No Man's Sky pre-orders start March 3rd, $59.99

I understand this game has been in development for a while, but I doubt the $60 (or $80 CAD) will be worth it. Procedurally generated world will be barren and mostly static with the occasional monsters and pirates. The few gameplay videos were cool, but that was expecting an "indie" price. Unless there are a lot of features that have been hidden from us all this time, the price tag is just damn too high. If it doesn't require an Internet connexion I might buy it later.
 
The argument being put forward by people in this thread about different development budgets is akin to saying

"Deadpool movie tickets should cost less than Gods of Egypt because it was made for a quarter of the budget of Gods of Egypt"

How do people not see how stupid this argument is? Development budget (or in the case of my metaphor production budget) does not create value. Only the actual quality of the final product determines value and that value is subjective and personal.

If you dont think a game is of a $60 value to you or that a movie is not of a $13 ticket value to you then dont buy/see it or pick it up when its available at a cheaper price down the road. But the arrogance and ignorance that must be be present to deem yourself the more appropriate arbiter of a product's worth than the people who mad it is just mindboggling to me. They made it so they get to decide how much they think it is worth you get to choose whether or not to buy it. So stop it with all the delusions of self importance and either buy the game or don't.
more like saying a randomized 100 hour flash animated web-distributed movie with no campaign/plot/characters/voice acting/tailored environments or maps/complex artwork/high production values - should not be the same price as any movie that does most of those things with a large scale production backing it up.

There's a reason the game has been littered with articles noting how uncertain the depth or gameplay elements of No Man's Sky are. It looks like a thin, inventive production on an ever-spinning wagon wheel. I can't say I get how this has quadruple the market value of Minecraft or whatever if I'm looking at what the games say they produced, and clearly that sentiment is common

I seriously hope they just failed to communicate the depth of the production and artistic vision conveyed and that we'll all eat crow on release day
 
more like saying a randomized 100 hour flash animated web-distributed movie with no campaign/plot/characters/voice acting/tailored environments or maps/complex artwork/high production values - should not be the same price as any movie that does most of those things with a large scale production backing it up.

There's a reason the game has been littered with articles noting how uncertain the depth or gameplay elements of No Man's Sky are. It looks like a thin, inventive production on an ever-spinning wagon wheel. I can't say I get how this has quadruple the market value of Minecraft or whatever if I'm looking at what the games say they produced, and clearly that sentiment is common

I seriously hope they just failed to communicate the depth of the production and artistic vision conveyed and that we'll all eat crow on release day
You clearly have zero understanding of game development or the work and effort that is needed for something like No Man's Sky to be playable, if you can make a comment like that
 
Someday, in the year 2059 - people will stop using the word "random" to describe NMS procedural generation. Procedural generation is the opposite (in this case) of random generation.
 
You clearly have zero understanding of game development or the work and effort that is needed for something like No Man's Sky to be playable, if you can make a comment like that

I don't think it questions how hard they worked, but rather what they worked on, how much cumulative work it involved, and what the production delivers. I'm sure the team put tons of overtime and passion into it.

Maybe you could give me your thoughts on why questions about "what exactly you do" in the game are prevalent and why many are surprised what they've followed could be sold for $60 considering few think lots of hours of procedural dictate value from what I gather.
 
I don't think it questions how hard they worked, but rather what they worked on, how much cumulative work it involved, and what the production delivers. I'm sure the team put tons of overtime and passion into it.

Maybe you could give me your thoughts on why questions about "what exactly you do" in the game are prevalent and why many are surprised what they've followed could be sold for $60 considering few think lots of hours of procedural dictate value from what I gather.

There are hours of gameplay videos out there.
 
I don't think it questions how hard they worked, but rather what they worked on, how much cumulative work it involved, and what the production delivers. I'm sure the team put tons of overtime and passion into it.

Maybe you could give me your thoughts on why questions about "what exactly you do" in the game are prevalent and why many are surprised what they've followed could be sold for $60 considering few think lots of hours of procedural dictate value from what I gather.
1) Considering that there are hours of gameplay and the developers have described in detail what you do in the game, from exploration to combat to trading to space battles and so on, the problem is the people asking that question, not the developers or the game

2) That you can say this game has no complex art and a shallow artistic vision shows you dont know much about the game or its design. Procedural generation is hard work, and being able to generate a planet with a cohesive palette and appearance, dynamic ecosystems across land, air, and sea, climates and atmospheres spawned by factors like distance from the sun, and whatnot isnt easy and isnt random

Compare Evochron Legacy to No Man's Sky
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Man, I think that No Man's Sky might be a shallow but very chill experience but I don't know about spending $60 on it.

