I'd kind of agree with him in that the gameplay cycle that they've openly discussed actually sounds relatively simple (Land on planets, "research" stuff and hit up nodes to save that info, get to the centre, hope for the best), though we all know they're probably holding back a lot of details on it and I wouldn't speak with any authority about this game yet, nor should anyone else.
Also it still looks batshit awesome to me, I'm not insinuating anything else with this comment.
That's ONE of the possible gameplay loops.
If you're trying to get to the center, it's really more like "find a way to get money to pay for fuel -- warp to next system -- eventually try to make enough money to buy a better ship or better equipment to survive more dangerous planets -- repeat."
That "find a way to get money" part can unfold in multiple ways going by what Hello Games has said about NMS and if Elite is anything to go by. Exploring and researching is one way. Another way is to buy and sell goods between star systems -- Hello Games said a lot of people in play testing ended up playing this way, never even landing on a planet. Another way is to blow up and loot other ships which might get you in trouble with the space police, make you an enemy of one faction, make you a friend of another faction, or get you paid from bounties.
But I agree that the gameplay systems at the base of NMS are probably a lot simpler and more matter-of-fact than something like GTA or Elder Scrolls. NMS is going to have a much softer structure compared to what most people playing console games are used to. The whole idea is to toss players into a sandbox and simply say "go," expecting emergent gameplay to arise from the interplay of the game's systems. That's why Sean Murray compares NMS to Minecraft more than to any AAA game.
It's not odd. Indie games have a reputation for cutting corners to focus on what's deemed important. They're also often hard to appraise and are therefore a greater risk for consumers. Low pricing also helps games spread on word of mouth.
Large publishers are only able to get away with $60 MSRPs because they have an established franchise, a reputed developer, or a product that is safe and easy to market. And then it doesn't always work, leading to deep discounts shortly after launch.
This is really what it's all about. People in this thread are caught up in how much "content" a game has and how that should determine the cost. That makes sense from the consumer standpoint, but from the point of view of the developer, it's not about whether a game is "indie" or whether it's even getting a retail release. It's all about risk. Risk to the seller and risk to the buyer.
I said this already, but indie games are priced lower not only because fewer man hours are put into them, but because they are often perceived as being a greater risk to consumers. They aren't backed by big marketing campaigns or brand names, and often feature very unconventional gameplay. Most start out with zero reputation, so they have to lower the perceived risk to the consumer, usually with lower prices. It's why indie games have demos much more often than AAA games these days. The Order didn't need a demo and could launch at $60 despite being a six-hour game because Sony knew it had people locked in and pre-ordering the game weeks and months in advance with a slick marketing campaign and presentations at E3. So many indie games have public alpha demos just as a way of proving to people that the developer is actually competent.
No Man's Sky is still a huge unknown to a lot of people, but Sony has helped it get a ton of buzz. It's hard to say how risky it actually is at this point. A good a mount of people know about it, but not many really know what it is.