Don't fall into the No Man's Skytrap

Remember the discussions we had about how big the universe should be?

I hope Stardock is watching the reviews of No Man's Sky.

Check out the first looks on Metacritic. (Ignore the user ratings because they were bombed by 4chan.)

http://www.metacritic.com/game/playstation-4/no-mans-sky?ref=hp

 

I know this opinion is going to be unpopular with the explorer crowd, but it has to be said. Repetition is what you get when you have a huge, procedurally generated universe, and the critics are questioning the longevity/staying-power of the game because of it. 

 

I don't want repetition. Give me more curated worlds and less algorithms, please.

44,711 views 58 replies
Reply #1 Top

A big universe is usually an empty universe so i for one agree, but i think this was already addressed in another thread (not that i mind this gets said/discussed again).

Reply #2 Top

Well said and I agree. 

Reply #3 Top

I don't see how the size ("infinite") of NMS universe relates to the quality of the gameplay. HG never hid from the players that a lot of stuff will be repetitious. And PG is known to be inherently soulless. They told everybody that you are not going to be saving the galaxy or interact with any well-written characters. Everything about NMS was known from the get go. The hype was created by the extreme fanatics of crafting/survival genre in space and it was blown out of proportion to the point where people who knew nothing about the game just accepted the fact that the game would WOW them on faith. They didn't do their research and bought it expecting completely different product, hence low score reviews. The game was never meant to be for everyone and it was regurgitated numerous times. Rephrasing the known proverb: "Don't blame the game, blame the player..." And the universe size has nothing to do with the bad reviews.

I'm watching people streaming it for the past 2 days and the only major issue with the game I see for myself is the lack of a stronger main quest line/adventure core. I'm not a fan of MMO at all, so I don't and won't miss it. I don't care for the base building in particular either (promised in next incoming updates).

I expect NMS to have a solid 8.0 rating after 2 major DLCs and I will be getting it on sale even in its current state ($40 or less). Sony definitely over-inflated its launch price.

 

Obviously SCO will be a lot different than NMS since SCO's core is a well-written (remains to be seen) adventure and not a crafting/survival simulator. So, I expect a good part of the game to be "hard coded". In fact, most of what SCO story-line touches I expect to be curated. Obviously characters, planets, items, ships etc. BUT, I also expect majority of SCO content to be RNG'ed as well as I still want the game to have an exploration component beyond collecting resources and immersion level beyond SC2. I wanna feel like I'm flying my Destroyer of Worlds through a galaxy and not a 2x2 light years sandbox. Again, huge galaxy/map does not make it mandatory for you to explore it all. Don't like the vastness of it - ignore it. It's there to just be for the most part. It's there to make you feel like a tiny tadpole in a massive ocean of unknown. Why you're against it, I don't know, 'cause the planet you're living on is exactly like that.

Oh yeah, I'm really surprised how much different the planets, plants and animals are in NMS. Yes sure, there's overlap. Who didn't expect it is a fool, but a lot of it is different enough for me to get the game and enjoy the digital universe PG created for me.

Reply #4 Top

I'll cut through to your core argument and ignore all the defensive stuff about about blaming the players. (Because, seriously?)

 

You can't make someone feel like a tadpole in the ocean if the ocean is mostly dead. Without the human touch, the filler galaxy stops being like the ocean and more like West Texas, where you are wishing you could drive at superluminal speeds just to get through it.

 

Vastness and repetition is what is killing NMS, and I don't want SCO to fall into that. I would rather have a shorter game that doesn't wear out its welcome than a exploratory slog, West Texas roadtrip style.

 

(P.S. Don't forget that you still have time to cancel your NMS preorder.)

Reply #5 Top

I'll cut through your bullshit real quick then. I've not read a single review on MC complaining about the galaxy size.

Have you? What I found there though is bunch of little twerps saying something along the lines: "Tetris sucks, 'cause no headshots" and scoring the game 0-2.

 

I gather you have no clue what NMS is yourself...

