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helle253yesterday at 4:02 PM59 repliesview on HN

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


Replies

jmyeettoday at 12:55 AM

How people interact with LEGO varies. Some people like to buy specific sets and make them. That's fine. Some people see a random pile of bricks and build a massive city [1]. There are also competition events for what people can build from a random pile of bricks. There was a TV show about this too (ie Lego Masters).

Some games are problem solving, others are competitive, yet others are elimination but an awful lot of games have a component that requires you to inject imagination. The Sims and even Minecraft (despite it having a survival mode too) spring to mind.

That's what NMS is. Some people like to find the perfect looking ship. Others build bases to look a certain way. Others just explore. Yet others make money.

If that's not for you, that's OK. But NMS can't be dismissed as being repetitive or boring.

[1]: https://www.youtube.com/watch?v=bfVCmkexl2E

Barrin92yesterday at 9:55 PM

>but there's fundamentally nothing substantial to it in terms of gameplay.

to me that has become a big positive aspect of the game. The non-teleology of it, that you just run around and immersive yourself in it is pleasant in its own right. Especially modern games to me seem to have substituted games as an experience with reward system driven busy work. Everything is always instrumental.

I started to notice this when games like Journey came out, or Death Stranding during the stress of the pandemic. No Man's Sky is obviously not as artistically strong as either one but the exploration only for explorations sake has me come back to it very regularly. It genuinely is a game about nothing (so is Seinfeld, never hurt the show) but to me that boredom is a genuinely good thing.

waffletoweryesterday at 9:03 PM

NMS seems to epitomize the excesses of the Agile development philosophy with most of their release updates -- small targeted tack-ons to the game engine that provide something tangible yet shallow for users to explore, usually disconnected from narrative. The same cargo drop configurations, how damaged containers always require removing the same rusted metal or goop, and how shelters have the same exact configuration, never ever evolve or change. It has such a strangely repetitive ghost town character. They could easily target their "agile" deliverables around diversifying and breathing more life into the worlds if they could span more "sprints". Unfortuntately, the tack-ons feel hollow, empty, and often ship incredibly buggy. They used procedural modeling to create an impressive array of planets, but never modeled the planet drops with the same care and diversity.

cynicalsecurityyesterday at 6:19 PM

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_hamsteryesterday at 5:21 PM

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.

ramesh31yesterday at 4:20 PM

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.

avazhiyesterday at 4:18 PM

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.

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protocolturetoday at 4:00 AM

I opened the game.

Played 30 minutes. Found a start of game bug that blocks progression.

Looked online, everyone claims this exact bug had been squashed years before.

Started a new game. Bug returned. Left it for a few days. Bugs still there. No workaround.

Raised a thread somewhere. Got yelled at for "Pretending" to have the bug.

Uninstalled the game.

My 2 cents is that it looked like a really shitty MMO with nothing on top, but I cant really say because it never let me leave the tutorial.