Here's hoping the reviews will be better than I anticipate.
 
On the UK Playstation site, they've added SCEE as a publisher within the last couple of days.
I checked the site a few days ago when rumours came up about new info coming, and it was only Hello Games as the publisher.

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Possibly physical release in Europe? (US PS website still has only Hello Games as publisher)
 
Anyone still saying they don't know what to do in this game are intentionally keeping themselves ignorant or trolling.
 
I'm there day one.

This has thread dissapointed me. I seriously hope some people are purposefully being obtuse with an aim of trolling/being controversial. If not I worry for the average IQ of this forum.
 
If The Witness is anything to go by this is a resounding statement by Hello Games about what they feel their game worth and I find that more than a little encouraging since it's clearly not a decision that would have been made lightly. Can't wait to give them 4 days of lunch money.
 
more like saying a randomized 100 hour flash animated web-distributed movie with no campaign/plot/characters/voice acting/tailored environments or maps/complex artwork/high production values - should not be the same price as any movie that does most of those things with a large scale production backing it up.

There's a reason the game has been littered with articles noting how uncertain the depth or gameplay elements of No Man's Sky are. It looks like a thin, inventive production on an ever-spinning wagon wheel. I can't say I get how this has quadruple the market value of Minecraft or whatever if I'm looking at what the games say they produced, and clearly that sentiment is common

I seriously hope they just failed to communicate the depth of the production and artistic vision conveyed and that we'll all eat crow on release day


Going by this logic Assassins Creed, Tomb Raider, Halo and the like should literally be priced as high as a console. Hell GTAV should dwarf the Vives price.

They price it how much they feel its worth. At the end of the day the only way you should value a games worth is if it will bring you fun enough to justify the price tag not if the team spent more money on mocap and voice acting.


I can't even believe I'm arguing this.
 
I won't know what it is worth until somebody I trust gets their hands on it for a few days. Same goes for every other game.
 
You know i expected the first 60 dollar indie game to be like Minecraft 2 or something.

I expect reviews will definitely bring up the price with good reason. God help this company if the game has technical issues, connection problems, etc.
 
oh c'mon we at least have some idea

Planets & flying. That's about it.

1) Considering that there are hours of gameplay and the developers have described in detail what you do in the game, from exploration to combat to trading to space battles and so on, the problem is the people asking that question, not the developers or the game

2) That you can say this game has no complex art and a shallow artistic vision shows you dont know much about the game or its design. Procedural generation is hard work, and being able to generate a planet with a cohesive palette and appearance, dynamic ecosystems across land, air, and sea, climates and atmospheres spawned by factors like distance from the sun, and whatnot isnt easy and isnt random

Compare Evochron Legacy to No Man's Sky


1) They have described superficially, not in detail.

2) It takes time for sure, but until we see more it's hard to know if it was actually more difficult then general game development. It really depends on how the life is generated and the depth of variation in life forms, behaviours, preferences and all that jazz.

I don't find every bit of information about games, but from the general press I see on sites, E3 and all that there isn't a huge amount of meaty detail to what they have shown. It just smells of a Peter Molyneaux type deal.
 
You know i expected the first 60 dollar indie game to be like Minecraft 2 or something.

I expect reviews will definitely bring up the price with good reason. God help this company if the game has technical issues, connection problems, etc.
Im sorry what? Why because they are an indie team? Almost every single AAA game this gen has had problems with online,bugs or something and still reviewed nicely and sold tons
 
Fellow gaffers.. With all the info made available for NMS in the past 3 years, if you still don't "get it" .. It's highly likely that the game's not for you. The good news is... that's perfectly fine, you don't have to like it.

How much should NMS cost? Whatever they think is fair.

See.. A guy like me, that see this project as their dream game, would probably pay whatever the developer asks for it..and be limited only by his personal budget constraints. It seems that there are also people that only see a bunch of random colored planets to walk on... Those would probably pay zero dollars.