 

Here's a fine example of "innocent" player review and score (with my notes in parenthesis):

 

Aug 9, 2016
Score: 2
No multiplayer. (never claimed to have it)
No mountains. (false)
No deep caves. (false)
No deep sea exploration. (coming in the next update)
No forests. (false)
No customizable FOV. (false for PC)
No challenge. (false - some planets are extremely unfriendly, some pirate groups will pulverize you to bits)
No interesting NPC. (never claimed to have them)
No story. (false)
No ending. (false)

 

P.S. I don't pre-order games. SCO was the only exception, 'cause reasons.

 

Reply #6 Top

You got suckered by a 4chan spammer? They bombarded Metacritic. That's why I said to look at the first looks. There is only one formal review since Hello didn't provide review copies ahead of time. Hmnm... Wonder why?

 

Check out the Gamestop preview snippit on Metacritic.

 

Even a few hours in, however, there comes a point where the loop of seeking and acquiring gear begins to sag, and the vastness of the galaxy sinks in. With an unfathomable universe beckoning, and hundreds of thousands of light years separating you from the intended finish line at the center of the galaxy, it becomes far too easy to question the meaning of your pursuits. No Man's Sky is an impressive technical feat, but its enormity may come at a cost. What does it mean to be alive in a world where everything is driven by algorithms, and your existence is solitary?

 

This is exactly what I don't want SCO to become. SCO has a story, true, but If you have a grade A story tacked onto a bunch of filler, you still have all that filler. NMS is going to tank because it is 90% filler. Will SCO fare better if it is 90% filler too?

Reply #7 Top

This issue is related to a concept from our massive universe.  SFB is certainly the largest and most complex game ever made.  And it was designed by a professional engineer.  But there is a big difference between how Steve Cole did it, and modern "programmer game design".  "Programmer game design" revels in mathematics.  Coole tricks of advanced mathematics that do this, and have that effect... really cool stuff!!!  If you are among the 5% of the population that understands math at that level.  But even if you don't... it adds "imperceptible depth" even for those who don't understand the math, because it's there, and it's science, nature, so the player senses that depth even if they don't understand it!!!  Yes, they do, but still... the DON'T UNDERSTAND IT.  "Situational Awareness" trumps "imperceptible depth".

Steve Cole has always understood this.  He knows that math, he even designs his game by it... then he goes out of his way to "translate it all back" to either 1 or 2 six sided dice.  SFB is more complex than any game you have ever played... and IS based on very complex math.  But, in the end, math wise... can you understand either 1 or 2 six sided dice?  Because, if you can, math will not be a barrier to your learning and FULLY UNDERSTANDING SFB.  It is a very complex GAME, not a very complex math problem.

The #1 piece of advice I would give modern game makers, if they wanted it, would be to translate it back to dice in the end, just like SVC does, so that the player can FULLY understand the game and make FULLY informed decisions no matter how complex the actual game is.  Players will always, 100% of the time, like the game they fully understand the function of better than the "mysterious imperceptible depth" game.

"Programmer math is bad" - Me:-)

Here's a single little example of Avalon Hill's mastery of the dice to show the kinds of things you can do with 2 six sided dice.  How cool, intricate, and complex it can be while still being FULLY understandable to anyone who understands 6th grade level math.  And I'll use that handy Stardock NDA again and even use the land combat system from my Cold War game "Territories" as an example... cause I have to admit, I even surprised myself with the coolness of how this worked out in the end:-)

