Wait, is No Man's Sky going to cost $60?

Started by Legend, Jul 06, 2015, 06:19 PM

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the-pi-guy

I feel like they are trying to push it as a big game.  Whether it deserves to be is a different question.  
I'm expecting 40$.

BananaKing

Quote from: Legend on Jul 07, 2015, 01:46 PMYeah I agree at $20 too, but what is the difference? Why is $20 a fair price for V, while $60 is fair for nms?

Basically, how do you personally value videogames?

well as kitler said graphics does feel like it influences it a lot. production value as well. NMS is a huge open universe, that looks good and is just massive. i think its actually the "biggest" game ever made. so that alone kinda justifies the price tag.

VizionEck has a single player which is a more in the puzzle genre from what i understand, and its multiplayer is well, what we saw. (its not like i need to tell you what VE is, lol). content wise, i know there is a lot of it, but the simplistic art style, graphics and animation doesnt make me feel that hey, this is a game that is worth as much as Uncharted or Farcry.

Legend

#17
Quote from: NotBananaKing on Jul 08, 2015, 02:42 PMwell as kitler said graphics does feel like it influences it a lot. production value as well. NMS is a huge open universe, that looks good and is just massive. i think its actually the "biggest" game ever made. so that alone kinda justifies the price tag.

VizionEck has a single player which is a more in the puzzle genre from what i understand, and its multiplayer is well, what we saw. (its not like i need to tell you what VE is, lol). content wise, i know there is a lot of it, but the simplistic art style, graphics and animation doesnt make me feel that hey, this is a game that is worth as much as Uncharted or Farcry.
I guess it's just because I'm not "impressed" by NMS's size. To me it looks like something a small indie team could do, and it is being done by a small indie team. Procedural generation has never felt of high production value.


From what we've actually scene, it's much smaller than other space games already out there. However NMS being the biggest game ever made is irrelevant, since it's just a set of complex functions. It's infinite, only limited by computer technicalities. It's almost identical to Minecraft in that regard.

kitler53

Quote from: Legend on Jul 08, 2015, 02:57 PMI guess it's just because I'm not "impressed" by NMS's size. To me it looks like something a small indie team could do, and it is being done by a small indie team. Procedural generation has never felt of high production value.


From what we've actually scene, it's much smaller than other space games already out there. However NMS being the biggest game ever made is irrelevant, since it's just a set of complex functions. It's infinite, only limited by computer technicalities. It's almost identical to Minecraft in that regard.
how can you not be impressed by that scale?!?!?


i feel like your downplaying what nms has achieved because your jealous or something.  "just a set of complex functions" is such a major simplification and if it really is so easy i suggest your next game exists in a giant universe like nms is doing.  this idea has real market appeal and that is what justifies the high price tag.
         

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Cute Pikachu

Im fine with it being $60.
Friken Evolve was
$60 and that had like 2 hours of content and $200 of dlc :P
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ethomaz

It looks like a full retail game in scope.

Aura7541

Quote from: God-of-Sackboy on Jul 08, 2015, 04:22 PMIm fine with it being $60.
Friken Evolve was
$60 and that had like 2 hours of content and $200 of dlc :P
Dear god , Evolve... You literally have to make a spreadsheet to decide what package you want to buy. It is absolutely ridiculous.

Legend

For example, here's a free space game that's over a TRILLION times larger than No Man's Sky:


It's going for realism(all 10 thousand known galaxies are in the game) so the planets and world aren't as interesting as No Man's Sky, but it's a prime example why most NMS fan talk irks me. The game's size has been hyped up to insane levels and has become the main selling point, yet so many games have done it bigger and better. The true "cool" things NMS has going for it seem to be practically ignored.

Dr. Pezus


Mmm_fish_tacos

I agree with legend. The scale isn't impressive because it generated.  You'll understand when you see assets repetead .

Legend

Quote from: kitler53 on Jul 08, 2015, 04:10 PMhow can you not be impressed by that scale?!?!?


i feel like your downplaying what nms has achieved because your jealous or something.  "just a set of complex functions" is such a major simplification and if it really is so easy i suggest your next game exists in a giant universe like nms is doing.  this idea has real market appeal and that is what justifies the high price tag.


