No Man's Sky Amazon Pre Order

This never seemed like a $60 game to me and I certainly won't pay that much for it

It's for all intents and purposes an indie game made by a small team, I don't see why it should be priced like AAA retail

Agreed. However, indie doesn't mean it has to be small, it's all about hours of playtime and content. The also got a bigger budget after the Sony deal with a bigger staff. Not huge, but I believe they went from 4 to 20 or something. We'll have to see I guess.

I was surprised about the 60$ tag, though
 
I always thought this was a $20-40 downloadable type of game. That's just what it looked like to me based on everything I've seen and heard. Definitely not interested in throwing down $60 on a game that relies so heavily on procedural generation, but to each their own.
 
Good catch.
sarcasm?

not the first time something like this's happened.

NiNoKuni.jpg
 
I have no issues with this potentially being priced at $60, as I was planning buying this Day One, regardless of having GCU. Everything about this game appeals to me so it's worth it to me.

That said, I'm holding out for a CE of this especially if they have an art book and the soundtrack included. Actually, I have to thank Hello Games for introducing me to 65daysofstatic, as their soundtrack is gonna be so damn good...
 
i think he's garnered that perception because at least here on gaf, it's gotten the attention of a AAA game.


Even just by looking through this thread, on an enthusiast forum it seems half split at best with some people not only shocked but indignant at the idea. It's obvious that not "everyone" expected it to be $60.
 
I did not expect that price honestly.

It's still not confirmed.

I don't know why, but when I think indie, I don't think 60 buck.

Is that wrong or have game makers trained me to think that way?

I really can't see it selling at that price.
 
The game needs more content.

18 Quntintillion planets or not - that's not content by itself. It's scenery.

Scanning and uploading won't be fun for long. And shooting AI ships or a never-ending flow of sentinels won't either.

Good thing it's not coming out until next year. The game needs a lot more user activities to make it worthwhile.

To make it worth $60, they should probably put in a fleshed out multiplayer system too. Not just a "ghosting" system. We'll see what they do with these extra months.

There's also discovering trade routes. But a lot of the game is exploration and discovery as well. In interviews with Sean Murray, he's always very sketchy about the stuff because he doesn't want to give stuff away. Also there's the main purpose, which is going to the center of the galaxy. Multiple ways of getting money to fund your trip. Things getting more and more dramatically alien the closer you get to the center. From what I gather, you'll find clues about the galaxy and why you're even heading to the center, as well.

Sean Murray is big on saying you could get hours of gameplay by just flying around trading goods, or just planet hopping, but with GTA you can spend all your time as a cab driver, or just killing random people, that doesn't remove the main purpose.

As for the multiplayer, how would that even work? Even if 10 million people started the game at the same time, the odds they'd be near each other is pretty darn low.
 
The term scope and scale are getting thrown around a lot and its to be assumed that those terms don't mean different things depending on how they're applied, and that's 100% untrue.

GTA V's open world, Skyrim, these are linear and focused game spaces. Some areas in these games may be repeated, but they aren't procedural when it comes to layout and design. The art style or decor of areas is also intentional. The scale of these games is enhanced by how many purposeful, intentional differences there are across the entire game world. Intentional design and attention allow for certain emotions and thoughts to conjure, there's a purpose.

If you look at something like Minecraft or any procedural game, scale and scope matter for gameplay mechanics first and foremost. The purpose behind the world matters a lot less than what the player wants to do in that world. It isn't about what can be found, its about what can I do now in this large space.

With No Man's Sky, the scope and scale being based around procedural generation, its going to be about the gameplay mechanics and what you can do differently on each planet, what you can do with NPCs in space. For many people, the scope and scale matter a lot less when its random.

GTA V, Skyrim, those are like treasure hunts. Games like Minecraft, its about taking nothing but scale and scope and turning it into treasure. No Man's Sky has been shown off a lot more this year, but what has been shown is still not enough for people to believe the scope and scale will matter or actually compliment the current gameplay mechanics at all.

That's all it comes down to when it comes to pricing and why people aren't seeing eye to eye. Some people see a massive game with endless discovery. While other people are questioning if discovering what's in No Man's Sky is worth it.
 
Universe sized title where you can do practically whatever you want at any time on any of the 16 quantillion planets.