"Us old board game guys really know a lot of "tricks" that can be used with 2 six-sided dice.  Kind of like this.  To resolve land combat, air combat first happens by itself as part of generating damage points.  The planes, if both are present, duel, then any survivors are fired at by the AA Vehicle if it is present (which also gets to fire in land combat).  Fighters are the most often used military unit of the superpowers and any fighters will almost always be lent superpower fighters (often the attacker with no enemy fighter, but sometimes the other power may have placed one ahead of time and an attacker still thinks they can win without their own Fighter), and they take a lot of AA fire.  The superpowers lose and replace a lot of Fighters over the course of the game, they are their primary military tool in this game.  After air combat had already resolved itself, along with the most of the combat, the player winds up seeing the forces that remain at this point and how many damage points have been generated as the first thing as the screen appears.  Several things may have happened when these die rolls were made other than just having generated these damage points.  Two dice are rolled for land combat, one blue and one red.  This makes any die roll modifiers have less impact, for one thing.  Infantry hits on 10 or better, MechInfantry hits on 9 or better, Tank hits on 8 or better, AA hits on 7 or better, Artillery hits on 8 or better, Fighter hits on a 6* or better.  Non-superpower forces suffer a -1 die roll modifier if not "aided and advised" by a superpower.  If doubles are rolled for a specific unit that also hits, the damage of that unit is doubled for purposes of Directed Damage exactly as Artillery damage always is.  If Artillery rolls doubles it generates 3 doubled damage points instead of 2.  For every red die that is a 1 the Relationship Level of the nation hosting the war moves one level in Warsaw Pact's direction, it moves one level in NATO's direction for each blue die that rolls a 1.  If the "NATO blue" dice roll (one for each unit) is a 6 the US gets $100, 2 gets $200, 3 6s is $400, 4 6s is $800 million, and all 5 sixes (from the Fighter) are $2 billion.  Warsaw Pact gets the same for the red dice.  Notice that a roll of 1 probably means no damage was done, and so the population is rewarding your restraint of firepower within their borders.  A roll of 6 probably means you did damage, which probably means a higher intensity of combat, so more things were broken and consumed... things the minor nation cannot produce itself and must buy from you.  These effects are not in the game just because they are cool, they are both accurately representing real non-combat aspects of the battle.  War is good business for the superpowers... and you sure can do a lot more with 2 dice than you can with a programmer's 0-100% rating, can't you?  Even fractional accounting wouldn't help you here, would it?  Not as primitive as you believe they were..."

Try it this way, the gamers like this kind of thing a lot more than your "programmer math" and any "imperceptible depth" it may have doesn't hold a candle to, in this particular example... about a 50/50 tag-team effort of both Steve Cole and I employinh Avalon Hill's mastery of the dice:-)

 

Reply #8 Top

Quoting Hunam_, reply 5

No multiplayer. (never claimed to have it)

So the stuff in this video was said by some imposter?

Not that i really care either way, i never got hyped for the game, will probably get it on steam sale sometime and i enjoy both single player games and multiplayer games, but please don't tell me HG/Sean Murray didn't just lie to people on multiple occasions.

I don't believe the majority of people were expecting clans and massive multiplayer battles (some obviously were), but "can you play with friends"is answered with "yes"....how? You can have someone on the couch next to you going "oooh that looks nice" or "i think you should turn left here"?

Two people met on the same station and couldn't even see eachother, was there a tweet saying "they should have seen eachother, this is a bug"? Nope, just a tweet saying two players FOUND EACHOTHER on stream, still implying multiplayer to anyone reading that.

Now i don't know how old any of these interviews are, but it sure doesn't seem they "never claimed to have it" and the tweet tells me they are still claiming it.

Perhaps it is a bug or some other reason that the two players couldn't see eachother, but if i made a game and it had this much negative press already so shortly after release, i'd be on full damage control and letting everyone know it is in fact a bug or some other reason, and explaining exactly what multiplayer features there are, if any.

 

Reply #9 Top

That is very nice and complex for 2 dice. With clever use of colored dice to bring another dimension/meaning to the numbers when necessary.

Which actually means you are using 4 dices just that you use color to designate what value to be used therefore can get away with using 2 dices.

 

Clever use of dice is like clever programming. it is more exciting than a "programmer's 0-100% rating". I think that many games have lost this focus. Computer games were supposed to bring that level of complexity but not have the play remember the countless rules involving die rolls and color codes. But somehow it turned from making it easier to play such games to having meaningless stats that climb by certain percentages and you just keep on increasing them 1 percentage point at the time to get ahead of the enemy.

 

Computer games have been trying to replace the GM from the game by trying to utilize "clever" difficulty scaling algorithms that just keep the enemies one step stronger or weaker than you. This leads to the grinding spiral of death where the game turns from being an adventure to killing weaker enemies to level up until you can kill one step higher and rinse and repeat.

