![Avatar](images/avatars/195_1739158946.png)
PSA: Gameplay mechanics are now considered spoilers. (Gaming)
So, some guy bought a copy of No Man's Sky on eBay for $1300 and posted some videos. As to be expected, the backlash was quick and fierce, with arguments breaking out in comment sections everywhere.
(Personally, I'm of the mind that they've absolutely shit the bed on marketing this game, because we still don't know much of what the actual gameplay mechanics are. Yeah, we know we explore planets and collect resources and name dinosaurs and shit, but we don't really have any details, and I definitely don't know enough to go spend $60 on it.)
Long story short, in a debate about spoilers, one fanboy said, and I quote, "But the gameplay and mechanics are certainly spoiler material."
I . . . what? Seriously? Did I read that right? Am I having a stroke, because those certainly aren't words than anyone would actually type in a sentence like that, right?
I know spoilers have been a hotly debated topic around here, and I'm not looking to start that up again, but can anyone seriously defend this statement? Because I'm fracking flabbergasted. That's the dumbest thing I've seen on the internet in a week! The selling point of a video game, you know, how it actually plays, is a spoiler according to this guy.
I can think of one example that makes his statement true: Destiny's Raids. I'd be disappointed if I were spoiled on how to solve a raid puzzle without being able to attempt it first. But that's so vastly different than the No Man's Sky situation that I don't really feel it's relevant. The raids, while probably the best part of Destiny, aren't the selling point of the entire game. Whereas with No Man's Sky, I'm still not actually sure what the selling point of the game is.
So, yeah, sorry, I guess, but I just had to rant. I actually yelled "Oh, fuck you!" to my empty house when I read that comment, and now I invite you all to share in my incredulity (or to tell me I'm a moron for not getting it, I guess).
![Avatar](images/avatars/71_1688198107.gif)
PSA: Gameplay mechanics are now considered spoilers.
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 01:25 (3123 days ago) @ cheapLEY
That's… dumb.
There's a difference between explaining the basics of how the game plays versus explaining how those elements come together to create a solution to the game's challenges.
I will not be able to play No Man's Sky until well after release. A review here would be great if anybody wants to let me know what they think. Of course, I already know the game will suck and get boring quickly, but it'd be nice to hear someone else say it :-p
![Avatar](images/avatars/195_1739158946.png)
PSA: Gameplay mechanics are now considered spoilers.
by cheapLEY , Sunday, July 31, 2016, 01:33 (3123 days ago) @ Cody Miller
That's… dumb.
There's a difference between explaining the basics of how the game plays versus explaining how those elements come together to create a solution to the game's challenges.
I will not be able to play No Man's Sky until well after release. A review here would be great if anybody wants to let me know what they think. Of course, I already know the game will suck and get boring quickly, but it'd be nice to hear someone else say it :-p
I strongly suspect you're right, even though I don't want you to be.
It seems like they made a prettier Minecraft in space, only without the building aspects that make Minecraft actually engaging. I'm definitely waiting for reviews and opinions to come in.
![Avatar](images/avatars/12669.png)
i took the launch day off work
by CyberKN
, Oh no, Destiny 2 is bad, Sunday, July 31, 2016, 01:57 (3123 days ago) @ cheapLEY
So I'll let you know.
So I'll let you know.
I just have a suspicion it's not for me. I absolutely adore Starbound, but a lot of that comes from picking a home planet and building it out. Unless No Man's Sky has something similar that they haven't shown off, I'm just not sure how interested I am in just flying around the galaxy with no real purpose. I totally get "make your own fun" type of games, but No Man's Sky just doesn't seem like a deep enough sandbox to actually allow a whole lot of that. But there's not enough information about it for me to actually know that either way. I'm certainly eagerly awaiting launch week to see what's up.
![Avatar](images/avatars/195_1739158946.png)
You don't even have to wait for release, Cody:
by cheapLEY , Sunday, July 31, 2016, 14:37 (3123 days ago) @ Cody Miller
There's a pretty massive thread on reddit (SPOILERS!) that pretty much confirms my expectations on what this game is. It sounds like it's probably cool and fun . . . for a few hours. My interest in No Man's Sky has dropped pretty significantly.
I'd let it go, because, to be honest, I was never super interested to begin with, but if this turns out like I expect, it seems like a pretty clear cut case of shitty marketing and developers not giving out critical information about a game under the guise of "not ruining the experience," and that is absolutely infuriating.
There's always still the possibility that I'm wrong and will be pleasantly surprised, but there's nothing to do beside just wait and see.
"A mile wide and an inch deep"
by someotherguy, Hertfordshire, England, Sunday, July 31, 2016, 15:34 (3123 days ago) @ cheapLEY
- No text -
![Avatar](images/avatars/71_1688198107.gif)
"A mile wide and an inch deep"
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 16:02 (3123 days ago) @ someotherguy
Why is it that I could see that coming back when the game was announced, but the people who were working on it could not? How could I know this just by a press release?
#codywasright
![Avatar](images/avatars/195_1739158946.png)
"A mile wide and an inch deep"
by cheapLEY , Sunday, July 31, 2016, 16:17 (3123 days ago) @ Cody Miller
Why is it that I could see that coming back when the game was announced, but the people who were working on it could not? How could I know this just by a press release?
#codywasright
The way they marketed this game tells me they absolutely knew it, they just didn't want us to.
![Avatar](images/avatars/71_1688198107.gif)
"A mile wide and an inch deep"
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 17:00 (3123 days ago) @ cheapLEY
Why is it that I could see that coming back when the game was announced, but the people who were working on it could not? How could I know this just by a press release?
#codywasright
The way they marketed this game tells me they absolutely knew it, they just didn't want us to.
The studio could have saved themselves the trouble in the idea room to begin with. If someone told them in the initial pitch meeting that the idea is stupid, then they wouldn't have to market the game in a way to mask that, and they could have developed a game that was really great.
I am all for experimentation, because sometimes you don't know until you play. But as soon as you know you have stinker, you should do a full stop.
I knew the moment I read "procedurally generated universe".
"A mile wide and an inch deep"
by someotherguy, Hertfordshire, England, Sunday, July 31, 2016, 17:59 (3123 days ago) @ Cody Miller
It was when they started pulling insane numbers out of their ass that I fully gave up on them. "Over 1,000,000,000 unique planets" is almost painfully obvious PR BS.
To write it off completely as a bad idea really misses the mark in terms of game development, and the hows and whys of what games can and do provide in terms of entertainment. One person's favorite game is another person's junk. Just because you don't like the concept doesn't mean it's not valuable or fun for others.
I expect No Man's Sky to have some great procedural generation tech. I'm taking a wait and see approach on if it's actually a fun game to play. For the players who like exploration and discovery types of games, this will be a hit. For those obsessed about gameplay mechanics this may be a miss.
Nobody has done this super well yet in a complete AAA game. There's lots of work going into this area though. Everquest Next is (maybe) going to do this with it's AI and NPC systems. Procedural generation is the future. We already do this with google's "search AI" algorithm -- no person comes up with that, the computer figures it out. It's hard to do well. And it's not the complete picture, it's world building. Expect to see more and more of this as we progress beyond graphics boundaries and flesh out into other areas of game making.
![Avatar](images/avatars/71_1688198107.gif)
Okay, I'll bite...
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 20:50 (3122 days ago) @ slycrel
Procedural generation is not the future. You have no way of knowing if geometry generated procedurally is going to be fun to play or fit the challenge you want to make in your game. This is why designers are so important: they are able to Design the perfect spaces to play in. Do you think Silent Cartographer could be generated procedurally? What are the chances it would be fun? Could anything in Last of Us or Uncharted 4 have been made by algorithm versus a skilled designer?
You need a human hand to create incredible experiences. Always and forever.
![Avatar](images/avatars/12669.png)
Okay, I'll bite...
by CyberKN
, Oh no, Destiny 2 is bad, Sunday, July 31, 2016, 21:16 (3122 days ago) @ Cody Miller
Procedural generation is not the future.
Disagree. It already permeates a crapload of systems in video games.
You have no way of knowing if geometry generated procedurally is going to be fun to play or fit the challenge you want to make in your game.
Disagree. You're thinking of random generation. Procedural generation is bound by rules and formulae which are set, tuned, and iterated on throughout development. It can also refer to a game learning and modifying itself based on a user's input.
This is why designers are so important: they are able to Design the perfect spaces to play in.
Disagree. I can name a hundred hand-crafted games with less-than-perfect design... and a thousand more with really crappy design.
Do you think Silent Cartographer could be generated procedurally?
Yes.
What are the chances it would be fun?
It depends on how refined the algorithm is, which is determined by the amount time and care spent on it.
Could anything in Last of Us or Uncharted 4 have been made by algorithm versus a skilled designer?
Yes. The fact that you think that nothing was speaks volumes about your understanding of game development, though.
You need a human hand to create incredible experiences. Always and forever.
Disagree. I expect within 30 years, 90% of a game's development will be handled by AI and procedural algorithms. At some point the Star-trek holodeck fantasy of "Hey, Computer, make me a kick-ass game about <blank>" will be a reality. As slycrel touched on earlier, one of the biggest blockers thus far is that an inordinate amount of attention has been spent on graphics tech rather than computational systems, because that's way easier to market.
![Avatar](images/avatars/71_1688198107.gif)
Okay, I'll bite...
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 22:47 (3122 days ago) @ CyberKN
Dude. In games like last of us even if they use algorithms to generate stuff, it is ultimately approved and changed and tweaked by a human hand. I know how it works. And everything is there because a human ultimately deemed it so.
Okay, I'll bite...
by EffortlessFury , Monday, August 01, 2016, 03:49 (3122 days ago) @ Cody Miller
Dude. In games like last of us even if they use algorithms to generate stuff, it is ultimately approved and changed and tweaked by a human hand. I know how it works. And everything is there because a human ultimately deemed it so.
Ok, but you just contradicted yourself. You claimed procedural generation can't be the future because development will always need a human hand, but here you claim procedural generation falls under that category because the algorithms are touched by a human hand.
![Avatar](images/avatars/71_1688198107.gif)
Okay, I'll bite...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 10:29 (3122 days ago) @ EffortlessFury
edited by Cody Miller, Monday, August 01, 2016, 10:53
Dude. In games like last of us even if they use algorithms to generate stuff, it is ultimately approved and changed and tweaked by a human hand. I know how it works. And everything is there because a human ultimately deemed it so.
Ok, but you just contradicted yourself. You claimed procedural generation can't be the future because development will always need a human hand, but here you claim procedural generation falls under that category because the algorithms are touched by a human hand.
Not the algorithms. The output. Nobody is going to run the algorithm, and take the resulting output and just stick it in the game without checking it. They are going to examine it, pick the pieces they want, and personally integrate the suitable portions into the game world. Basically, a human is always still deciding what goes into the world.
In No Man's Sky, it's physically impossible for a human to have curated the output of all the planets. To think that an algorithm can perform this curation step as well as a person is delusional. If you look at the games that do have random generation, like Cave Story or Diablo or whatever, it always falls short to what a good human designer could do.
![Avatar](images/avatars/71_1688198107.gif)
Okay, I'll bite...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 10:55 (3122 days ago) @ CyberKN
Disagree. I can name a hundred hand-crafted games with less-than-perfect design... and a thousand more with really crappy design.
And I can name zero games with design handled 100% by algorithm that have good design. Of course there are bad designers out there. But I can name hundreds of games that have amazing design, which are completely the result of a human touch.
