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No Man's Sky

Explore a nearly endless procedurally generated universe

Would you recommend No Man's Sky to a friend?
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Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
I was up until 4am playing this last night. And then was up at 8 this morning to keep playing. I like it, but it's so vast and there's very little direction. The initial onboarding walks you through certain tasks teaching you the basics with a *very* subtle guiding hand. However, now that I'm about 10 hours in it seems that I'm on my own. I worry that I will lose interest unless there is some engaging storyline that is introduced, of which I have seen none. Some other initial thoughts: * The shooting mechanics aren't great. * It has a certain Pokemon Go appeal where you discover different species (and get currency and naming rights in return). * It has a feeling that you could spend the rest of your days in this game. * I would love to see this (or a massively open world game like it) in VR at some point. (But I also fear it would replace the real world.) * It crashed consistently when interstellar warping for the first time. That being said, I honestly can't wait to spend another 80 hours in it and then be provided an ultimatum by my girlfriend.
Mykel Nahorniak@mvkel · CEO, Localist
@joshuapinter Can you elaborate a bit on the dissonance between "I worry that I will lose interest..." and "I honestly can't wait to spend another 80 hours in it"? My worry, too, is that the various planets, systems, etc. are all essentially the same. Planet A has four-legged beasts with wings, Planet B has four-legged beasts with fur. I can't imagine this stays engaging for 80(?!) hours.
Rod Austin@webtech · Growth Hacker, Developer
@joshuapinter bought it and was disappointed. Rough gameplay and UX - and it feels like work. Good idea, poorly executed.
Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
@mvkel You're right. I get excited about buying a bigger ship and upgrading it, etc. That usually lasts about 40 - 80 hours and then I realize it means nothing in the real world and I return my pursuits to things that matter. It's been crashing on me every time I jump to hyperspace so I'm essentially over it now.
Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
@webtech Agree. I think it'll pave the way for future games that correct these shortcomings.
Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
Just found out that there is indeed NO multiplayer to speak of. I was always under the assumption that the universe is large and that's why you're unlikely to run into to anybody, at least at the beginning, but it turns out that it's actually not built into the game. By far, the biggest short-sightedness of this entire game is that they created a GALAXY to fit an endless number of people and you end up playing it all alone on your couch. Mistake. Big time mistake.
Florin Muresan@florin_muresan · Mentor and Speaker at Startup Events.
@joshuapinter I saw the IGN lets play video of it and really thought it was kinda like PokemonGO. Only you can go back to being a couch potato, but have the same amount of fun. Interesting about the shooting mechanics. Is the aiming off? the guys from IGN couldn't hit a damn thing :)) it was so funny. It seemed like the aiming was off or something, because I'm sure any gamer could've made those shots.
Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
@florin_muresan There's something off about the movement and aiming mechanics in general. I think the game is spread too thin so they didn't spend enough time in this department. Flying your ship. Shooting your weapons. They all seem disconnected for me. I never felt really in control of my ship or my character. And there're reasons for that, like: • There are too many damn controls. And the controls are cumbersome. For example, to rotate the ship left and right is is L1/R1 while the thrusters are L2/R2. So you can't use them at the same time. It's generally not necessary but if you want to feel in control of your vehicle, it's a poor choice of mapping. • There're too many speeds. There's like 4 or 5 different speeds you can go and it's cumbersome to manage all those speeds. To explain, you use R1 for normal thrusters, Circle for some sort of boost, and then you have to hold L1 and R1 for 5 seconds to get to Pulse engine speeds. And then when you come out of pulse engine speeds, you're still going really fucking fast so you have to tap L1 to get out of that speed. Like I said, it feels disconnected and not fluid. • The shooting is an afterthought. In the plane it's the X button and then on land it's the R2 button (I think). • The landing of your ship is awkward. You can't view vertically down so you're just kinda guessing on a spot and you end up either past your desired destination or too far before it. • The HUD disappears and you have to call it back with a button. So you're not aware of key vital and planetary information. I'm gonna stop there but I could really go on. Maybe I'll write up a Medium article. Apparently, I have very strong feelings about this. ;)
Florin Muresan@florin_muresan · Mentor and Speaker at Startup Events.
@joshuapinter Yup, seems like you do :-D the article should be good. I like how you explained it here. 'Cause you know, people usually say: "it's clunky" so you don't really have a way to kinda imagine what the other person experienced. That's a really weird way to fly a ship. I really think they didn't test it with enough people. I remember I launched a game last year and I thought it was easy to use the controls, but nobody from "outside the building" could use them. And all the outside people who came into contact with it knew how to use the controls because I stood next to them explaining :-)) Just thinking the same thing happened to them. Should've asked more people. Landing must not be fun at all. Can you land on trees by mistake? (or animals). I wonder how they treat that. Actually, I wonder how they're gonna fix environment bugs, since they don't actually design the levels. Is their maths that perfect? :P
Florin Muresan@florin_muresan · Mentor and Speaker at Startup Events.
@joshuapinter what ? :)) Everyone I know thought this was going to be a multiplayer. This is one huge mess-up
Joshua Pinter@joshuapinter · Product at CNTRAL. Maker of ntwrk.
@florin_muresan Belated congrats on the game launch! Completely agree. Testing is so useful. And they're a tiny team. I think what they've accomplished is a technical marvel, but they missed the mark on the less objective aspects of a successful game.
Jake Crump
Hunter
@jakecrump · Community Team with Product Hunt
It's finally here. The massively hyped and anticipated space sim. This is the game a lot of people are predicting to be the last game they ever need to play. The creators estimate it would take roughly 5 billion years to visit each planet in the game so you definitely could spend the rest of your life playing this game. I'm certain it won't be the last game I ever play, but I am very excited to check it out. The team had ambitious goals and I can't wait to see their finished product. The PS4 version is out today and the PC version will release on the 12th. Anyone calling in sick today to check this out?
Ozan Çağlargil@cemshid · Creative Director
@jakecrump it takes 5 billion years to visit each planet, if only you spend 1 second for each...
Mykel Nahorniak@mvkel · CEO, Localist
@cemshid @jakecrump You forgot a couple zeroes: it's 500 billion years!
Joshua Dance@joshdance · Engineer, Product Manager, athlete
Any plans for a Mac version? Looks very cool.
Laszlo Levente Mári@noxowe · Dev / Consultant
I was waiting for this for 3 years. FINALLY!
Noah Mittman@noahmittman · sputnik7.com/RESFEST alumnus
What a huge achievement for such a small studio — I am sooooooo happy for Hello Games right now. 🍻