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Ars_Armegistoday at 12:02 AM7 repliesview on HN

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...


Replies

danielbarlatoday at 6:38 AM

> is that not enough? what else do people want?

I've bounced off NMS several times, despite having tried quite hard to get into it. So, my take is based on ~20 hours of early game, from 2025ish. Probably the best parallel I can draw is to Elite: Dangerous, which I played for several hundred ours before getting bored of it. What I find lacking in both games is that there's no _meaningful_ emergent gameplay that spawns off the procgen. Everything is wildy different on each planet, yet very same-y, because none of the differences really play into each other. In both, one can discover random biomes and creatures, but it's not like they are inherently interesting, they are mostly just following the same scripts.

Contrast this with something like Dwarf Fortress, which takes a slightly more in-depth approach to procgen, one where things have history, and in many ways, things "make sense". Or Rimworld, where the game tries its hardest to conjure up a narrative for you, dynamically, but still in a sandbox. So, basically, NMS is a perfectly functional sandbox game, and I have huge respect for them for keeping on working at it for so many years. However, it doesn't scratch my "hardcore simulation / mastery" itch, and so far I haven't been grabbed by any of its story generation. It just felt like a long series of fetch quests and "collect them all" games.

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fnordpiglettoday at 12:51 AM

Yeah this is my experience as well. At first it felt empty, but then I sort of realized it’s not a quest game it’s a building game and it’s all about building bases and ships and what not, and they’re added progressively more ways to build and customize the world. And there are explorations - there are some truly bizarre biomes but they are rare. The variants that feel repetitive are falling along some average world characteristic - probably not too dissimilar to the universe at large. It takes time to find the weird ones.

If you’re looking for a scripted arc, wrong game by construction.

I think the multiplayer aspect is a bit weaker than it could be, maybe improved more recently, but it is a something that Minecraft has done well

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Sander_Marechaltoday at 11:03 AM

> minecraft has like what 40 biomes, no man's sky has practically infinite biomes

Does it? I put about 80-ish hours into NMS last year. According to the wiki NMS has 13 biomes. In practice it has even fewer because the actual biome has little to no effect on gameplay. It's just a "look".

Vegenoidtoday at 4:18 AM

The difference is that Minecraft gives you much more granular access to manipulate the world, which enables a lot people to feel more connected to the world and become more invested in it.

Normal_gaussiantoday at 8:10 AM

Its notable that you dichotomise using the promises of another unreleased game from the same people. Depth was part of the original NMS promise.

Obviously NMS's original marketing was bonkers and capitalised on saying technically true things in ways to mislead large numbers of people.

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pdntspatoday at 4:53 AM

> what else do people want?

A little bit of depth to go with all that breadth?

I'm not saying there aren't deep systems in NMS. Its just that they are sparse. You can tool around all day having only the most cursory interactions with most of the game's systems. They've added so many interesting things, yet last time I played it felt there wasn't much of anything to do with them. For example, the Pokemon clone they added a few updates ago -- fun for five minutes. Super simple battles. However many months of development for something that got old after 5 minutes.

dansquizsofttoday at 12:34 AM

Oh, my mistake, now that you've explained it like this it is magically fun for me now.

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