Yup, screams $20 digital game to me.



Indie graphix

Hello are swindlers! Demons I say!

Sounds like a pipe dream, as no game ever has allowed that amount of freedom.

And yes, that deserves to be called out even though it isn't what you meant. If people take offense to other people asking what you do in the game, its just as fair to take offense when people are goofily optimistic.
 
One of the largest scope games ever attempted......yet people expecting a budget price. The logic that indie devs shouldn't be able to price a game at $60 even if it merits it is ridiculous.
 
I've asked the question "what indie games have been priced at 60 in the past" so many damn times, and no one ever answers. I knew the one time I made the assertion that there has never been an indie game at $60 that someone would jump out and object. What indies have been $60 anyway?

My point still stands. Indie games have a history of being priced below $60, so I don't know why some are shocked that people wouldn't expect it to be 60.
Considering the comments in this thread

Why do you think, outside of a few exceptions, indie games have been confined to the $10-$20 range?
 
Lol @ people saying that the amount of content justifies $60 for an indie game.

There are many, many indie games that offer hundreds of hours of extremely high quality content that market deems as largely not worth more than $15. The difference between those and No Man's Sky are that No Man's is in the hot genre of the season and looks damn pretty.
 
Sounds like a pipe dream, as no game ever has allowed that amount of freedom.

And yes, that deserves to be called out even though it isn't what you meant. If people take offense to other people asking what you do in the game, its just as fair to take offense when people are goofily optimistic.

It has been described as a sandbox game though.
There are lots of options, and you get to choose which you do.

In that context, his description isn't totally goofy.
 
Lol @ people saying that the amount of content justifies $60 for an indie game.

There are many, many indie games that offer hundreds of hours of extremely high quality content that market deems as largely not worth more than $15. The difference between those and No Man's Sky are that No Man's is in the hot genre of the season and looks damn pretty.

i think your problem is that you are using "indie game" as a category for price...
 
Lol @ people saying that the amount of content justifies $60 for an indie game.

There are many, many indie games that offer hundreds of hours of extremely high quality content that market deems as largely not worth more than $15. The difference between those and No Man's Sky are that No Man's is in the hot genre of the season and looks damn pretty.
Things can never change if developers can never expand beyond the tiny range of prices that has been designated for them
 
Considering the comments in this thread

Why do you think, outside of a few exceptions, indie games have been confined to the $10-$20 range?

I had a discussion about it in another thread. You can read through the fairly brief conversation that goes on if you want to get my thoughts.

http://neogaf.com/forum/showthread.php?p=171799403#post171799403

Well I guess I could try to sum up what I think about it now, but I don't know for sure. Probably because indie devs price their games in whatever way they think will make it the most successful, and since a lot of indies come off as small, cheaper games to people, they probably wouldn't really sell well at the higher ranges. Budget may have something to do with it too, and the reason I think budget is a factor is because there are a few indies out there that I think could easily get away with 60 (or at least looked like $60 titles in my mind) that are priced below that.
 
Everyone on here getting PSVR will pick this up at $60 no question. Wouldn't be surprised if they made a bundle with it though.
 
I had a discussion about it in another thread. You can read through the fairly brief conversation that goes on if you want to get my thoughts.

http://neogaf.com/forum/showthread.php?p=171799403#post171799403

Well I guess I could try to sum up what I think about it now, but I don't know for sure. Probably because indie devs price their games in whatever way they think will make it the most successful, and since a lot of indies come off as small, cheaper games to people, they probably wouldn't really sell well at the higher ranges. Budget may have something to do with it too.
Why would a developer bother pricing their game higher if the response will be "It's an indie game. It should be $10, $15, $20, $30", regardless of visual fidelity, content, depth, and other aspects
 
Why would a developer bother pricing their game higher if the response will be "It's an indie game. It should be $10, $15, $20, $30", regardless of visual fidelity, content, depth, and other aspects

I feel like you're coming at me antagonistically. I never said indie games should always be priced below 60, or that I agree with the idea that indies should always be below 60 because they're indie.
 
Is there some unwritten rule that indie games have to set at a certain price point or something?

Otherwise that argument makes no sense

Do you think it's just a coincidence that indie games cost around $15? It's what the market deems acceptable for most indie games.