![Avatar](images/avatars/13785.jpg)
Okay, I'll bite...
by MacAddictXIV , Seattle WA, Monday, August 01, 2016, 12:12 (3122 days ago) @ Cody Miller
Disagree. I can name a hundred hand-crafted games with less-than-perfect design... and a thousand more with really crappy design.
And I can name zero games with design handled 100% by algorithm that have good design. Of course there are bad designers out there. But I can name hundreds of games that have amazing design, which are completely the result of a human touch.
Yeah, can you name a game that has NO algorithms in it? Games are made with human hands and algorithms. That is just what it is right now. You are arguing that we need to stay with human hands, which will make games better. They are just arguing that games need to be progressed by giving more control to algorithms as oppose to human hands (that I know from personal experience can only do so much). They aren't saying that EVERYTHING is procedural. That can't be done right now. It's that simple. Maybe one day that is a possibility, but not right now.
Y'all need to stop thinking so black and white. Although I love lurking in on your debates about such things, sometimes you guys needs some perspective :-)
![Avatar](images/avatars/13643.png)
Minecraft disagrees with you.
by slycrel , Monday, August 01, 2016, 13:58 (3122 days ago) @ Cody Miller
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I think you mean Maya.
by Claude Errera , Monday, August 01, 2016, 14:47 (3122 days ago) @ slycrel
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![Avatar](images/avatars/3362.jpg)
I see what you did there ;)
by CruelLEGACEY , Toronto, Tuesday, August 02, 2016, 21:55 (3120 days ago) @ Claude Errera
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And I can name zero games with design handled 100% by algorithm that have good design. Of course there are bad designers out there. But I can name hundreds of games that have amazing design, which are completely the result of a human touch.
Rogue? Any other rogue-likes? All of the rogue-likes? They're all designed by algorithm. Wayward, Hand of Fate, Rogue Legacy, just to name a few recent ones.
![Avatar](images/avatars/12669.png)
Don't forget FTL!
by CyberKN
, Oh no, Destiny 2 is bad, Monday, August 01, 2016, 17:35 (3122 days ago) @ Kahzgul
- No text -
![Avatar](images/avatars/12499.jpg)
Right! So many procedural worlds.
by Kahzgul, Monday, August 01, 2016, 19:18 (3122 days ago) @ CyberKN
The only difference between what those games do and how something like No Man's Sky works is that all of the procedural worlds in a traditional roguelike are only visible one at a time, whereas NMS uses a master hashkey to generate every possible option all at once. There are more gameplay elements in place for NMS to support that change, such as hyperspace and whatever, but gameplay-wise if you view it as "each system is a different level from a roguelike" there's a very long chain of extremely successful and popular games that are built in similar ways.
One could even say that the level to level construction of Diablo, D2, and D3 follows the same lineage. Or even (god forgive me) Flappy Bird.
![Avatar](images/avatars/71_1688198107.gif)
Procedural Generation sure sounds amazing
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, August 09, 2016, 09:39 (3114 days ago) @ CyberKN
And, in very bad news, NMS has already proven itself a major content recycler. Every planet I go to has the same "settlement" and "mural" structures, right down to the north-south-east-west positioning of iron-built buildings in a mountain's pit. The dynamic content generators have their limits, and it didn't take me long to find them.
![Avatar](images/avatars/110.jpg)
I'm curious what you think of Spelunky
by kidtsunami , Atlanta, GA, Monday, August 01, 2016, 12:39 (3122 days ago) @ Cody Miller
Procedural generation is not the future. You have no way of knowing if geometry generated procedurally is going to be fun to play or fit the challenge you want to make in your game. This is why designers are so important: they are able to Design the perfect spaces to play in. Do you think Silent Cartographer could be generated procedurally? What are the chances it would be fun? Could anything in Last of Us or Uncharted 4 have been made by algorithm versus a skilled designer?
You need a human hand to create incredible experiences. Always and forever.
Because it feels super DESIGNED, even though a lot of the design went into the algorithms which generate the world you play through. It's one of the most satisfying games I've played for a lot of reasons, but I include the surprise of the procedural levels as one of those reasons.
![Avatar](images/avatars/71_1688198107.gif)
I'm curious what you think of Spelunky
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 13:04 (3122 days ago) @ kidtsunami
Spelunky was terrible. But like, that's just my opinion man. When you don't have to learn or improve, and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
![Avatar](images/avatars/195_1739158946.png)
I'm curious what you think of Spelunky
by cheapLEY , Monday, August 01, 2016, 13:10 (3122 days ago) @ Cody Miller
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
![Avatar](images/avatars/71_1688198107.gif)
I'm curious what you think of Spelunky
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 14:09 (3122 days ago) @ cheapLEY
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
![Avatar](images/avatars/195_1739158946.png)
I'm curious what you think of Spelunky
by cheapLEY , Monday, August 01, 2016, 14:45 (3122 days ago) @ Cody Miller
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
![Avatar](images/avatars/71_1688198107.gif)
I'm curious what you think of Spelunky
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 15:01 (3122 days ago) @ cheapLEY
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
Lol. Maybe on Easy or Normal.
There's no way you're not trolling at this point
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 15:12 (3122 days ago) @ Cody Miller
To suggest Spelunky is an easier game to just stumble through than Halo is ridiculous.
Which is not to say I dont still prefer Halo. But come on, be realistic.
I'm curious what you think of Spelunky
by Claude Errera , Monday, August 01, 2016, 15:31 (3122 days ago) @ Cody Miller
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
Lol. Maybe on Easy or Normal.
How is this NOT a troll? You're the guy who posted a Cairo Station Leg run with just an AR.
![Avatar](images/avatars/71_1688198107.gif)
I'm curious what you think of Spelunky
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 15:40 (3122 days ago) @ Claude Errera
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
Lol. Maybe on Easy or Normal.
How is this NOT a troll? You're the guy who posted a Cairo Station Leg run with just an AR.
That was an SMG, and I never did the whole level. Just the second hangar bay :-p
![Avatar](images/avatars/15.jpg)
I'm curious what you think of Spelunky
by SonofMacPhisto , Tuesday, August 02, 2016, 21:25 (3120 days ago) @ Cody Miller
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
Lol. Maybe on Easy or Normal.
How is this NOT a troll? You're the guy who posted a Cairo Station Leg run with just an AR.
That was an SMG, and I never did the whole level. Just the second hangar bay :-p
That also sounds like a bit of a niche way to play just for a laugh or the additional challenge.
Having done Halo 1 Legendary, I instinctively know what you mean. Whatever Spelunky is can't be remotely the same.
![Avatar](images/avatars/12669.png)
I'm curious what you think of Spelunky
by CyberKN
, Oh no, Destiny 2 is bad, Tuesday, August 02, 2016, 21:32 (3120 days ago) @ SonofMacPhisto
. . . and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
You mean like you can in Halo?
We must not have played he same game.
In Halo, you can simply use an Assault Rifle and kill everything in the room. The one exception to that is the Maw Run where you're forced to operate a Warthog.
Lol. Maybe on Easy or Normal.
How is this NOT a troll? You're the guy who posted a Cairo Station Leg run with just an AR.
That was an SMG, and I never did the whole level. Just the second hangar bay :-p
That also sounds like a bit of a niche way to play just for a laugh or the additional challenge.Having done Halo 1 Legendary, I instinctively know what you mean. Whatever Spelunky is can't be remotely the same.
Counterpoint: Spelunky is pretty close to Halo 1 on Legendary.
![Avatar](images/avatars/15.jpg)
I'm curious what you think of Spelunky
by SonofMacPhisto , Wednesday, August 03, 2016, 10:58 (3120 days ago) @ CyberKN
Counterpoint: Spelunky is pretty close to Halo 1 on Legendary.
Reeeeeeeally... interesting. *googles Spelunky*
![Avatar](images/avatars/66.png)
+1
by ZackDark , Not behind you. NO! Don't look., Wednesday, August 03, 2016, 11:34 (3120 days ago) @ SonofMacPhisto
Missed out on getting it "for free" on the last GoG sale, wasn't too phased by it. Now I kind of am...
It's one of the free games on XBL right now.
![Avatar](images/avatars/66.png)
Well, that was an easy decision
by ZackDark , Not behind you. NO! Don't look., Wednesday, August 03, 2016, 12:47 (3120 days ago) @ stabbim
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Wait, what?
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 15:10 (3122 days ago) @ Cody Miller
I was with you up until "When you dont have to learn or improve".
Have you played Spelunky? The whole point is that you learn and improve, adapting to whatever situation you find yourself in rather than memorising levels.
I don't even like Spelunky (also Im terrible at it), but its absolutely a game about learning.
![Avatar](images/avatars/110.jpg)
"When you don't have to learn or improve"?????
by kidtsunami , Atlanta, GA, Tuesday, August 02, 2016, 12:55 (3121 days ago) @ Cody Miller
Spelunky was terrible. But like, that's just my opinion man. When you don't have to learn or improve, and can use the same guns and techniques that you did at the start of the game all the way to the end, that's not a very satisfying experience.
I'm not sure you and I played the same game. I learned and improved a lot in the process of the game. Learning how to perform tough jumps and certain strategies for each enemy/trap was extremely satisfying and fun experience.
I got super into the Daily Challenges, one of the rare instances that I got into seeing where I was on leaderboards... I think it's one of the only games on PSN that I've bothered to get all the Trophies for.
![Avatar](images/avatars/310.png)
I'm curious what you think of Spelunky
by Funkmon , Tuesday, August 02, 2016, 12:59 (3121 days ago) @ Cody Miller
That sounds great to me.
![Avatar](images/avatars/15.jpg)
Okay, I'll bite...
by SonofMacPhisto , Tuesday, August 02, 2016, 21:26 (3120 days ago) @ Cody Miller
This is where I link to Rush's "Spirit of Radio," right?
![Avatar](images/avatars/12499.jpg)
"A mile wide and an inch deep"
by Kahzgul, Monday, August 01, 2016, 15:25 (3122 days ago) @ Cody Miller
Why is it that I could see that coming back when the game was announced, but the people who were working on it could not? How could I know this just by a press release?
#codywasright
The way they marketed this game tells me they absolutely knew it, they just didn't want us to.
The studio could have saved themselves the trouble in the idea room to begin with. If someone told them in the initial pitch meeting that the idea is stupid, then they wouldn't have to market the game in a way to mask that, and they could have developed a game that was really great.I am all for experimentation, because sometimes you don't know until you play. But as soon as you know you have stinker, you should do a full stop.
I knew the moment I read "procedurally generated universe".
If you could make a game like rogue, which is a procedurally generated game, but then instead of generating each level on the fly, you generated all of the levels at once and made each level its own planet in a procedurally generated universe, well, that's what NMS is. There's nothing about the concept that's fundamentally bad, and there's a lot that's novel. in both cases, it all comes down to how the moment to moment gameplay is, and whether that loop is fun or not.
Being able to see a map of every possible generated thing and travel back and forth between them isn't bad, in and of itself.
![Avatar](images/avatars/69.png)
"A mile wide and an inch deep"
by Ragashingo , Official DBO Cryptarch, Sunday, July 31, 2016, 16:36 (3123 days ago) @ Cody Miller
Because half the time you pick gimme causes to "be right" about.
![Avatar](images/avatars/71_1688198107.gif)
"A mile wide and an inch deep"
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 17:03 (3123 days ago) @ Ragashingo
Because half the time you pick gimme causes to "be right" about.
If that's the case, then my question still stands. Why is it not obvious to the people making the game?!
