were hoped for.
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 spend a thousand hours in a vanilla world and still find things to do, however the game gets constantly shit on by the community no matter what it does. They speedrun through the progression and then lack any creativity to do anything else in the game.
I personally love building bases and customizing and collecting things, which is a large part of the gameplay in NMS. I could spend hundreds of hours doing that but I guess some people just need a constant sense of progression and the game telling you what to do because they aren't capable of setting their own goals. Anyone who says NMS lacks content or things to do has barely touched the game.
1. Total Revenue - ~$500m-$700m
2. Copies Sold - ~15-20m
3. Steam Review Score: 84.36%
4. 40 Free Major Updates
I don't know where the negative comments are coming from. Maybe players who played early.
NMS is a great example of a developer who was devoted to their customer base, kept updating the game for free, and saw great market success in return.
This is a story to be celebrated.
The problem is the game itself, gameplay wise. It's just boring for many (including me)
I really wish they would just focus 100% on Light No Fire.
https://www.youtube.com/watch?v=O5BJVO3PDeQ
Not even worth pirating if I have to set up a container with wine, I'd rather spend that time drinking wine.