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Five Things No Man’s Sky Really, Really, Really Needs

August 23, 2016

Ben Mapp

No Man’s Sky landed on 9 August and the argument started before most of us had left the first planet. Hello Games promised a universe. A lot of players feel like they got a very pretty walk with a mining laser. If the game wants to keep the people who stayed past the tutorial, it really, really, really needs five things.

First, a reason to meet someone. The scale is the fantasy, but scale without another traveller in the same system feels like shouting into a very expensive cave. A way to stumble across a person, leave a marker, or crew a ship would turn the loneliness from a mood into a choice.

Second, variety you can still feel on the tenth planet. The proc-gen is clever until the creatures start looking like the same three toys glued together in a new order. A toxic world and a radioactive world should not be the same hike with a different sky.

Third, a story that trusts you. The Atlas path whispers, then goes quiet for hours of ferrite farming. Mystery is great. A breadcrumb that actually leads somewhere would make the silence feel deliberate instead of unfinished.

Fourth, a reason to come back. Let us build something stupid on a cliff and have it still be there. Right now the loop is land, scan, leave, repeat, and the planets blur into one long loading screen with nicer clouds.

Fifth, plain speech in the patch notes. The studio is small and the backlash has been brutal. Wonder survives a lot. It does not survive the feeling that the trailer and the disc were never introduced. Say what is coming. Say what was never in the build. Then build the rest.