![Avatar](images/avatars/69.png)
"A mile wide and an inch deep"
by Ragashingo , Official DBO Cryptarch, Sunday, July 31, 2016, 17:21 (3123 days ago) @ Cody Miller
Because your value of fun is not equal to everyone's value of fun.
![Avatar](images/avatars/71_1688198107.gif)
"A mile wide and an inch deep"
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, July 31, 2016, 17:53 (3123 days ago) @ Ragashingo
Because your value of fun is not equal to everyone's value of fun.
Talking in a subthread with a one sentence review that's not even my words :-p
You weren't the only one. #almosteveryonewasright
by someotherguy, Hertfordshire, England, Sunday, July 31, 2016, 18:00 (3123 days ago) @ Cody Miller
edited by someotherguy, Sunday, July 31, 2016, 18:03
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![Avatar](images/avatars/12499.jpg)
Except we've known the NMS gameplay loop for a while now
by Kahzgul, Sunday, July 31, 2016, 14:50 (3123 days ago) @ cheapLEY
You have several items: A ship, a multitool/gun, and a space suit. These can be upgraded in many ways. You can put small upgrades into each item, or you can get a whole new item that has more slots for more small upgrades.
You can walk around, shoot/mine things, and throw grenades, as well as fly your ship and shoot/mine things with it.
Some worlds are hazardous, and require your suit to have environmental protection such as heat shields or cooling systems or some sort of protection from toxic rain. All of these shields drain quite quickly so you need to mine up a bunch of the proper resource to recharge the shields.
Jumping from system to system takes fuel that you need to find or buy; you can't just jump over and over without it.
There are also animals for you to discover (earning money for new discoveries) and which might pose a threat to you. Overly mining an area or killing too many animals sets the "sentinels" on you which works sort of like GTA's wanted level system.
And you can buy and sell resources between worlds in a form of galactic trade to earn money.
---
That information all pretty much tells me how the game will play out. You go to a new world, make sure your suit is set up properly to survive the environment there, farm as many resources as you can without being eaten or attacked by sentinels, and then you head to the space station, trade your valuable goods, buy some cheap goods and fuel, upgrade your stuff if you can, and move on to the next system.
We've known all of that for weeks.
The only thing the pre-release version is giving us is the rate at which those things happen (and, apparently, how specific design choices that I am not mentioning here have made the game easy to exploit in order to progress at an accelerated rate).
---
We also know some stuff about the world of the game, such as factions, the way speech works, etc.. But that's not seemingly central to the core gameplay loop.
Anyway, my point is that we already have a very good idea of how this game plays. If that moment to moment play is compelling, it will be a great game, and if it's not, the game will flop hard. Except it won't flop because of how many people have pre-ordered based on hype alone, which yet again reinforces the notion that game companies don't need to make great games, they just need to make good hype. Bluh. Anyway, that's moot because the pre-release guy said the game was really fun and he's glad he spent the $1300 on it.
![Avatar](images/avatars/71_1688198107.gif)
Except we've known the NMS gameplay loop for a while now
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 10:59 (3122 days ago) @ Kahzgul
If you have a really great game, these types of videos should excite people. But it seems to be doing the opposite. I can only conclude the "don't spoil yourself" is a bullshit line, and the real reason is so that people don't decide to not buy the game, or worse: cancel their pre-orders.
I stick to my theory that if you can't easily and enthusiastically explain the mechanics, and what type of game you have, then you have a mess on your hands.
![Avatar](images/avatars/65.jpg)
Except we've known the NMS gameplay loop for a while now
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, August 01, 2016, 12:16 (3122 days ago) @ Cody Miller
If you have a really great game, these types of videos should excite people. But it seems to be doing the opposite. I can only conclude the "don't spoil yourself" is a bullshit line, and the real reason is so that people don't decide to not buy the game, or worse: cancel their pre-orders.
I stick to my theory that if you can't easily and enthusiastically explain the mechanics, and what type of game you have, then you have a mess on your hands.
Never forget that Crimson Skies had an entire TV special dedicated to the making-of the game before it launched, and the game looked terrible, the people making it looked defeated and miserable, and the entire point of the special (trying to hype up the game) backfired because of how unenthusiastic everyone was...
And the game is one of the most revered games of the sixth console generation, and it wasn't even on the Dreamcast.
![Avatar](images/avatars/71_1688198107.gif)
Except we've known the NMS gameplay loop for a while now
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 12:21 (3122 days ago) @ Korny
If you have a really great game, these types of videos should excite people. But it seems to be doing the opposite. I can only conclude the "don't spoil yourself" is a bullshit line, and the real reason is so that people don't decide to not buy the game, or worse: cancel their pre-orders.
I stick to my theory that if you can't easily and enthusiastically explain the mechanics, and what type of game you have, then you have a mess on your hands.
Never forget that Crimson Skies had an entire TV special dedicated to the making-of the game before it launched, and the game looked terrible, the people making it looked defeated and miserable, and the entire point of the special (trying to hype up the game) backfired because of how unenthusiastic everyone was...And the game is one of the most revered games of the sixth console generation, and it wasn't even on the Dreamcast.
But could they easily explain what the game was and how it would play? I am betting they could!
![Avatar](images/avatars/110.jpg)
Oh man, Crimson Skies was brilliant
by kidtsunami , Atlanta, GA, Monday, August 01, 2016, 12:36 (3122 days ago) @ Korny
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![Avatar](images/avatars/13785.jpg)
Oh man, Crimson Skies was brilliant
by MacAddictXIV , Seattle WA, Monday, August 01, 2016, 12:59 (3122 days ago) @ kidtsunami
I remember playing that on the original Xbox. One of the few games I had along with Halo 1
![Avatar](images/avatars/71_1688198107.gif)
Oh man, Crimson Skies was brilliant
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 13:07 (3122 days ago) @ MacAddictXIV
I remember playing that on the original Xbox. One of the few games I had along with Halo 1
I had a grand total of 4 games for the original Xbox.
Halo.
Halo 2.
Stubbs.
Metal Slug 3.
In retrospect it is kind of amazing the system is considered successful.
![Avatar](images/avatars/13785.jpg)
Oh man, Crimson Skies was brilliant
by MacAddictXIV , Seattle WA, Monday, August 01, 2016, 13:14 (3122 days ago) @ Cody Miller
I remember playing that on the original Xbox. One of the few games I had along with Halo 1
I had a grand total of 4 games for the original Xbox.Halo.
Halo 2.
Stubbs.
Metal Slug 3.In retrospect it is kind of amazing the system is considered successful.
Well, it spawned the creation of the XBox 360 and Xbox One. So I would say yeah :-D
![Avatar](images/avatars/66.png)
Unless you had a PS2, that sounds a like a damn waste
by ZackDark , Not behind you. NO! Don't look., Monday, August 01, 2016, 15:09 (3122 days ago) @ Cody Miller
So many amazing console games came out that generation...
+1000
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 15:14 (3122 days ago) @ ZackDark
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![Avatar](images/avatars/310.png)
The Babadook is contained in the basement at the end.
by Funkmon , Monday, August 01, 2016, 15:14 (3122 days ago) @ cheapLEY
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I can't tell if this is genius or not
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 15:19 (3122 days ago) @ Funkmon
It's a "mechanical" spoiler describing the practicalities of the finale that doesn't actually spoil any of the emotional drama of the film or the events leading up to it (or why it makes sense, or...anything).
But at the same time someone reading that doesn't know this, and could rightfully be pretty pissed, believing they've had the film spoiled for them.
That's why the vast majority of spoilers don't matter.
Disagree
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 15:26 (3122 days ago) @ Funkmon
Most of the time anyway. But let's not get into this again
![Avatar](images/avatars/14960.jpg)
Angel, Handsome Jack's daughter, is a Siren.
by ProbablyLast, Monday, August 01, 2016, 15:48 (3122 days ago) @ Funkmon
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Ehhhh. Thats pretty close to the line.
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 16:20 (3122 days ago) @ ProbablyLast
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![Avatar](images/avatars/71_1688198107.gif)
Crossing the line
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 01, 2016, 16:31 (3122 days ago) @ someotherguy
Krall is actually the human Starfleet captain Balthazar Edison.
![Avatar](images/avatars/14960.jpg)
I was going to post something similar.
by ProbablyLast, Monday, August 01, 2016, 16:42 (3122 days ago) @ Cody Miller
But I'm not a Star Trek nerd, so I didn't know what qualified.
![Avatar](images/avatars/310.png)
Pyrrha dies, Yang loses an arm, Cinder gets superpowers.
by Funkmon , Monday, August 01, 2016, 18:31 (3122 days ago) @ Cody Miller
edited by Funkmon, Monday, August 01, 2016, 18:41
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![Avatar](images/avatars/69.png)
This AGAIN? Way to be jerks, guys...
by Ragashingo , Official DBO Cryptarch, Monday, August 01, 2016, 19:06 (3122 days ago) @ Funkmon
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+1
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 19:14 (3122 days ago) @ Ragashingo
Is it too much to ask that we just dont spoil stuff? For the benefit of those who think it does matter?
![Avatar](images/avatars/12543.png)
+7, Be excellent to each other.
by dogcow , Hiding from Bob, in the vent core., Monday, August 01, 2016, 19:37 (3122 days ago) @ someotherguy
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![Avatar](images/avatars/84.jpg)
PSA: Gameplay mechanics are now considered spoilers.
by Kermit , Raleigh, NC, Monday, August 01, 2016, 17:03 (3122 days ago) @ cheapLEY
I must be out of touch because I haven't seen anything bad about the marketing of this game. I've seen people get mad on the internet, but that's like seeing a thunderstorm in the summer. Big whoop. I don't pay attention. I hope the game is awesome. When it comes to game criticism, Cody is sometimes right but more often to me he's Chicken Little with intriguing ways of saying that the (no man's) sky is falling.
PSA: Gameplay mechanics are now considered spoilers.
by someotherguy, Hertfordshire, England, Monday, August 01, 2016, 19:12 (3122 days ago) @ Kermit
No bad marketting Kermit, you've not missed anything really. Fantastic marketting actually. They've got huge swathes of the (gaming) population excited about something they know next-to-nothing about.
![Avatar](images/avatars/310.png)
PSA: Gameplay mechanics are now considered spoilers.
by Funkmon , Monday, August 01, 2016, 20:29 (3121 days ago) @ someotherguy
They've got huge swathes of the (gaming) population excited about something they know next-to-nothing about.
A recipe for success!
![Avatar](images/avatars/84.jpg)
PSA: Gameplay mechanics are now considered spoilers.
by Kermit , Raleigh, NC, Tuesday, August 02, 2016, 11:43 (3121 days ago) @ someotherguy
No bad marketting Kermit, you've not missed anything really. Fantastic marketting actually. They've got huge swathes of the (gaming) population excited about something they know next-to-nothing about.
Well, I don't feel like I know less than I usually do about a totally new IP. The appeal of this game is the art style and the exploration of a space heretofore unsurpassed in terms of size and variety. We got that from the first trailer. The only reason I'm not buying it right away is that I don't see myself having the time to play it at the moment. (If I'd completed my moments of triumph, however, I think I'd be buying it day one.)
PSA: Gameplay mechanics are now considered spoilers.
by someotherguy, Hertfordshire, England, Tuesday, August 02, 2016, 14:39 (3121 days ago) @ Kermit
My reason for not buying it is fairly petty, but I have a real issue with claims that every planet is unique and you'll never find two alike.