 

With dice-based games its a fight between your strategic skill and the roll of the dice which makes it somewhat exciting because you use your own luck and wrist-snapping-dice-spinning skill which makes it look like your threw the die but really it was just spinning on 6 all along. Or you have the 360-flip-perfect-landing flick (or 180) which you can use to obtain any number you want......

 

 

Anyway, from what I hear of NMS it seems to be more "fun" than our real universe..... at least there is more life in NMS than so far being discovered in our galaxy.

I think our galaxy and world is much more boring than NMS. If you find NMS boring then I don't recommend you travel to space and just stay on earth. 

The only thing that NMS is missing (maybe not found yet?) are galactic civilizations (not almost empty outposts) or earth-like planets. When I say earth-like I don't mean in planetary terms but in civilization terms. You need to have maybe a couple of hundred planets scattered in the universe that do have bustling population of aliens like earth.

 

 

What I think is that the developers of NMS will slowly start to seed and populate the universe with such planets and systems.  I wouldn't be surprised if they have GMs tasked with populating a planet with population and buildings.

But that really does mean that the game is not ready. It's not alpha but I don't think all the content has been created. It's like those games where you buy it and then you get 5 DLCs that are suppose to add new gameplay but you hear everyone say that it SHOULD have been part of the original gameplay in the first place and not DLCs. I really expect NMS to turn out like that...

 

Most likely they are scheming on having the players create the content themselves..... cheapskates.

It's like you go to this new hyped organic restaurant located in the backwoods at an organic farm.

You pay big bucks to have your meal but it seems that the ingredients are not ready... you have to go out to the farm and pick them up yourself, clean them, and cook them. Hmmmmm did I have to go all the way there and pay BIG money to harvest and cook my own meal? Hmmm......

 

 

Still I think the game has some good potential so I will be buying and playing it (pc version).

Reply #10 Top

This NMS map you are talking about is the same thing as the "programmer math".  That's why I posted that, it is really the same concept.  That map you are discussing is being generated by that "programmer math" and then being used raw, that is apparent from your discussion.  All they need to do to address your complaint, then, is to go over that map and custom design what is there... it's like "translating the math back" to six sided dice (or multiples of 10 stating at 0, like another one of my games does instead of using dice).  But from the sounds of it, they made a map that is too big to do that... and is largely empty.

Which is where I need to stop speaking just to be polite...  ;)

Reply #11 Top

I understood what you were saying. I just gave my own interpretation and view point that it feels more like they left the GM out of the game. It's like trying to play a D&D game by yourself. You buy a "package" but you have no GM to regulate the game and make it interesting and give it meaning. It's just you playing as GM and as a an adventurer.

 

It is much easier to give meaning to the values delivered by two 6-sided dice than it is to 18 quintillion planets and it is impossible for them to give meaning to 18 quintillion planets and 18 quintillion planets do not need meaning. But hey what's so different from our universe? Our universe is controlled by the laws of physics... which is math.... NMS is a poor man's version of our universe with only a veeeerrryyyy small fraction of the depth. (Maybe we should call it poor man's sky????).

Likewise our universe has gazillions of planets with probably just as much less meaning as the quintillion in PMS (no offense to ladies).

Go to mars what do you find? Red Dust....

Go to Jupiter what do you find? Red and white clouds and gasses.

Neptune? Blue and white clouds and gasses....

etc.

 

What makes our universe exciting is discovering the flabbergasting improbabilities (not impossibilities) that surely do exist somewhere in the universe.

PMS attempts to do that, somewhere there must be a solar system just like our own with a 3rd planet just like Earth... and maybe with aliens that look just like us.

HG does not need to give meaning to all the planets. Just enough to meaning spread across the universe to bring the wow factor. Meaning that they need GMs in that game creating content that will overlay on the basic fabric of the PG world.

 

I just think they are being cheapskates because I think they are trying to use crowd-sourcing to complete their game. 

 

Reply #12 Top

Let me give another example.