Given this conundrum, its only rational to let the developer price the game as they see fit and see if there are enough crazy guys like me...plus a few more "less crazy" guys... that appreciate what they are trying to do, that clearly perceive value on their product and are more than happy to pay what they're asking for it. I would bet that they already made projections and have determined that there is indeed a market for this type of game. I would also bet that this game is going to do just fine.

In most cases, Its guys like me, that percieve value on a given product (the market), the ones who validate a price point for said product, not the costs of production, development time or any other variable. If there aren't enough guys like me to buy NMS (and HG or Sony missed their market projections) they will have to resort to different strategies to increase the percieved value of NMS and boost sales (decrease price, promotions, etc).

Will the market respond to NMS at a 60$ price point? Its too early to tell. But we have to let go the notion that a price point should be defined by anything that's not the market. Everyone assigns a different value to everything!!
 
It's too high. I can understand that it's apparently massive and ambitious so it might be worth it but the perception is that it's an indie game and people are going to think of it as such going in and $60 is going to seem high because of that. If the game fails that's why. It should be like $40 or something.
 
Im sorry what? Why because they are an indie team? Almost every single AAA game this gen has had problems with online,bugs or something and still reviewed nicely and sold tons

I dont think it makes a good first impression for an insanely hyped indie game thats basically Rust in space if the game has terrible online or runs bad. Thats all im saying.
 
It's too high. I can understand that it's apparently massive and ambitious so it might be worth it but the perception is that it's an indie game and people are going to think of it as such going in and $60 is going to seem high because of that. If the game fails that's why. It should be like $40 or something.

Could you explain exactly why indie games apparently can't be $60? Cause it doesn't make sense to me.
 
I'm there day one.

This has thread dissapointed me. I seriously hope some people are purposefully being obtuse with an aim of trolling/being controversial. If not I worry for the average IQ of this forum.

This game brings out some strange and embarrassing responses. I don't get it. Probably all stems from it being an indie space exploration title (albeit with a gigantic scope) when people want or expect something else, especially since Sony's taken it under their wing and pushed it more as a AAA game. NMS threads have been unreadable for like 2 years.
 
Almost had a fucking heart attack thinking this was coming out on Thursday. Sigh, been waiting too long for this. Almost June baby!
 
I'm watching the video right now, but in case it may be faster to ask this way: I know what you do in NMS, but has Hello Games mentioned if there is a story / what that story is? Like, not just impromptu hopping into battles / exploration, but an actual curated story?

Is it a game, like Battlefront, that's rooted in online play for longevity?

We don't know, the point of the video is that the creators don't want to tell us anything, they want us to discover it all ourselves.
 
We don't know, the point of the video is that the creators don't want to tell us anything, they want us to discover it all ourselves.

Okay, I think that's the cause for my ambivalence.

I respect the craft at display with the game, but I'm still someone who largely prefers games with a defined narrative. I guess I'll wait to see what some of the reviews say before deciding how to proceed.

Thanks for the response.
 
Probably means nothing, but I "preordered" on Amazon last year when they had a placeholder up. About a week ago, I checked and the release Date said December 30. Now says June 21st:

Capture_1.jpg

I think its a safe bet, if that release date is correct, that PSVR releases on that same day. Think about about it. It's just a week or so after E3. Sony could use E3 as the final pre-PSVR push.
 
If the pre-order listing is accurate, then it's $60 because Hello Games thinks it can sell a profitable number of copies at $60. Maybe the financial success of The Witness emboldened Hello Games.

If people REALLY want to play something to help them understand what the loop of NMS might be like and don't mind dipping into some fairly complex PC gaming, the first two Elite games can be downloaded for free:

Elite 1 from the Frontier store (free) -- https://www.frontierstore.net/usd/games/elite1984.html

Elite 1 from the original developer's website -- http://www.iancgbell.clara.net/elite/
(I suggest TNK, it's the easiest to set up on a computer)


Elite 1 is an extremely simple game, having been made in 1984 (there's an NES version at the second link), but I still found it kind of fun in its simplicity. Each system is just one planet, a sun, and a space station. You can't land on any planets. You occasionally encounter some other ships like pirates and cops along with meteors. You can shoot those things for money/resources. You buy/sell/trade things at space stations. There are upgrades and new ships you can buy. Within that framework you just decide what you want to do.