Because while it sounds like you're going to have a wildly different experience everywhere you go, what it means is a vast, vast vast number of almost identical planets, except this one has green birds and this one has green+1 birds, and this one has birds with 2 fewer feathers.
Which isn't inherently bad, it just feels like such blatant PR BS that it put me off literally the instant I read it.
If I discover any new planets, I will name them after...
by Kalamari , Waiting for Ghorn, FB, and BH, Monday, August 01, 2016, 22:37 (3121 days ago) @ cheapLEY
Cody Miller and Taylor Swift.
I'm only renting though, not buying.
So, I've been watching some of the leaked stuff.
Still not entirely sure what to think. Game looks fine, in all reality. Still seems like the developers were entirely too coy about it.
The UI for the game looks straight outta Destiny.
I either never heard this, or heard about it and completely forgot, but I last night I found out that 65daysofstatic is doing the soundtrack for Mo Man's Sky, and they're putting out the full album next week.
So, even if the game is bad, we're going to get some great music out of it.
![Avatar](images/avatars/84.jpg)
I thought this was fair-minded..
by Kermit , Raleigh, NC, Thursday, August 04, 2016, 16:23 (3119 days ago) @ cheapLEY
I really don't like the way people have reported on this leak.
This article says, " . . .maybe don’t let one person’s opinion change your mind," as if daymeeuhn has been telling people the game is shit. Every article I've seen sort of gives the impression that he's out there just pointing out every flaw, telling people the game sucks, etc.
Everything he's ever said basically points to him being initially a bit disappointed, but still highly enjoying the game, and he's only seemed to enjoy it more over time. None of the articles ever point this out or give this impression.
For what it's worth, I agree, Kermit. That article was a level-headed look at the sitatuion (but unnecessary--I mean, are we seriously at the point where we have to straight up beat people over the head to get them to judge something for themselves, rather than taking one perspective as gospel?).
For what it's worth, my opinion is still that the marketing for this game was shady and terrible, but the game itself actually looks alright based on reasonable expectations. Some of the streams have made me really want to play, while others make me think my initial thoughts were spot on (It's a whole lot of pointing your gun at rocks, which doesn't look fun, but everything else looks great).
![Avatar](images/avatars/54.jpg)
I just don't like . . .
by stabbim , Des Moines, IA, USA, Thursday, August 04, 2016, 18:31 (3119 days ago) @ cheapLEY
I mean, are we seriously at the point where we have to straight up beat people over the head to get them to judge something for themselves, rather than taking one perspective as gospel?).
Welcome to the internet. You must be new here.
![Avatar](images/avatars/310.png)
I heard that the developers are fans of Hitler.
by Funkmon , Thursday, August 04, 2016, 19:42 (3119 days ago) @ stabbim
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![Avatar](images/avatars/84.jpg)
I just don't like . . .
by Kermit , Raleigh, NC, Thursday, August 04, 2016, 19:44 (3119 days ago) @ cheapLEY
I really don't like the way people have reported on this leak.
This article says, " . . .maybe don’t let one person’s opinion change your mind," as if daymeeuhn has been telling people the game is shit. Every article I've seen sort of gives the impression that he's out there just pointing out every flaw, telling people the game sucks, etc.
Everything he's ever said basically points to him being initially a bit disappointed, but still highly enjoying the game, and he's only seemed to enjoy it more over time. None of the articles ever point this out or give this impression.
This article seemed to, or at least I didn't get the impression from it that daymeeuhn hated the game. There's daymeeuhn's reaction, and then there's the internet's reaction to his reaction. This article seemed to be about the latter.
For what it's worth, I agree, Kermit. That article was a level-headed look at the sitatuion (but unnecessary--I mean, are we seriously at the point where we have to straight up beat people over the head to get them to judge something for themselves, rather than taking one perspective as gospel?).
Well, I think most people take one or two perspectives that confirm their biases and call it a day.
For what it's worth, my opinion is still that the marketing for this game was shady and terrible, but the game itself actually looks alright based on reasonable expectations. Some of the streams have made me really want to play, while others make me think my initial thoughts were spot on (It's a whole lot of pointing your gun at rocks, which doesn't look fun, but everything else looks great).
Yeah. Managing expectations is a difficult business for developers and players. I try not to learn too much about games I'm interested in before I play them. (I'm interested in NMS, but I don't read everything I see about it. I'm not even as obsessive about reading everything about Bungie games like I used to be.) Also, there's just so much to play it's impossible to try to play everything you might want to play. We all want good experiences, and sometimes choosing to play through Witcher 3 a third time provides the best experience.
Kerm
![Avatar](images/avatars/71_1688198107.gif)
I thought this was fair-minded..
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, August 04, 2016, 20:26 (3118 days ago) @ Kermit
edited by Cody Miller, Thursday, August 04, 2016, 20:37
http://www.polygon.com/2016/8/4/12343898/no-mans-sky-how-long
Again, why is everybody focused on the length?
Assuming the game is 30 hours long the correct question is to ask how much fun is contained there? What is the awesome per second rating of the game?
6 hours, 30 hours or 100 hours - it doesn't matter if the game isn't great.
+1
by someotherguy, Hertfordshire, England, Thursday, August 04, 2016, 20:37 (3118 days ago) @ Cody Miller
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![Avatar](images/avatars/84.jpg)
I thought this was fair-minded..
by Kermit , Raleigh, NC, Thursday, August 04, 2016, 20:38 (3118 days ago) @ Cody Miller
http://www.polygon.com/2016/8/4/12343898/no-mans-sky-how-long
Again, why is everybody focused on the length?Assuming the game is 30 hours long the correct question is to ask how much fun is contained there? What is the awesome per second rating of the game?
6 hours, 30 hours or 100 hours - it doesn't matter if the game isn't great.
Did you read the article? The author agrees with you.
![Avatar](images/avatars/71_1688198107.gif)
I thought this was fair-minded..
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, August 04, 2016, 20:59 (3118 days ago) @ Kermit
http://www.polygon.com/2016/8/4/12343898/no-mans-sky-how-long
Again, why is everybody focused on the length?Assuming the game is 30 hours long the correct question is to ask how much fun is contained there? What is the awesome per second rating of the game?
6 hours, 30 hours or 100 hours - it doesn't matter if the game isn't great.
Did you read the article? The author agrees with you.
I don't think he entirely does. He is still focusing on the number of hours it will take to finish the game. And yes I read it.
http://www.polygon.com/2016/8/4/12343898/no-mans-sky-how-long
Again, why is everybody focused on the length?Assuming the game is 30 hours long the correct question is to ask how much fun is contained there? What is the awesome per second rating of the game?
6 hours, 30 hours or 100 hours - it doesn't matter if the game isn't great.
Did you read the article? The author agrees with you.
I don't think he entirely does. He is still focusing on the number of hours it will take to finish the game. And yes I read it.
Because his whole point is "stop and smell the roses".
If every game were judged by how short a speed run of it can possibly be, then many a terrible game will be the best game ever.
![Avatar](images/avatars/195_1739158946.png)
So, I think I'm pretty sold.
by cheapLEY , Saturday, August 06, 2016, 23:56 (3116 days ago) @ cheapLEY
I know I rapidly flip between opinions when it comes to things like this.
The leaks have pretty much sold me on this game, though. No, it doesn't look like it's a very deep game. It does, however, look like it's tons of fun. More and more, I'm drawn to slow games that I can take at my own pace. And exploring those worlds looks fun.
More importantly, however, is that the soundtrack is amazing. I've listened to it three times through today and just can't get enough.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, August 07, 2016, 19:34 (3116 days ago) @ cheapLEY
The news is that the version of No Man's Sky people are seeing and playing now that street date is broken is not the 'real' version, and that a day 1 patch is coming.
I hope everyone can see why it is so important not to rely on day 1 patches - the negative press about the game, the balance, and the bugs absolutely hurt the game. I know I will not be buying it.
Hello Games brought this on themselves, and should be a textbook lesson in what not to do.
In a perfect world:
1. Make a great game that is complete.
2. Shortly before the game's release, specifically detail the basics of the game but say nothing more.
3. Shut up until the game comes out.
4. Enjoy a great launch.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 10:50 (3115 days ago) @ Cody Miller
edited by Ragashingo, Monday, August 08, 2016, 10:59
Two things:
1. Anyone relying on and making final purchasing decisions based on a prerelease build of a game is an idiot. It is completely unfair to the developer. Judge a game by what it is when it actually launches. Spread good or bad impressions of it when it actually launches. You may hate the genre or just plain dislike the direction the game is going and that's fine. I've never been interested in No Man's Sky, for instance. But criticizing things like balance issues based on a build you know is not final? That's unacceptable. Especially when you could speak with actual authority by merely waiting a few days to see if those issues are fixed or not. And if they aren't, you get the added bonus of criticizing the developer for falsely implying that their day one fix would solve the problems!
2. Breitzen linked to a great article about game certification and why day one patches are a thing especially when it comes to disc based games. Basically, it's hard to ship a console game and anything from extremely minor developer mistakes to things completely outside their control can force them to delay just long enough so that the final months of development and tuning don't make into the build that ships in the disc and is initially downloaded from a store.
After reading this, I find your stance against day one patches even more absurd. It boarders on deliberate hostility to game developers, even. Now yes, this whole certification process need to be fixed so devs don't faces these challenges. But until they are, we should all give game developers, especially the smaller and less experienced ones, a good deal of slack... until the game is actually released. Then, by all means judge the game. Just not before.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 11:07 (3115 days ago) @ Ragashingo
edited by Cody Miller, Monday, August 08, 2016, 11:16
Two things:
1. Anyone relying on and making final purchasing decisions based on a prerelease build of a game is an idiot. It is completely unfair to the developer.
But it's not… it's what people bought in the store… If you go and BUY a copy of the game, I think you are allowed to judge. If that is not the version that Hello Games wanted people to see, it should not have allowed you to connect and play until you get the patch. You are also forgetting about people who may not have their systems connected to the internet, or in the future when your console cannot connect to the internet. They get what is on the disc and nothing else.
After reading this, I find your stance against day one patches even more absurd. It boarders on deliberate hostility to game developers, even.
You act like these cert things are unique. They aren't. In my industry you have to go through CQ just the same. There are standards that have to be hit for everything. There's standards for theatre and for broadcast. Day one patches are not allowed in the movie industry. If say, your film has an MPAA rating, the film that is shown must be a bit for bit (or frame for frame if it's still on film) copy of what the MPAA saw. Literally. You cannot just show them a bluray of your film; they must see the actual cinema DCP that will be sent out the theaters. If you so much as change out one shot, or adjust the color or add a single sound effect, it must be reviewed again. What goes into the theatre is not allowed to be altered.
That's a reality, and that is worked into the schedule. If cert on the consoles is such a time consuming process, then the game developer needs better milestones and planning by allowing time for cert. The game should be ready for cert far enough ahead of launch to allow for any issues to be fixed.
I'm allowed any expectation of game developers that I want to have, and I think day one patches are bullshit.
![Avatar](images/avatars/91.png)
I wish Suicide Squad had a day one patch...
by breitzen , Kansas, Monday, August 08, 2016, 12:16 (3115 days ago) @ Cody Miller
But seriously, it's not like movies don't do this kind of thing with thier physical release. Directors Cut, Extended Edition, ect.
![Avatar](images/avatars/71_1688198107.gif)
I wish Suicide Squad had a day one patch...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:00 (3115 days ago) @ breitzen
But seriously, it's not like movies don't do this kind of thing with thier physical release. Directors Cut, Extended Edition, ect.