 

You buy this super-hyped product that promises to be the killer Social Networking Service that promises to be able to do anything and the possibility to connect with 18 quintillion people (if there were that many in the world) at the same time and a quasi-consciousness one-mind meld telepathic chat, and share googillions of premium content. 

The only catch happens to be that if you are the first person to buy the service then there is no one for you to talk with and no content to consume.

 

 

Pretty much that is facebook. They create this platform populated by real people who are the contents and also create content which is consumed by other people.

Facebook "sells" this as being the biggest social networking service and they make a killing with ADs but.... it would never have been possible with the millions of people that use facebook and create the content.

 

Youtube is another example. What is youtube without the content created by its users?

 

NMS is the same just that the developers are not being truthful on this.

The universe is empty of meaning because they need the players to go AND create the content, the meaning.

 

 

It's like the facebook or youtube of gaming.

The ultimate dupe. Selling a game with promised content that can only be created by thousands of active players playing that game.

 

At least other MMOG don't force players to created the content. but NMS like other MMOG and moreso than other MMOG will be heavily reliant on the number of players to make it a success.

 

It really is a conundrum. Trying to create a multiplayer game that does not need multiplayer (I have been thinking on some game mechanics to overcome this).

 

What NMS is attempting is to have the best of MMO without the weak points.

An MMO is only as good as the number of players playing it. An MMO dies when the number of players start to drop and there are less and less people to interact until finally it no longer makes money and it is closed.

NMS tries to avoid this by having players affecting the universe and leave their mark but not actually having players interact like you would in an MMO. So essentially it is a single-player experience but with randomness being created by other players affecting the universe. In effect trying to create an illusion of multiplayer without having actual multiplayer. So the game is ever-changing and evolving and since it is not heavily reliant on the number of players like traditional MMOs it will not matter whether there are Gazillions of people playing or not.

 

Kind of like Pokemon Go. Is it single-player or multi-player?

The only player interaction is through lures placed on pokestops which everyone benefits.

Then you have players capture and populate Gyms with their pokemon which you battle.

 

But that is not the kind of interaction you have in traditional MMOs. So even if you were the only person playing Pokemon Go would the game-play change that much?

Why? After all the only aim is to "catch 'em all", not to interact with other people.

 

So perhaps just think of NMS as a Pokemon Go but with player-created content being important like in facebook or youtube.

The slogan being "gotta index/name/visit/discover 'em all".

Reply #13 Top

Quoting n0vast0rm, reply 8


Quoting Hunam_,

No multiplayer. (never claimed to have it)



So the stuff in this video was said by some imposter?

Not that i really care either way, i never got hyped for the game, will probably get it on steam sale sometime and i enjoy both single player games and multiplayer games, but please don't tell me HG/Sean Murray didn't just lie to people on multiple occasions.

I don't believe the majority of people were expecting clans and massive multiplayer battles (some obviously were), but "can you play with friends"is answered with "yes"....how? You can have someone on the couch next to you going "oooh that looks nice" or "i think you should turn left here"?

Two people met on the same station and couldn't even see eachother, was there a tweet saying "they should have seen eachother, this is a bug"? Nope, just a tweet saying two players FOUND EACHOTHER on stream, still implying multiplayer to anyone reading that.

Now i don't know how old any of these interviews are, but it sure doesn't seem they "never claimed to have it" and the tweet tells me they are still claiming it.

Perhaps it is a bug or some other reason that the two players couldn't see eachother, but if i made a game and it had this much negative press already so shortly after release, i'd be on full damage control and letting everyone know it is in fact a bug or some other reason, and explaining exactly what multiplayer features there are, if any.

 

 

https://www.youtube.com/watch?v=1ORFgfhj_hM

This has been talked about in 18 quintilion interviews. Not anywhere in your video SM confirmed MMO or anything like that. You're interpreting his responses however it suits you best (obviously incorrectly). I have no desire to look for a video in which SM explicitly states that you wouldn't be able to see each other 'cause there's no provision for it in the game, 'cause I don't see the point at this stage. All I can say, research before buying. Never pre-order.