Elite 2 from Frontierverse --http://www.sharoma.com/frontierverse/
Somewhere in there there's a link to a source ported version that should just run natively on your PC (with some issues). There's also a DOS version you can run if you have DOSBOX or D-Fend Reloaded or something.


Elite 2 is the same basic setup but in a much more accurate and realistic procedurally generated version of the Milky Way Galaxy. You can fly around in the atmosphere of planets and land in cities and space stations on surfaces. This game came out in 1993, so the graphics are going to look like Star Fox 1. There are also some quests/missions. The thing with Elite 2 though is it veers hard towards realism. The controls are complex, the flight physics take weightlessness and inertia in deep space into account so it's not at all like any normal flying game, and you're forced to travel realistic interplanetary distances at slower-than-light speeds. I still found it fun to play around with.

If you can put up with either of those games for just a couple hours or something, long enough to figure out what the "loop" is, No Man's Sky is sort of that, except the procedural generation on planet surfaces is supposed to be a lot more detailed. Also, NMS veers hard towards fun instead of realistic science. And there will be a main objective of sorts.
 
I can't imagine being one of the people at Hello Games and reading threads like theses. Massive amount of scrutiny over something not released nor played by the people complaining. I really hope these people get to eat crow and it ends up being an amazing game.

Irregardless, I'll preorder NMS and be happy. I can't wait to play something that I've been looking forward to for years.
 
Could you explain exactly why indie games apparently can't be $60? Cause it doesn't make sense to me.

They can. I'm just thinking about it from a business perspective. I wouldn't be surprised if NMS doesn't sell at $60 because customers think "It's indie and should be cheap" I think it will help if Sony gave this a decent size marketing campaign and retail release to get rid of that particular stigma.
 
I'm watching the video right now, but in case it may be faster to ask this way: I know what you do in NMS, but has Hello Games mentioned if there is a story / what that story is? Like, not just impromptu hopping into battles / exploration, but an actual curated story?

Is it a game, like Battlefront, that's rooted in online play for longevity?

There is some kind of a story. It's not told to you in cutscenes or dialog. It's probably going to be revealed through exploration and paying attention to things like item descriptions and etc. There's no NPC's, and as far as online play goes, Online play just allows you to see what other people have discovered via the star map and atlas. It's not like there's pvp multiplayer or co-op unless they've added it in since they last addressed it. I'm not sure the online is going to drive any longevity. That will live and die mostly (IMO) based on the variety of discoveries the algorithm is capable of producing.
 
Im sorry what? Why because they are an indie team? Almost every single AAA game this gen has had problems with online,bugs or something and still reviewed nicely and sold tons

I think the point is that non-indies have much more substantial resources at their disposal to handle the day 1 glitches, bugs, collapses, crashes, and clusterfucks. A smaller team would have a much more difficult time addressing issues in a timely manner.
 
They can. I'm just thinking about it from a business perspective. I wouldn't be surprised if NMS doesn't sell at $60 because customers think "It's indie and should be cheap"

That doesn't mean it should be priced for lower than its worth before it even has a chance to perform.
 
There is some kind of a story. It's not told to you in cutscenes or dialog. It's probably going to be revealed through exploration and paying attention to things like item descriptions and etc. There's no NPC's, and as far as online play goes, Online play just allows you to see what other people have discovered via the star map and atlas. It's not like there's pvp multiplayer or co-op unless they've added it in since they last addressed it.

Ah, this is more re-assuring to hear. I'll at the very least keep one eye on the game during its lead up to a release.
 
I don't think it questions how hard they worked, but rather what they worked on, how much cumulative work it involved, and what the production delivers. I'm sure the team put tons of overtime and passion into it.

Maybe you could give me your thoughts on why questions about "what exactly you do" in the game are prevalent and why many are surprised what they've followed could be sold for $60 considering few think lots of hours of procedural dictate value from what I gather.

This is a game that is about exploration at its core. If you generally enjoy exploration in games - and don't need to be led around with a concrete goal - this game could provide dozens and dozens of enjoyable hours. If that's not your thing, then you might want to stay away.

I feel like people are looking for something in this game that is not there...much in the same way that some people don't find Minecraft appealing. This game doesn't need a task laundry list or gamey-ass mechanics for me to get on board. I just want to explore that universe.
 
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