Ok, to everyone saying its amazing and awesome and everyone will love it... I'm going to call in Bartle. Everyone knows Bartle's typology, and if you don't, learn it. Using the two axis of players/environment and interacting/acting that Bartle used, lets look at NMS, and how it appeals to the 4 types.
NMS is essentially single player, and has some level of 'interaction' with the environment.
Killers: Like Acting on Players. Won't like NMS.
Socialisers: Like Interacting with Players. Won't like NMS.
Achievers: Like Acting on the Environment. Very limited appeal in NMS from what we've seen.
Explorers: Like Interacting with the Environment. Most appeal for the game.
That noted, Bartle also said of explorers; "Explorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (ie. bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socialising can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery, and making the most complete set of maps in existence."
Throughout the paper he also references depth, and mechanical discovery, with topology mapping only being a small part of the overall explorer type. From what has been shown, there is little depth to most of NMSs mechanics, so we can't even point to this as a truly heavy appeal in the game.
The game, as a whole, appeals primarily to small subsections of achievers and explorers, achievers being one of the most numerous player types, explorers one of the rarest. It isn't that nobody else is genius enough to think about what to do in this game, its that it simply isn't designed to appeal to probably 99% of the gaming population. Even explorers, according to Bartle, are likely to tire of it after a reasonably short time when the PG engine stops providing them with things that are truly wondrously new, and more 'new' experiences can instead be found in other games.
There ARE some who will like this kind of game, and that's cool, but stop acting like it'll revolutionise gaming and everyone is too stupid to see it. Its aimed at a small section of the market, the smallest of the four groups, and is aimed at only a small section of that small section. After initial excitement over the game is done, its going to be a niche title. They need more mechanical depth to have it be anything else.
hanselthecaretaker said:
http://blog.us.playstation.com/2015/08/03/35-amazing-things-about-no-mans-sky/
This info is almost a year old, and it pretty much sums up this whole argument. They even explain right away that the video leaves people wondering what there is to the game. It's probably next to impossible to accurately demo something that's not hard-coded with scripts and predetermined results.
Having said that, in addition to the variety of environments shown, if half of the features written in that link come to fruition I don't understand how people can still say the game is empty and pointless. If that's the case then so is for example practically every multiplayer shooter out there as well. IE "I shot you from
this corner of the map with a handgun...but then I shot you from
this other corner with a rifle!. And I get
2x points!"
The self-authorship is the icing on the cake. Or perhaps rather the cake itself with everything else being the icing.
Lets go through that list shall we?
1. Doesn't give us anything to do, is just basic computer science.
2. Basically "PG will be more samey than you think!". Great, that's a negative against the variety of things likely to be generated, but at least its a + to the likely quality. Still nothing about mechanical interaction with the game.
3. "This is how PG works". Great. Still nothing to do.
4. "Not for Killers/Socialisers". Ok. Still nothing about "What to do in the game", aka mechanical interaction.
5. "We test out game!" Great, so does everyone else. No info on what to do.
6. Ok, we're taking things off the list of potential things to do, but nothing has been added yet.
7. You can make "True discoveries" like that in ED as well. Its really boring. I guess "Scan creatures" is 'something to do', though bare minimum depth.
8. Still nothing to do. And not a new feature, welcome to the Sporepedia from a near decade ago.
9. "Loot boxes". Cool, like every other game. No detail on interaction with them though, but I'll put down "Looting" in list of things to do, which again has bare minimum depth.
10. Great! Now make the PG engine create some cool platforming segments with it, and add some smart limitations that make it take skill to use, and we've got ourselves a deep mechanic. Unfortunately, from what we've heard, this is just a standard movement thing with little depth. Guess I'll add "Move" and "Jump real high" to the list of things you can do.
11. Consistency, yay! Nothing to do here though.
12. Less variety, not yay! Again, no mechanics.
13. Guess I'll add "Die" and "Upgrade equipment" to the list, though again, bare minimum depth.
14. Welcome to 1999! No mechanics though.
15. Yay, we've had games do this for decades. No mechanics again.
16. Standard equipment progression, yay! Nothing new, already have "Upgrade equipment" on list.
17. Guess we add "Trading" and "Fighting" to the game, but again from what we've been shown, minimal depth.
18. Basic economics, woo. No new mechanics though.
19. Basic game design 101. No new mechanics.
20. Basic resource management. Guess I'll add "Mine", seemingly without depth, to the list of things to do.
21. GTA in space! Not really any new mechanics, but a tiny bit of extra depth to some of them.
22. Kids playground, with reduced depth to your actions. No new mechanics though.
23. Yay for a small amount of extra depth to the game, no new actions though. I guess maybe "Interact with NPCs"?
24. Basic war. No new mechanics.
25. FPS woo, but no new mechanics. Guess split fight into space fight and ground fight though if you want.
26. Death is a thing again. Not a new mechanic though.
27. Welcome to Spore. Again, no new mechanics.
28. No new mechanics, basic voice filter functionality from the sound of it, though that's generally more the realm of apps than games these days for some reason.
29. Tiny bit of extra depth to a couple of mechanics, nothing new.
30. No new mechanics, basic behavioural AI that's existed for decades.
31. Welcome to Spore! Again, no new mechanics.
32. "We have money". Ok then. No new mechanics.
33. This is just basic economy design, and barely adds any depth to the system.
34. Not really any new mechanics, a little bit of extra depth though.
35. Crafting from resources? Really? I guess chalk it up as another low depth mechanic.
36. Clarification that mining is seemingly "Shoot a rock and get loot". I'm tempted to not even count it as a unique mechanic at this point.
37. Fanboying over music, great. No new mechanics.
38. Advertising for Sony, and the band. No new mechanics, and it doesn't even have anything to do with the damn game.
39. You know, most games have soundtrack blending, and you only rarely hear a full song except in special occasions. Not really anything new, and definitely no new mechanics.
40. Uhh, cool, "I watched Star Trek". No new mechanics.
41. "We're Indie Yo!". Cool. No new mechanics.
That list was hardly amazing, and has a feature list identical to that of every other game in the world at this point, but with vastly reduced depth such that what should be expected as just a core part of a given mechanic was a "Hey this is awesome!".
Not really seeing anything that defeats the arguments in this thread. More power to those who are excited about the game, but that's not going to convince anyone of there being lots to do. There still seems very little to do, with only very basic actions possible in a variety of low-depth mechanics. Hell, the article almost talked more about what you can't do than what you can. Presently it really does look like another Spore, with less depth, and prettier graphics. Yay. Great for those who like to look at things, not as good for those who like to do things.