Have you seen the film? It's pretty obvious where the 'patching' was. It was like two different movies in one.
![Avatar](images/avatars/3362.jpg)
I wish Suicide Squad had a day one patch...
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 13:05 (3115 days ago) @ breitzen
But seriously, it's not like movies don't do this kind of thing with thier physical release. Directors Cut, Extended Edition, ect.
On top of that, we have like 100 years of experience making movies. The process itself has been so refined and standardized that it is much easier for a studio to predict, to the week or possibly even the day, how long it will take to make a movie. And unexpected stuff still happens and plans change and things go wrong all the time, but the average movie gets made more or less on time and on budget.
Games are different. The technology is changing so fast that the process hasn't had time to really solidify. Every 5-6 years, developers need to learn a whole bunch of new tech from scratch. Movies are a bit like this too, but nowhere close to the same degree. Games from 15 years ago look almost nothing like games made today, while movies haven't changed nearly as much because the medium itself is far more mature.
![Avatar](images/avatars/71_1688198107.gif)
I wish Suicide Squad had a day one patch...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:12 (3115 days ago) @ CruelLEGACEY
but the average movie gets made more or less on time and on budget.
Lol. That isn't really true. Going over budget is not uncommon.
Games are different. The technology is changing so fast that the process hasn't had time to really solidify. Every 5-6 years, developers need to learn a whole bunch of new tech from scratch. Movies are a bit like this too, but nowhere close to the same degree. Games from 15 years ago look almost nothing like games made today, while movies haven't changed nearly as much because the medium itself is far more mature.
I think movie making has changed dramatically in 15 years. Everybody has to learn new tech and software constantly in the film industry. But you are right in the sense that better games, by their very nature must be more complicated to make, and this doesn't really have an upper theoretical bound. There is a practical one, which unfortunately means that we might never get the chance to see the best game in the universe.
![Avatar](images/avatars/13785.jpg)
I wish Suicide Squad had a day one patch...
by MacAddictXIV , Seattle WA, Monday, August 08, 2016, 13:13 (3115 days ago) @ Cody Miller
There is a practical one, which unfortunately means that we might never get the chance to see the best game in the universe.
False. It's called life.
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![Avatar](images/avatars/71_1688198107.gif)
I wish Suicide Squad had a day one patch...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:37 (3115 days ago) @ MacAddictXIV
There is a practical one, which unfortunately means that we might never get the chance to see the best game in the universe.
False. It's called life.
This is actually 100% true!
![Avatar](images/avatars/13785.jpg)
Yep. God is a bitchin' Game Developer.
by MacAddictXIV , Seattle WA, Monday, August 08, 2016, 13:39 (3115 days ago) @ Cody Miller
- No text -
![Avatar](images/avatars/84.jpg)
I wish Suicide Squad had a day one patch...
by Kermit , Raleigh, NC, Monday, August 08, 2016, 13:25 (3115 days ago) @ CruelLEGACEY
But seriously, it's not like movies don't do this kind of thing with thier physical release. Directors Cut, Extended Edition, ect.
On top of that, we have like 100 years of experience making movies. The process itself has been so refined and standardized that it is much easier for a studio to predict, to the week or possibly even the day, how long it will take to make a movie. And unexpected stuff still happens and plans change and things go wrong all the time, but the average movie gets made more or less on time and on budget.
Games are different. The technology is changing so fast that the process hasn't had time to really solidify. Every 5-6 years, developers need to learn a whole bunch of new tech from scratch. Movies are a bit like this too, but nowhere close to the same degree. Games from 15 years ago look almost nothing like games made today, while movies haven't changed nearly as much because the medium itself is far more mature.
I agree to some degree, but films and games often go wrong for the same reasons--a lack of vision, an unrealistic vision, or not having the right resources in place (that is, the right talent for the right job). Films and games are both collaborative creative endeavors. There's a lot that has to go right to create something truly great (a dollop of luck helps, too).
Regarding the hype around this game, I haven't hung on every word from Hello Games, but it seems to me they are primarily guilty of producing one very impactful trailer. Much like the Halo reveal, the No Man's Sky reveal captivated gamers and the gaming press because of the visuals and the music, primarily. Plus two words (and all those two words entailed): procedurally generated. Both Halo CE and No Man's Sky seemed to promise a scope and freedom we have not yet seen. I have no doubt that managing expectations is harder now than it was in 1999.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 16:51 (3115 days ago) @ Cody Miller
But it's not… it's what people bought in the store… If you go and BUY a copy of the game, I think you are allowed to judge.
Not before the game's launch date. Especially not if you know you aren't playing the finished product.
There are so many things in this day and age that can affect your gaming experience from bringing if you start playing before the official launch. Matchmaking which might work well a few days later might be horribly slow and give bad matches in a FPS if only the few people who broke the launch date are playing, for instance. And you think it's fair to judge a game based on the bad experience those few players had? That's crazy!
You act like these cert things are unique. They aren't. In my industry you have to go through CQ just the same. There are standards that have to be hit for everything. There's standards for theatre and for broadcast. Day one patches are not allowed in the movie industry. If say, your film has an MPAA rating, the film that is shown must be a bit for bit (or frame for frame if it's still on film) copy of what the MPAA saw. Literally. You cannot just show them a bluray of your film; they must see the actual cinema DCP that will be sent out the theaters. If you so much as change out one shot, or adjust the color or add a single sound effect, it must be reviewed again. What goes into the theatre is not allowed to be altered.
But, do you judge a movie based on what you see in the theater or based on where it was like two months before that? Obviously we judge the finished version of films, so why do you insist it is ok to judge the unfinished version of games??
That's a reality, and that is worked into the schedule. If cert on the consoles is such a time consuming process, then the game developer needs better milestones and planning by allowing time for cert. The game should be ready for cert far enough ahead of launch to allow for any issues to be fixed.
I linked you an article that explains why that is anywhere from difficult to impossible. You ignored it in favor of:
I'm allowed any expectation of game developers that I want to have, and I think day one patches are bullshit.
I agree, no one can stop you from having bad opinions, Cody. You've made that extremely clear in this discussion.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 12:30 (3115 days ago) @ Cody Miller
So I totally understand where you're coming from here, but I think you're placing the blame in the wrong place.
We all know games are complex to make, and take years of Dev time. The final months are critical, because only then are all the assets and systems finally put together. A team can spend 4 years on a game and not know if it is all going to "click" or not until the last couple months. More specifically, they may discover that the game is in fact going to come together, but there are a few unforeseen issues that need working out.
Because of the nature of certification and release schedules, Devs often run out of time at the last minute. This isn't new. It has always been this way. 15 years ago, it would be severely detrimental to the final game. There could be hundreds of mediocre games that were only a couple extra months of Dev time away from greatness.
Today, Devs have the ability to patch games which means they have time to put an extra month or two into fixing the unforeseen little problems that crop up right at the end of development. Absolutely nothing wrong with that, IMO. The way the media covers games can create problems (by setting expectations based on unfinished content) but that's not exactly new either.
So no, I don't think the problem is day 1 patches. I think the greater issue is a combination of unrealistic ship dates/bad planning early in the Dev cycle. Considering how complex games are to make, and how complex the games themselves often become (in terms of gameplay systems and mechanics), publishers should know by now that a little flexibility in terms of release dates goes a long way. They need to stop painting themselves into corners by announcing games so damn early, and showing so much of the game months or even years before release. Yes this is a business and targets/deadlines need to be met, but right now the publishers are putting the cart so far in front of the horse that problems are virtually guaranteed.
All that said, I do believe that development studios are partly to blame. Developers constantly bite off more than they can chew, which is part of the reason development of so many titles becomes "rushed". The industry-wide acceptance of "crunch" at the end of development is harmful to the games and developers themselves. What if developers stopped operating under the expectations of having the game "come together" in the final few months? What if games were expected to be in fully-playable states 9-12 months before launch, with the rest of that time allocated to polish/bug fixes? It's not unheard of. Members of the media (Garnett Lee, to be specific) was saying that Halo Reach was playable almost a full year before it launched. That was a grizzled, mature Bungie team working at peak efficiency. They knew what was involved in making a Halo game and were able to plan production schedules accordingly. And the game still needed post-launch updates, but only for relatively minor aspects of the multiplayer.
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 12:59 (3115 days ago) @ CruelLEGACEY
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
Well, in this instance their reliance on a day 1 patch demonstrably hurt the game's reception, and possibly sales figures. That alone should be incentive enough for them to try to get it right next time.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 13:08 (3115 days ago) @ Cody Miller
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
Well, in this instance their reliance on a day 1 patch demonstrably hurt the game's reception, and possibly sales figures. That alone should be incentive enough for them to try to get it right next time.
I don't follow your logic there. The developers didn't send out early copies of the game. They've been very upfront about saying "hey, the game won't be finished until launch day so don't don't expect everything to be right until then". Retailers broke street date. Media and random consumers put out pre-release footage. The developers themselves did nothing wrong.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:14 (3115 days ago) @ CruelLEGACEY
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
Well, in this instance their reliance on a day 1 patch demonstrably hurt the game's reception, and possibly sales figures. That alone should be incentive enough for them to try to get it right next time.
I don't follow your logic there. The developers didn't send out early copies of the game. They've been very upfront about saying "hey, the game won't be finished until launch day so don't don't expect everything to be right until then". Retailers broke street date. Media and random consumers put out pre-release footage. The developers themselves did nothing wrong.
Yes they did.
1. They included a shit version of their game on the retail disc.
2. They allowed said shit version to connect to the server and play.
All they really had to do was not allow players to play until they downloaded the patch on release day.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 13:19 (3115 days ago) @ Cody Miller
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
Well, in this instance their reliance on a day 1 patch demonstrably hurt the game's reception, and possibly sales figures. That alone should be incentive enough for them to try to get it right next time.
I don't follow your logic there. The developers didn't send out early copies of the game. They've been very upfront about saying "hey, the game won't be finished until launch day so don't don't expect everything to be right until then". Retailers broke street date. Media and random consumers put out pre-release footage. The developers themselves did nothing wrong.
Yes they did.1. They included a shit version of their game on the retail disc.
2. They allowed said shit version to connect to the server and play.All they really had to do was not allow players to play until they downloaded the patch on release day.
That's insane, dude. It was the RETAILER'S job to keep the game out of people's hands before launch day. And they didn't put a "shit" version of the game on the disc. They put the 99% complete version that they had ready 6 weeks ago.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 13:22 (3115 days ago) @ Cody Miller
The thing I don't understand about your complaints here is that nobody who goes out and buys the game on launch day will experience anything but the final game. It's not like they're selling an unfinished product to consumers and saying "we'll fix it in a few weeks". The game is done. It's ready to be played. You're just bitching about the delivery method, which I don't understand.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:40 (3115 days ago) @ CruelLEGACEY
The thing I don't understand about your complaints here is that nobody who goes out and buys the game on launch day will experience anything but the final game. It's not like they're selling an unfinished product to consumers and saying "we'll fix it in a few weeks". The game is done. It's ready to be played. You're just bitching about the delivery method, which I don't understand.