Reply #14 Top

Quoting Hunam_, reply 13


https://www.youtube.com/watch?v=1ORFgfhj_hM

This has been talked about in 18 quintilion interviews. Not anywhere in your video SM confirmed MMO or anything like that. You're interpreting his responses however it suits you best (obviously incorrectly). I have no desire to look for a video in which SM explicitly states that you wouldn't be able to see each other 'cause there's no provision for it in the game, 'cause I don't see the point at this stage. All I can say, research before buying. Never pre-order.

I hate to derail my own thread... but...

No Man’s Sky limited edition box has online play icon hidden under sticker

 

 

Not that NoMansDumpsterFire needs any more help burning...

Reply #15 Top

^ Oh, mommy, they made a space game I wanted to play, but didn't make it the way I wanted ... Mwuaaaaaa.... 

Reply #16 Top

Quoting Hunam_, reply 15

^ Oh, mommy, they made a space game I wanted to play, but didn't make it the way I wanted ... Mwuaaaaaa.... 

And you are defending it like a fanboy, posting one of the longest rants I've ever seen you write here. What vested interest do you have?

Reply #17 Top

Getting back on topic... Here is another gem of quote from Destructiod...


Unlike other similar titles, the magic fades over time, because 18 billion planets (sorry, 18 quintillion) don't matter if it feels like there's only truly 20 unique ones.

This nails it. There can be mathematically unique worlds, but we cannot judge them as unique unless we can distinguish one from another.

 

How many identifiably unique planets should SCO have?

Reply #18 Top

Quoting IBNobody, reply 6

Will SCO fare better if it is 90% filler too?

Whoever said SCO was going to be 90% filler?  I promise we won't strand you on a planet for hours at a time.  You will be visiting and exploring different planets within the first 30 seconds of gameplay, (unless you decide you don't want to and just want to sit and admire the pretty stars). 

Reply #19 Top

Quoting Vaelzad, reply 18

Whoever said SCO was going to be 90% filler?  I promise we won't strand you on a planet for hours at a time.  You will be visiting and exploring different planets within the first 30 seconds of gameplay, (unless you decide you don't want to and just want to sit and admire the pretty stars). 

But will all those planets be carbon copies of a dozen types, or will they each feel like they were touched by a GM?

You guys have other tentpoles going for you that NMS doesn't - a strong (?) story adventure, and SuperMelee. But I've said all along that people are going to get burned out on exploration if it isn't handled in a way that wards off repetition and mathematical world sameness.

 

Reply #20 Top

As long as the universe is not too big, generating a nice looking starting point to work from and then simply "doing your artwork" over the top of that is how to get the best of both worlds.  You get a far more randomized and realistic starting point than you would by trying to do the whole thing yourself, and then you destroy the "simple math to our brains" that the players will pick up on and actually cause them to think of it as repetitive and monotonous.  I'm sure this isn't any big revelation to anyone, but just thought this looked like a good moment for the reminder.

 

That's why above I was, and still am, baffled by a "huge and mostly empty" universe.  It's like the worst of all worlds.  Computer generated monotony, too much to "hand design" out of it,  But of course you need to be that big because... it's almost completely empty?!?!?!?

Are you sure you are in the right line of work?

B)

+1 Loading…
Reply #21 Top

IKEA planet.

 

Random flying fauna on a highly toxic planet.

 

NMS is explorers paradise. All these early reviews haven't even scratched the surface of variety.

That's exactly why I wanna play it.

1. Get a badass crazy looking spaceship

2. Get a badass crazy looking gun

3. Upgrade everything to the limits

4. Learn all languages

5. Get to the center to beat (?) the game

Reply #22 Top

^ Plot twist: those two live streamers were on the same greenish planet, but they didn't know it because multiplayer communication was disabled.

Reply #24 Top

In other news... The PC 'port' is a mess. The Steam reviews are 58% positive, which is an awful start to the game. The game should have gone early access to work out the technical bugs.

 

I hope that we all have different enough PCs to test the SCO beta.

Reply #25 Top

Meh, i was disappointed in No Man Sky

But if you like it, why should i try to take the fun from you? Go nuts! and succeed in what i failed! :)

Will be playing MOO