No Man's simply doesn't appear to be what most people associate with indie game on first glance. Their minimalist aesthetic helps make the game look very nice which raises the potential price tag.
 
There is no way people would pay $60 for a game with unimpressive graphics and an empty world where you have to make all your own fun while enjoying little to no story.

They'll buy games like fallout 4 instead.
 
I feel like you're coming at me antagonistically. I never said indie games should always be priced below 60, or that I agree with the idea that indies should always be below 60 because they're indie.
It was more of a response to why indie devs might price their games the way they do, than anything meant in an antagonistic fashion
 
Things can never change if developers can never expand beyond the tiny range of prices that has been designated for them

Those "designations" don't exist. The userbase, consumers, decide if they should buy something or not. Consumers have biases, it would be naive to think otherwise. You and I have biases when it comes to buying games.

The fact that people are in awe of what other people conceived the price point as speaks for itself. People are buying into the vision the developers have spoken about a lot more than other people.

Some people have rash viewpoints, but this thread feels like a lot of people doing free PR rather than discussing the idea of value based on game design.
 
Do you think it's just a coincidence that indie games cost around $15? It's what the market deems acceptable for most indie games.

No Man's simply doesn't appear to be what most people associate with indie game on first glance. Their minimalist aesthetic helps make the game look very nice which raises the potential price tag.
But it's ridiculous considering the scope of this game and how much time they put into it.
 
Those "designations" don't exist. The userbase, consumers, decide if they should buy something or not. Consumers have biases, it would be naive to think otherwise. You and I have biases when it comes to buying games.

The fact that people are in awe of what other people conceived the price point as speaks for itself. People are buying into the vision the developers have spoken about a lot more than other people.

Some people have rash viewpoints, but this thread feels like a lot of people doing free PR rather than discussing the idea of value based on game design.
Consider that the notion of the $10-$20 indie was born from when indies grew more mainstream, through XBLA and such, and when they were less technically complex and relatively less ambitious. Compare the early games that brought indies into the mainstream - Braid, Limbo, SMB, etc. - to today's indies, built with Unreal Engine 4, Unity 5, CryEngine. Games like the ones above: Everspace, GRIP, and so on

It's hard to argue that the consumers and the market have deemed that indies must be in that price range when indies outside of that $10-$30 price range have rarely existed. It was like that from the start, and devs haven't exactly been able to expand out of that designation of what an indie game should cost

Because if one did try - for example say an space indie title with ambition and content rivaling that of an AAA title - it is immediately hit with comments of "it's an indie game, it should be in X price range"

If an indie game did release for $60 and sold horribly, sure, I'd agree that the market has spoken. But it hasn't happened yet

It's literally an unexplored frontier
 
Consider that the notion of the $10-$20 indie was born from when indies grew more mainstream, through XBLA and such

It's hard to argue that the consumers and the market have deemed that indies must be in that price range when indies outside of that $10-$30 price range have rarely existed. It was like that from the start, and devs haven't exactly been able to expand out of that designation of what an indie game should cost

Because if one did try - for example say an space indie title with ambition and content rivaling that of an AAA title - it is immediately hit with comments of "it's an indie game, it should in X price range"


If an indie game did release for $60 and sold horribly, sure, I'd agree that the market has spoken. But it hasn't happened yet. It's literally an unexplored frontier

What indie developers decided to do was way smarter than this though.

Kickstarter allowed for indie devs to assess risk and get enough funding to create a game for an audience willing to pay more than $15 for their game to be created, to exist. This isn't a new frontier. Its a lot better for something to exist outright due to an audience coming forward, rather than creating something and hoping the game resonates with an unquantified audience that's in love with the game conceptually.
 
If it's released at retail and published by Sony, and around the same time as PSVR, I think you'd find it difficult to persuade someone in a game store that it shouldn't be priced like all the other titles available.
 
Shouldn't the quality and/content of the game be a bigger indicator for a price point than how many developers worked on said game?

I mean, for an "indie" title, No Man 's Sky seems pretty damn big with loads of content. Regardless of what the real price will soon be or how many Devs worked on it, I think the $60 is pretty justified no?

If people aren't willing to pay that much, then it will be lowered. Doesn't seem like a big deal to me.
 
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