I am only pointing this out since because they did this, and people are playing a version of the game they did not intend, that it's their fault because they gave people that version. All I'm saying is that they wouldn't have to do damage control if they either didn't put an unfinished version of the game on the disc, or else they locked you out until release day when the patch hit.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 16:57 (3115 days ago) @ Cody Miller
Or, people could just be reasonable and judge the game the way it is at launch. Just because some people on the Internet are being nonsensical dicks doesn't mean you have to be one.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Monday, August 08, 2016, 21:47 (3114 days ago) @ CruelLEGACEY
The thing I don't understand about your complaints here is that nobody who goes out and buys the game on launch day will experience anything but the final game. It's not like they're selling an unfinished product to consumers and saying "we'll fix it in a few weeks". The game is done. It's ready to be played. You're just bitching about the delivery method, which I don't understand.
That's not true. I guarantee there are people out there who will buy this game on disc and not download the update. I had to make a special trip to my parent's to download the update today because of my lack of Internet. It's not a huge deal, but it's not a non-issue.
I think devs being able to patch games post-release is a great thing. But not like this. There is entirely too much reliance on day one patches. If they knew the game they printed to disc wasn't the final game, that's a shitty practice, and I don't really understand how anyone can argue it's not.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 22:24 (3114 days ago) @ cheapLEY
The thing I don't understand about your complaints here is that nobody who goes out and buys the game on launch day will experience anything but the final game. It's not like they're selling an unfinished product to consumers and saying "we'll fix it in a few weeks". The game is done. It's ready to be played. You're just bitching about the delivery method, which I don't understand.
That's not true. I guarantee there are people out there who will buy this game on disc and not download the update. I had to make a special trip to my parent's to download the update today because of my lack of Internet. It's not a huge deal, but it's not a non-issue.I think devs being able to patch games post-release is a great thing. But not like this. There is entirely too much reliance on day one patches. If they knew the game they printed to disc wasn't the final game, that's a shitty practice, and I don't really understand how anyone can argue it's not.
I don't think anyone from the developers to the players like that things happen this way. I certainly don't like the sometimes hour long patch download delay that happens after I put in a brand new game disc. And yep, it double sucks for people without good internet or no internet at all. By all means fix the apparently archaic certification process. By all means give developers more time and more say so they can ship a complete game that doesn't need a day one patch.
Until that utopia comes, though, we should judge games on what they are like properly patched, not what they are like days or week before they are even supposed to go on sale.
![Avatar](images/avatars/66.png)
The importance of getting it right the first time
by ZackDark , Not behind you. NO! Don't look., Monday, August 08, 2016, 13:36 (3115 days ago) @ Cody Miller
Yes they did.
1. They included a shit version of their game on the retail disc.
2. They allowed said shit version to connect to the server and play.All they really had to do was not allow players to play until they downloaded the patch on release day.
1. That's the publisher's fault.
2. That's actually a good point, assuming the game is even connected to a server (which it very well might).
Also, you completely glossed over Cruel's entire reasoning. Do you agree with that? Disagree?
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 13:41 (3115 days ago) @ ZackDark
Yes they did.
1. They included a shit version of their game on the retail disc.
2. They allowed said shit version to connect to the server and play.All they really had to do was not allow players to play until they downloaded the patch on release day.
1. That's the publisher's fault.
2. That's actually a good point, assuming the game is even connected to a server (which it very well might).Also, you completely glossed over Cruel's entire reasoning. Do you agree with that? Disagree?
Disagree. It's 100% your responsibility as an artist to only put out something you are satisfied with. It's not anyone else's job. Blaming the retailers is not the answer.
You know the story of the boy who cried wolf? Most people blame the boy. But the real blame lies with the village, since they put the sheeps' well being in the hand of a lying boy in the first place (and didn't replace him immediately after he proved untrustworthy the first time he called a false alarm).
![Avatar](images/avatars/84.jpg)
The importance of getting it right the first time
by Kermit , Raleigh, NC, Monday, August 08, 2016, 13:54 (3115 days ago) @ Cody Miller
I'm sure that many developers actually do TRY to get their games into fully playable states earlier in development, but it rarely happens because of the other problems I mentioned (unrealistic release schedules, poor planning, etc). My point is that the severity of some day-1 patches is a symptom of larger issues with game development. Saying "no day-1 patches" won't make the end-products any better.
Well, in this instance their reliance on a day 1 patch demonstrably hurt the game's reception, and possibly sales figures. That alone should be incentive enough for them to try to get it right next time.
I don't follow your logic there. The developers didn't send out early copies of the game. They've been very upfront about saying "hey, the game won't be finished until launch day so don't don't expect everything to be right until then". Retailers broke street date. Media and random consumers put out pre-release footage. The developers themselves did nothing wrong.
Yes they did.1. They included a shit version of their game on the retail disc.
2. They allowed said shit version to connect to the server and play.All they really had to do was not allow players to play until they downloaded the patch on release day.
You lost me at "shit version." I think you have an unrealistic view of game development. Patches became attractive when they became a practical way of making the game better on launch day than it could otherwise be. Yes, this method can be abused, and games that have problems on launch day should be judged accordingly, but the implicit contract between the gamer and the developer is about what the game will be at launch, not before.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 14:44 (3115 days ago) @ Kermit
You lost me at "shit version." I think you have an unrealistic view of game development. Patches became attractive when they became a practical way of making the game better on launch day than it could otherwise be. Yes, this method can be abused, and games that have problems on launch day should be judged accordingly, but the implicit contract between the gamer and the developer is about what the game will be at launch, not before.
If you rely on the convenience of a day 1 patch, then you need to live with the consequences of people 'reviewing' your game in an unfinished state. If that's worth the tradeoff, then I guess that's their call.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 14:58 (3115 days ago) @ Cody Miller
You lost me at "shit version." I think you have an unrealistic view of game development. Patches became attractive when they became a practical way of making the game better on launch day than it could otherwise be. Yes, this method can be abused, and games that have problems on launch day should be judged accordingly, but the implicit contract between the gamer and the developer is about what the game will be at launch, not before.
If you rely on the convenience of a day 1 patch, then you need to live with the consequences of people 'reviewing' your game in an unfinished state. If that's worth the tradeoff, then I guess that's their call.
Again, you're glossing over the fact that neither the developers nor the publisher initiated these pre-release reviews. Dealers *illegally* sold early copies, and some people chose to do review/preview coverage based on an un-finished version of the game. The developers were actively telling everyone "what you're seeing is not final, the game won't be final until launch day".
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 15:13 (3115 days ago) @ CruelLEGACEY
Again, you're glossing over the fact that neither the developers nor the publisher initiated these pre-release reviews. Dealers *illegally* sold early copies, and some people chose to do review/preview coverage based on an un-finished version of the game. The developers were actively telling everyone "what you're seeing is not final, the game won't be final until launch day".
I'm not glossing over it at all. I'm not even trying to defend the retailers. I am saying that you can completely eliminate the chance of players not playing the version of the game you want them to by not even giving them that option. If you put your complete trust in the people selling your games, then you are foolish. All it takes is one copy in this day and age with the internet.
The importance of getting it right the first time
by Claude Errera , Monday, August 08, 2016, 16:12 (3115 days ago) @ Cody Miller
Again, you're glossing over the fact that neither the developers nor the publisher initiated these pre-release reviews. Dealers *illegally* sold early copies, and some people chose to do review/preview coverage based on an un-finished version of the game. The developers were actively telling everyone "what you're seeing is not final, the game won't be final until launch day".
I'm not glossing over it at all. I'm not even trying to defend the retailers. I am saying that you can completely eliminate the chance of players not playing the version of the game you want them to by not even giving them that option. If you put your complete trust in the people selling your games, then you are foolish. All it takes is one copy in this day and age with the internet.
Which is exactly why your attitude is absurd.
It takes time to get real copies to retailers. It takes time to print those copies, put them in packaging, ship them. It takes time for retailers to put them on shelves.
Publishers don't have 100% control over all aspects of that chain - and couldn't, unless they also become retailers, and run their own factories, etc etc etc. (If you're saying that they need to do all of these things in order to make a reasonable game that they can be proud of, you're not even arguing in the same LANGUAGE as I am, so there's no point in continuing this conversation.)
At SOME point, a point that comes AFTER they supply a product to the next link in the chain and BEFORE the consumer is supposed to be able to get his hands on the product, someone along the way can steal a copy, and sell it. (Or just play it. Whatever.) Unless the game is an always-on game that REQUIRES a connection to the internet to play (I don't know enough about NMS to know if it falls into this category, but it's sort of irrelevant, since your argument isn't about NMS, it's about games in general), there is NO WAY for the developer to stop people from playing/discussing that leaked game.
What you're suggesting, however, is that developers go back 20 years, when technology didn't allow them to fix small things after the manufacturing process started - to say "we're going to call this game completely done, no matter what, and this is the release version, no matter what" when they send the game off to the manufacturer, to start the disc creation/packaging process. And that's just dumb.
![Avatar](images/avatars/3362.jpg)
Agreed, and some more thoughts on the subject
by CruelLEGACEY , Toronto, Monday, August 08, 2016, 20:23 (3114 days ago) @ Claude Errera
Again, you're glossing over the fact that neither the developers nor the publisher initiated these pre-release reviews. Dealers *illegally* sold early copies, and some people chose to do review/preview coverage based on an un-finished version of the game. The developers were actively telling everyone "what you're seeing is not final, the game won't be final until launch day".
I'm not glossing over it at all. I'm not even trying to defend the retailers. I am saying that you can completely eliminate the chance of players not playing the version of the game you want them to by not even giving them that option. If you put your complete trust in the people selling your games, then you are foolish. All it takes is one copy in this day and age with the internet.
Which is exactly why your attitude is absurd.It takes time to get real copies to retailers. It takes time to print those copies, put them in packaging, ship them. It takes time for retailers to put them on shelves.
Publishers don't have 100% control over all aspects of that chain - and couldn't, unless they also become retailers, and run their own factories, etc etc etc. (If you're saying that they need to do all of these things in order to make a reasonable game that they can be proud of, you're not even arguing in the same LANGUAGE as I am, so there's no point in continuing this conversation.)
At SOME point, a point that comes AFTER they supply a product to the next link in the chain and BEFORE the consumer is supposed to be able to get his hands on the product, someone along the way can steal a copy, and sell it. (Or just play it. Whatever.) Unless the game is an always-on game that REQUIRES a connection to the internet to play (I don't know enough about NMS to know if it falls into this category, but it's sort of irrelevant, since your argument isn't about NMS, it's about games in general), there is NO WAY for the developer to stop people from playing/discussing that leaked game.
What you're suggesting, however, is that developers go back 20 years, when technology didn't allow them to fix small things after the manufacturing process started - to say "we're going to call this game completely done, no matter what, and this is the release version, no matter what" when they send the game off to the manufacturer, to start the disc creation/packaging process. And that's just dumb.
The only time I see a problem with Day-1 patches is when their existence is used or acknowledged in misleading ways during the review/preview process. EA will throw these huge Battlefield review events where they invite a bunch of press to come play an unfinished version of the game while also making them very aware that a day-1 patch is coming. This sort of thing inevitably leads to the reviewer questioning any problems or issues they have with the game, technical or otherwise, because they don't know for sure if those problems will exist on launch day. I find it leads many reviews to focus more heavily on the positive aspects of a game, for fear of heavily critiquing a shortcoming only to discover that it has changed by the time the game launches. The fact that most sites go ahead and publish reviews written under these conditions is a whole other can of worms. In cases like that, I could almost agree with Cody. But then I realize that the real problem is lack of proper communication, or worse, intentionally misleading the audience. Either way, the day-1 patch itself is not the problem.
