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.
A lot of criticism from no man's sky, like this one, comes from a fundamental misunderstanding of what no man's sky is, i fear... No Man's Sky really is just a sandbox game. a sandbox game doesn't need infinitely complex mechanics, it just needs to give you a blank canvas to do what you want to do... minecraft has like what 40 biomes, no man's sky has practically infinite biomes, is that not enough? you can build a unique ship nobody else will ever have, you can make a unique base on a unique planet and even build cities with other players, you can decide to be a space pirate or a wanderer and just explore to your heart's content, is that not enough? what else do people want? people always say nms planets are boring but is it just because they are a single biome? sure it would be amazing to have real planets, like light no fire but for all 18 quintillion something planets, but that would mean having a 30gb folder for every planet! just because they're procedurally generated doesn't mean they don't use up storage when they are generated, and it would be, i think, completely unfeasible to offer what light no fire promises to do but for the entire universe. IMHO you should view the entire nms universe as your equivalent to a minecraft world, and every planet as a unique-ish (there is some repetition but really not a lot) biome in that world. at least it helped me contextualize what the game does, because you're really not meant to spend the entire game on one planet. it's no man's sky, not no man's land...
I played it about a year ago for the first significant time after having bought it some point a long time back.
It's... fine? It kept me engaged until it didn't. Part of the "didn't" came about because I was being paper-cut to death by bugs that googling showed me had been reported for a long time, if not since the very beginning.
I kept feeling like it was a game on the verge of happening throughout, and it never quite made it. Lots of things to go do to serve.. no purpose. Nothing was that unique or memorable, and I often had very little clue where I was in relation to anything. At one stage I was overseeing a town but that seemed to do nothing for me other than make me go back and make a snap decision for no discernible reason, occasionally fight hostile creatures, and also act as a sink for resources I was gathering.
I kept thinking "Why am I even doing this" until it really sunk in "Why am I even doing this?" and quit.
It also exasperated me that even though I was using a pretty fast gaming system, on a regular basis assets would take ages to appear, including buildings. "Fly to this place on the planet, land at this archaeological dig, wait 3 minutes for the dig to bother to appear before you can do anything." (saw identical behaviour on my steamdeck too, so doesn't seem "my machine" per se?)
It's even worse when you see the exact same animal asset but scaled differently with a different color hue on a completely different planet. Ruins the immersion immediately. Obviously, it has come a long, long way since the 2016 article, but still.
Isn't Mincecraft basically that? I've never played it, so would be curious to hear from someone who's played both. From the outside both look very dull/soulless and yet people spend hours playing Minecraft building things - just engaging with their imaginations
I feel like my issue was that every "site" on different planet was the same. Maybe I just hit poor randomisation or something. But I felt that I found exactly same thing just on different coloured environment. Or then things like pirate ships were just the same. Every single time...
> Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way.
This is also the problem with the procedurally generated planets and moons in Starfield. Yeah, there's a whole lot of them, but they're also all populated with the SAME points of interest. You can only see a cryo lab or abandoned radio station so many times before it completely loses any meaning. It's basically the antithesis of the hand crafted world of Skyrim.
It's done so badly that you get points of interest spawning with outdoor food and beverage, folding chairs, umbrellas in icy moons that have no atmosphere and -200C temperature.
The alien creatures in Starfield were at least all designed by hand, and are somehow 'assigned' to specific planets and biomes in a way that's hard coded into the game.
It’s the simulation effect - From the perspective of a interstellar travler you too are not meaning different from any other two legged quasi intelligent naked ape. :)
Dwarf fortress or rim world solves that by generating personalities.
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.
Spore had that but I kind of liked it. I guess that was 20 years ago almost, maybe my standards were lower. It felt charming seeing others' animals, some of them looked pretty cool.
That's funny because that's exactly what I feel when I travel IRL.
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.