"just a set of complex functions" is not meant as an insult. I'm very impressed by their functions. More on that later. The point is that these are functions and by default infinite. Put a different seed into the generator and out comes a different planet. Once these functions are created, the concept of "scale" doesn't exist. It's infinite. No Man's Sky could have a planet for every single molecule in existence, or they could have ten. There's no difference in the amount of work.


It's pretty similar to how minecraft works. They have a seed that once passed through the functions, creates the world. Minecraft worlds are bigger than Earth, and you could have essentially infinite versions of them too. Infinite minecraft planets for infinite space scale.

However with that Minecraft space sim, all the planets look practically the same. Each is unique but they have the same basic structure. That's because the Minecraft functions are only organizing pre-made objects. Meanwhile with what we've seen of No Man's Sky, every planet seems pretty unique. That's because their complex functions are mixing and matching practically everything, making unique animals, plants, terrain, buildings and atmosphere on the fly.

What's really cool and impressive about No Man's Sky is these complex functions. They are the technical wooha that should be what people are excited about and wanting to learn more about. Everyone is focused on how "big" NMS is, when they should be focused on how "varied" it is. There is a huge huge difference between the two.

the-pi-guy

Its not to say its not impressive, but its not that impressive.  
Lets give an analogy.  
Where most companies have been making buildings, really fancy things one floor at a time.  
This game is like a machine that builds the floors by itself, good quality, but its not the fanciness that the other guys are making.  
And the machine could make a building much bigger. Its like "my machine made a 10 story building."
"Wow, I've only ever seen a 1 story building".
"There's 100 story buildings in the city"  
"But this is 10 stories!"


I actually want to make my game generated.  Not for scale, but for keeping resources going.  

Legend

Quote from: Aura7541 on Jul 08, 2015, 04:38 PMDear god , Evolve... You literally have to make a spreadsheet to decide what package you want to buy. It is absolutely ridiculous.
Almost like Destiny is now  ;)
Quote from: Mmm_fish_tacos on Jul 08, 2015, 04:51 PMI agree with legend. The scale isn't impressive because it generated.  You'll understand when you see assets repetead .
I really wanna learn more about their variety. How many planets will it take to get a feel of what's possible in the universe.

Hopefully they have full on advanced aliens to add some variety.
Quote from: the-Pi-guy on Jul 08, 2015, 05:40 PMI actually want to make my game generated.  Not for scale, but for keeping resources going.  

wooh care to expand?!?



Also I'll just put this here since we are talking about NMS

Spoiler for at the center of the galaxy is...:
<div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b> for <i>Hidden</i>: <input type="button" value="Show" style="width:60px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;"><div style="display: none;">It&#39;s a super warp drive thing a ling, taking you to other galaxies.</div></div></div>

kitler53

Quote from: Legend on Jul 08, 2015, 04:48 PMFor example, here's a free space game that's over a TRILLION times larger than No Man's Sky:


It's going for realism(all 10 thousand known galaxies are in the game) so the planets and world aren't as interesting as No Man's Sky, but it's a prime example why most NMS fan talk irks me. The game's size has been hyped up to insane levels and has become the main selling point, yet so many games have done it bigger and better. The true "cool" things NMS has going for it seem to be practically ignored.

that isn't really a game.  i watched a "gameplay" video and it's just a planet viewer.  no person, no ship, no getting out of your ship and exploring on foot, no life, no space stations, no economy, no weapons, no item collection, no transforming, no crafting,...   it's not really anything.

alternatively:
http://assets4.ign.com/videos/zencoder/2015/7/8/1920/b1174a53e74c944b00a820df376d7226-5000000-1436365219-w.mp4
         

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the-pi-guy

I want to put together a survival game.  I am seeing more games doing what I want to do, to be honest though.  
My idea is to have seeds find places to grow, and have them grow.  
Not very exciting ;)
I believe Minecraft does similar, but I think that system is bounded by the player.
In theory, you could start with 1 tree, and let the game run long enough and the island would have a large forest.