But in the case of No Man's Sky, Sony and the developers are going out of their way to let everyone, including reviewers, know that they should wait until launch to play the game because then and only then will it be finished. It's a game that mostly comes on a disc with a little bit of final code delivered via download. As I said before, Cody is essentially complaining about the delivery method which I don't personally understand. Leaks happen. Basing opinions on leaks of an unfinished game is foolish in any case. Doesn't matter if the game is a month away from completion or a day away. Either way, it is unfinished.
![Avatar](images/avatars/66.png)
My thoughts exactly
by ZackDark , Not behind you. NO! Don't look., Monday, August 08, 2016, 21:00 (3114 days ago) @ CruelLEGACEY
- No text -
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Monday, August 08, 2016, 21:15 (3114 days ago) @ Claude Errera
At SOME point, a point that comes AFTER they supply a product to the next link in the chain and BEFORE the consumer is supposed to be able to get his hands on the product, someone along the way can steal a copy, and sell it. (Or just play it. Whatever.) Unless the game is an always-on game that REQUIRES a connection to the internet to play (I don't know enough about NMS to know if it falls into this category, but it's sort of irrelevant, since your argument isn't about NMS, it's about games in general), there is NO WAY for the developer to stop people from playing/discussing that leaked game.
Correct. This is why if I were running a video game company it would be so damn important not to send anything off to manufacturing that I wouldn't mind the world seeing.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Monday, August 08, 2016, 21:52 (3114 days ago) @ CruelLEGACEY
You lost me at "shit version." I think you have an unrealistic view of game development. Patches became attractive when they became a practical way of making the game better on launch day than it could otherwise be. Yes, this method can be abused, and games that have problems on launch day should be judged accordingly, but the implicit contract between the gamer and the developer is about what the game will be at launch, not before.
If you rely on the convenience of a day 1 patch, then you need to live with the consequences of people 'reviewing' your game in an unfinished state. If that's worth the tradeoff, then I guess that's their call.
Again, you're glossing over the fact that neither the developers nor the publisher initiated these pre-release reviews. Dealers *illegally* sold early copies, and some people chose to do review/preview coverage based on an un-finished version of the game. The developers were actively telling everyone "what you're seeing is not final, the game won't be final until launch day".
Except if you go buy that game from Walmart tomorrow, you're still buying the "unfinished" version, because that's what is on the disc. They could have avoided all of this by finishing the game before they printed discs.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 22:40 (3114 days ago) @ cheapLEY
But your console will strongly suggest, if not demand, you patch the game before you play it, right? Yeah, day one patches suck for offline games and players with no internet. Preventing those edge cases is the best argument against day one patches. But even so, reviews and the public's perception of a game should be based on how a game will play for the overwhelming majority of players, not the few unfortunate edge cases.
If it's ok to judge a game based on its unpatched version, is it also ok to judge it based on someone's console with a bad hd making load times 10x longer than they should be, or someone attempting to play a modern heavily multiplayer game over a 14.4k dialup modem, or someone who tries to play a VR game like Golem on a single 1950s television? Of course not! That would be absurd!
Instead, we need to agree upon a consistent state by which to judge new games. And in the current day, with development practices as they are (for better or worse) judging games fully patched running on proper and properly performing hardware makes a hell of a lot more sense than judging a game unpatched a week before it is even supposed to be playable...
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Monday, August 08, 2016, 23:02 (3114 days ago) @ Ragashingo
But your console will strongly suggest, if not demand, you patch the game before you play it, right? Yeah, day one patches suck for offline games and players with no internet. Preventing those edge cases is the best argument against day one patches. But even so, <b>reviews and the public's perception of a game should be based on how a game will play for the overwhelming majority of players</b>, not the few unfortunate edge cases.
I can't recall the site, but there is one that published a review a few days ago based on the pre-patched version of No Man's Sky. While, no, I don't every site should publish a review that way, I do happen to think it's great that at least one did. That is the experience people are buying on the disc, that is the experience some players (a minority of them, obviously) will get. I think it's completely fair to judge a game on those merits.
If it's ok to judge a game based on its unpatched version, is it also ok to judge it based on someone's console with a bad hd making load times 10x longer than they should be, or someone attempting to play a modern heavily multiplayer game over a 14.4k dialup modem, or someone who tries to play a VR game like Golem on a single 1950s television? Of course not! That would be absurd!
Those are all bad analogies. The things you listed are all obviously not the way those things are meant to be experienced. The fact that the unpatched version of No Man's Sky was put on a disc and sent to retailers for people to buy has to mean something, in my opinion.
Instead, we need to agree upon a consistent state by which to judge new games. And in the current day, with development practices as they are (for better or worse) judging games fully patched running on proper and properly performing hardware makes a hell of a lot more sense than judging a game unpatched a week before it is even supposed to be playable...
That's what I'm arguing against. For a probably not insignificant amount of people, the unpatched version is what will be experienced. I'm not rallying against Hello Games--they're not doing anything that any other developer doesn't do. I'm arguing against the entire trend of putting unfinished games on a disc in the first place. It's about principle. If that's what people can buy, then it's absolutely okay to judge based on that, and that alone.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Monday, August 08, 2016, 23:56 (3114 days ago) @ cheapLEY
Those are all bad analogies. The things you listed are all obviously not the way those things are meant to be experienced. The fact that the unpatched version of No Man's Sky was put on a disc and sent to retailers for people to buy has to mean something, in my opinion.
No Man's Sky was not meant to be experienced by the public before its release date.
I think its fine for sites or people to report on what actually ships on the disc. I think its absolute idiocy, not to mention very nearly outright dishoenst, to treat the unpatched version of the game as what players will actually experience. By all means, take a look at the unfinished version to give people a better sense of the development process and how the game evolved. Review the actual, intended, day one product to let players know if the game is worth their time and money.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Tuesday, August 09, 2016, 00:16 (3114 days ago) @ Ragashingo
Those are all bad analogies. The things you listed are all obviously not the way those things are meant to be experienced. The fact that the unpatched version of No Man's Sky was put on a disc and sent to retailers for people to buy has to mean something, in my opinion.
No Man's Sky was not meant to be experienced by the public before its release date.I think its fine for sites or people to report on what actually ships on the disc. I think its absolute idiocy, not to mention very nearly outright dishoenst, to treat the unpatched version of the game as what players will actually experience. By all means, take a look at the unfinished version to give people a better sense of the development process and how the game evolved. Review the actual, intended, day one product to let players know if the game is worth their time and money.
I guess we'll just have to agree to disagree on this one. The unpatched version that's on the disc is exactly the product that some people will experience.
I get that there is no easy solution to this problem, and that developing games is probably more challenging than it's ever been before, but I think it is fundamentally wrong to put a product on a disc and then turn around and say, "Oh, that's not the REAL version."
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Roger. Agreeing to disagree. :)
by Ragashingo , Official DBO Cryptarch, Tuesday, August 09, 2016, 01:01 (3114 days ago) @ cheapLEY
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The importance of getting it right the first time
by dogcow , Hiding from Bob, in the vent core., Tuesday, August 09, 2016, 14:03 (3114 days ago) @ cheapLEY
edited by dogcow, Tuesday, August 09, 2016, 14:06
Day 1 patches aren't a problem for downloaded content. People who buy the digital version aren't (likely) going to be complaining about the state of the game w/o the day 1 patch as they usually just download & update it.
Physical media is (mostly) a legacy technology that's been included in the current gen because enough of the world isn't ready for the content delivery method to be via the net. I doubt this will be the situation in the next-gen; I imagine it will likely be download only, which stinks for people in your situation :(.
If we were in that next-gen world where every game had to be downloaded, then publishers could, in theory, offer physical discs with a pre-download-cache of the game's content in order to reduce the download size for people who don't have good internet speeds. In that situation I don't think there'd be complaining about the disc not being the final product. It would instead be a nice thing the publishers offered.
For all intents and purposes that's where we are now. Practically every game is offered as a digital download. Also, nearly every game has a day 1 patch that puts that pre-download-cache into the final release form. The only difference is that you CAN play the unfinished pre-download-cache.
I guess if game publishers want to address Cody's complaint they'll remove that ability to play the physical cache of content and require it to be enabled by a day 1 patch. I don't think that's a happy solution for many at this point in time.
Anyway, digital delivery is the future, and once we're all able to acquire our games this way I don't see the problem being a problem anymore.
Edit: upon re-reading this it sounds like I'm trying to argue against. I'm really just trying to offer up a alternative way of looking at it and agreeing that it stinks for some.
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, August 09, 2016, 14:08 (3114 days ago) @ dogcow
edited by Cody Miller, Tuesday, August 09, 2016, 14:12
I guess if game publishers want to address Cody's complaint they'll remove that ability to play the physical cache of content and require it to be enabled by a day 1 patch. I don't think that's a happy solution for many at this point in time.
No. There is already a Tony Hawk game that literally cannot function without its day 1 patch even for single player. So i you don't have the internet, or if it is the future and there are no PSN servers, you are fucked.
For as much as people are pushing for games as art, they are not treating them as such and making sure they can be preserved.
![Avatar](images/avatars/69.png)
The importance of getting it right the first time
by Ragashingo , Official DBO Cryptarch, Tuesday, August 09, 2016, 14:54 (3114 days ago) @ Cody Miller
I guess if game publishers want to address Cody's complaint they'll remove that ability to play the physical cache of content and require it to be enabled by a day 1 patch. I don't think that's a happy solution for many at this point in time.
No. There is already a Tony Hawk game that literally cannot function without its day 1 patch even for single player. So i you don't have the internet, or if it is the future and there are no PSN servers, you are fucked.
One of your solutions to the NMS "problem" was to not have it be playable before its official release. Those Tony Hawk people just beat you to it. ;)
![Avatar](images/avatars/71_1688198107.gif)
The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, August 09, 2016, 16:25 (3114 days ago) @ Ragashingo
I guess if game publishers want to address Cody's complaint they'll remove that ability to play the physical cache of content and require it to be enabled by a day 1 patch. I don't think that's a happy solution for many at this point in time.
No. There is already a Tony Hawk game that literally cannot function without its day 1 patch even for single player. So i you don't have the internet, or if it is the future and there are no PSN servers, you are fucked.
One of your solutions to the NMS "problem" was to not have it be playable before its official release. Those Tony Hawk people just beat you to it. ;)
I mean, given the always online nature of NMS that would work in their case.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Tuesday, August 09, 2016, 16:55 (3114 days ago) @ Cody Miller
I mean, given the always online nature of NMS that would work in their case.
Why do I keep seeing this everywhere? You can play NMS perfectly fine without an internet connection.
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They're confusing it with Elite Dangerous?
by Ragashingo , Official DBO Cryptarch, Tuesday, August 09, 2016, 18:42 (3114 days ago) @ cheapLEY
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The importance of getting it right the first time
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, August 09, 2016, 18:58 (3114 days ago) @ cheapLEY
I mean, given the always online nature of NMS that would work in their case.
Why do I keep seeing this everywhere? You can play NMS perfectly fine without an internet connection.
Thank you for correcting me then.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Tuesday, August 09, 2016, 21:17 (3113 days ago) @ Cody Miller
I didn't mean to come off like a dick, for what it's worth, so sorry about that.
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The importance of getting it right the first time
by CruelLEGACEY , Toronto, Tuesday, August 09, 2016, 20:27 (3113 days ago) @ cheapLEY
I mean, given the always online nature of NMS that would work in their case.
Why do I keep seeing this everywhere? You can play NMS perfectly fine without an internet connection.
I think there is some confusion happening here due to some of the preview coverage of the game. I remember hearing something on Giant Bomb about how the galaxy itself is generated server side (makes sense... how else could everyone be playing in the same star map). I've only played for about an hour, but I suspect there is an initial connection/download when you boot up the game and or arrive at a new planet. I've lost connection a few times while exploring planets with no noticeable impact on the game, so it certainly isn't "always online" like Destiny. But I do believe the game is dependent on online connections from time to time.
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The importance of getting it right the first time
by dogcow , Hiding from Bob, in the vent core., Wednesday, August 10, 2016, 13:24 (3113 days ago) @ CruelLEGACEY
I remember hearing something on Giant Bomb about how the galaxy itself is generated server side (makes sense... how else could everyone be playing in the same star map). I've only played for about an hour, but I suspect there is an initial connection/download when you boot up the game and or arrive at a new planet. I've lost connection a few times while exploring planets with no noticeable impact on the game, so it certainly isn't "always online" like Destiny. But I do believe the game is dependent on online connections from time to time.
Beware, geek speak/"well actually" follows. :)
So, an interesting thing about procedural content generation (aka random content). If the algorithm doesn't have any true randomness to it then it will always produce the same result, so every single PS4 out there would generate the exact same content, as long as they shared the same code and same random seed. In fact, I heard they used one of the developers phone #'s as the seed for the pseudorandom number generator. Anyway, the fact that random on a computer is actually 'pseudorandom' can cause major problems, especially with cryptography. True randomness on a computer is hard.
I don't know what/when/why NMS connects to the servers, but it seems to be perfectly fine without it. I suspect it's just for naming of locations/species/etc. and maybe achievements.
![Avatar](images/avatars/3362.jpg)
The importance of getting it right the first time
by CruelLEGACEY , Toronto, Tuesday, August 09, 2016, 04:02 (3114 days ago) @ Ragashingo
But your console will strongly suggest, if not demand, you patch the game before you play it, right? Yeah, day one patches suck for offline games and players with no internet. Preventing those edge cases is the best argument against day one patches. But even so, reviews and the public's perception of a game should be based on how a game will play for the overwhelming majority of players, not the few unfortunate edge cases.
First of all, I'm fairly certain NMS requires an Internet connection to play (can anyone confirm/correct me on that?)
And even if it doesn't, anyone playing the game without the day 1 patch is not playing the game that the developers intended everyone to play.
What I find strange about this whole argument is that if NMS were a digital-only game, nobody would be complaining about a day 1 patch. The nature of the game's development would be identical in every other way, yet nobody would care. Some people just seem to be hung up on this concept of "what is ON THE DISC" mattering above all else. NMS, like many other games, includes a download as part of the initial purchase. I don't see any problem with that.
![Avatar](images/avatars/195_1739158946.png)
The importance of getting it right the first time
by cheapLEY , Tuesday, August 09, 2016, 04:29 (3114 days ago) @ CruelLEGACEY
First of all, I'm fairly certain NMS requires an Internet connection to play (can anyone confirm/correct me on that?)
It does not. You can play completely offline. (In fact, there's at decent amount of folks on the subreddit that can't connect to the server, but are happily playing).
![Avatar](images/avatars/84.jpg)
The importance of getting it right the first time
by Kermit , Raleigh, NC, Tuesday, August 09, 2016, 18:30 (3114 days ago) @ cheapLEY
First of all, I'm fairly certain NMS requires an Internet connection to play (can anyone confirm/correct me on that?)
It does not. You can play completely offline. (In fact, there's at decent amount of folks on the subreddit that can't connect to the server, but are happily playing).
These people are outliers. I mean no offense, but connectivity is the norm in 2016 (the vast majority of consoles are connected to the internet), and this has affected the delivery of digital product, including games. There are downsides to this way of doing things, like the preservation of history (we've definitely discussed this here in the context of playing Destiny 20 years from now), but for better or worse, physical game discs are on their way out, and the awkwardness of day one patches are a symptom of the fact that we are in a transition. I say this as someone who likes physical objects and likes having an archive that isn't dependent on the internet. On the other hand, I like how malleable games are now, and how easily they can change or be fixed. (Destiny, for one example, has changed how I look at this.)
People can say the version of No Man's Sky on the disc is canon or whatever but they're not describing the game that most will play. Prompts to update software are ubiquitous to anyone with a smart phone. People are accustomed to it. Being indignant about it at this point is a bit like being indignant about the lack of pay phones relative to 1995.
![Avatar](images/avatars/84.jpg)
The importance of getting it right the first time
by Kermit , Raleigh, NC, Tuesday, August 09, 2016, 22:29 (3113 days ago) @ Kermit
First of all, I'm fairly certain NMS requires an Internet connection to play (can anyone confirm/correct me on that?)
It does not. You can play completely offline. (In fact, there's at decent amount of folks on the subreddit that can't connect to the server, but are happily playing).
These people are outliers. I mean no offense, but connectivity is the norm in 2016 (the vast majority of consoles are connected to the internet), and this has affected the delivery of digital product, including games. There are downsides to this way of doing things, like the preservation of history (we've definitely discussed this here in the context of playing Destiny 20 years from now), but for better or worse, physical game discs are on their way out, and the awkwardness of day one patches are a symptom of the fact that we are in a transition. I say this as someone who likes physical objects and likes having an archive that isn't dependent on the internet. On the other hand, I like how malleable games are now, and how easily they can change or be fixed. (Destiny, for one example, has changed how I look at this.)People can say the version of No Man's Sky on the disc is canon or whatever but they're not describing the game that most will play. Prompts to update software are ubiquitous to anyone with a smart phone. People are accustomed to it. Being indignant about it at this point is a bit like being indignant about the lack of pay phones relative to 1995.
After reading statements from Hello Games about offline play, I can see some legitimacy is believing this game could exist solely offline. I think you have to reconcile this with their statement that the unpatched game is not the finished game, though. Although playing offline removes one of the game's selling points (the world may see what you discover and name), this does seem to be a nice compromise for the historical longevity. The game can be updated and improved, and one day in the distant future, as long as you have the game on a hard drive somewhere it can be played without needing a server.
Relevant
by Claude Errera , Monday, August 08, 2016, 19:56 (3115 days ago) @ Kermit
http://kotaku.com/why-day-one-patches-are-so-common-1784967193
Hmm. I loaded that article (on the author's site) a few days ago, but never got around to reading it. Guess I should have - he said a lot of what I said. :) (More accurately, a lot of what I said was already said by him.)
![Avatar](images/avatars/195_1739158946.png)
Initial thoughts on it after an hour and a half.
by cheapLEY , Tuesday, August 09, 2016, 03:58 (3114 days ago) @ cheapLEY
edited by cheapLEY, Tuesday, August 09, 2016, 04:07
Most importantly, I want to keep playing. But tomorrow's a work day, so I need some sleep.
Just a few quick things:
The game is pretty. It's not Uncharted 4 by any means, obviously, but it's very pleasant to look at.
On just a purely technical standpoint, the game is impressive. Going to the stellar map and zooming through the galaxy, seeing all the stars, and knowing there are multiple planets to explore around each one . . . it's more than a bit mind-boggling (and exciting!).
The game is a survival game, first and foremost . . . to an annoying degree. I was lucky enough to start out on a planet with toxic atmosphere, so I had to stop every few minutes and look for Zinc to recharge the system that protects me from that. Likewise, my life support (which is a separate thing . . . you'd think being in a space suit with life support would already protect me from a toxic atmosphere, but I guess not) needed to be recharged. As does you multi-tool with which you collect resources. To top it off, all those things require different elements, and your inventory is ridiculously small. I kept finding items that seemed like they would be useful (valuable items I presume I can trade at space stations, other things that I have no idea what they do or what they're for), but I kept having to drop them because my inventory was full and I needed the space for more life support fuel. Also, the multi-tool overheats after about three seconds of using it, and then you have to wait for it to cool down. You're already limited by a tiny inventory, and by having to constantly feed elements into it, why is there another arbitrary limit to basically the main thing I'm going to have to do while playing the game?
Your ship is the same way, requiring separate elements for it's launch thrusters and pulse thrusters.
The controls are . . . weird. They're fine, but they're not intuitive at all. I had to turn my look sensitivity way down from the default, which had me jumping all the place with the slightest touch.
The UI is bad. Like really bad. It's taken a lot straight from Destiny, cursor and all, but it's not even in the same realm. The cursor feels weird compared to Destiny, and the inventory layout is just straight up stupid and confusing. It's laid out in a very basic grid pattern, but for some reason, random squares of the grid are just missing and not available for use. You have to select empty slots and press different buttons to bring up different sub-menus, which, again, is not intuitive at all. I'll get used to it, but it's not ideal. With Destiny, I feel like the menu is never confusing, and it never required explaining. That's definitely not true here.
The soundtrack is disappointing so far. The official album of the soundtrack is absolutely brilliant, and great release by 65daysofstatic. So far, I've heard none of that in the game--it's just a bunch of ambient music. Granted, that's fine and very pleasing and relaxing, but I hope the songs from the album get worked in there, too.
Despite all of those issues, I want to keep playing. Getting in my spaceship after about 30 minutes of hunting down elements to repair it, and then blasting off into space, flying through an asteroid field, encountering a convoy of cargo ships, and warping to a space station, all seamlessly without loading was incredible. And, like I mentioned, the sheer scale . . .
I can't wait to get out there and explore some more. I just hope I'm able to expand my inventory soon.
![Avatar](images/avatars/69.png)
Just imagine how good it'll be if you apply the patch! ;)
by Ragashingo , Official DBO Cryptarch, Tuesday, August 09, 2016, 04:13 (3114 days ago) @ cheapLEY
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Heh.
by Ragashingo , Official DBO Cryptarch, Tuesday, August 09, 2016, 04:35 (3114 days ago) @ cheapLEY
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Initial thoughts on it after an hour and a half.
by Kermit , Raleigh, NC, Tuesday, August 09, 2016, 13:06 (3114 days ago) @ cheapLEY
In the wee hours of the morning I broke down. The interface is a cheap Destiny knock-off. The text is too small. I can't stop playing.
![Avatar](images/avatars/12543.png)
Initial thoughts on it after an hour and a half.
by dogcow , Hiding from Bob, in the vent core., Tuesday, August 09, 2016, 14:12 (3114 days ago) @ cheapLEY
Also, the multi-tool overheats after about three seconds of using it, and then you have to wait for it to cool down.
I've found that if I let off the trigger for a second before it overheats I can get back to mining a lot faster.
![Avatar](images/avatars/195_1739158946.png)
Initial thoughts on it after an hour and a half.
by cheapLEY , Tuesday, August 09, 2016, 16:22 (3114 days ago) @ dogcow
Also, the multi-tool overheats after about three seconds of using it, and then you have to wait for it to cool down.
I've found that if I let off the trigger for a second before it overheats I can get back to mining a lot faster.
Yeah, I realized that, too. I'm just struggling to find anything it actually adds to the game. It seems like an unnecessary annoyance. You already have to put energy into the damn thing, why give it an overheat mechanic, too?
![Avatar](images/avatars/13643.png)
Gives you a place to upgrade and feel happy about "progress"
by slycrel , Tuesday, August 09, 2016, 16:41 (3114 days ago) @ cheapLEY
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![Avatar](images/avatars/12543.png)
Amen to that.
by dogcow , Hiding from Bob, in the vent core., Tuesday, August 09, 2016, 17:42 (3114 days ago) @ cheapLEY
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