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How much will No Man's Sky cost?

Yea thats a different story all together. It better not be digital only tho. I want a collectors edition with

A map of stars(or something)
Artbook(because thr game looks beautiful)
Steel book case

Come on sony and hello games you know you want too.

Oh, would really like one too.

On the plus side with physical, just buy when it's on sale if $60 is too much for some people. These brand new $60 games go on sale so quickly after release after about a month, I have bought few games at $60 in a long time due to my backlog (and Best Buy's GCU discount) that when I get to them they already on sale.
 
It'll probably be $60. They've developed it for a long time and it's been marketed a lot by the dev and by Sony.

I'll be waiting for a sale in that case. It's hard to imagine it not being a full priced aaa game at this point.
 

Senoculum

Member
Nope no hard work at all.

...and honestly devs can take their script writers, mocap teams and voice actors and stuff them. That's all the shit that's wrong with games.

Sweet, so if we're paying for dev costs, then games like GTA5 should be $120, no? The devs of this title have created something that could provide unlimited amounts of entertainment, provided you're interested in the experiences on offer. It seems a lot of work has been put in to create assets that will allow for unique experience across a staggering number of planetary bodies and you'll (hopefully) be able to do this in a world that generates quickly enough to maintain a sense of immersion. The optimization it takes to do that can't be easy. This all takes a lot of time and effort from a team that rightfully expects to be compensated for a job done, provided you want to experience their creation and I don't see why it's any less valuable simply because it isn't a title that came directly from the depths of some corporation, or because you insist it's nothing more than Minecraft in space.

Read my newer post above. Let me know your thoughts.

Since when is the length of a game a factor of pricing? The exact reverse of this is making the very expensive Order 1886, at a measly 6 hours. But because it's short, it should cost $20? I don't think so.

As a business, your selling price is based of direct cost and finding the break-even point. GTAV probably had a billion man hours, No Man's Sky is a fraction of that - no comparison. And I know you're poking fun at the idea that a game shouldn't be costed out by the the amount of effort.... but get this, that's exactly how a business operates. Research and development + man hours + fixed costs like computers and software + appetite of the industry. If I made a cookie clicker-like game on mobile, should I charge 20 dollars or $1.99? You'll get 60 hours out of it, promise...
 

RedSwirl

Junior Member
It shouldn't be about whether it's "indie" or not. "Indie" really just means it was made by a developer that isn't owned by a large publisher. What people should really be looking at is the size of the development team, the man hours involved, and probably the quality of the art assets in the game. That last part is probably one of the most expensive parts of game development.

One of the main reasons The Order: 1886 is $60 despite being so short is likely because of all the work that went into the engine, textures, character models, cut scenes, voice acting, etc. I wouldn't be surprised if the gameplay systems were a much less expensive aspect of making the game.

On the flipside, we have indie games with concepts and mechanics that are probably a lot more complex and wander into much more uncharted territory, but the art and graphics in a lot of those games looks dirt cheap. Of course there are AAA-asset games that have extremely complex systems going on like GTA or MGSV. I would still say however that GTA V is a $250 million game not strictly because of how big it is, but because of all the detail Rockstar crammed into every nook and cranny of that huge-ass world.

NMS looks like it has some extremely complex things going on under the hood: gravity, the behavior of stars determining what planets will be like, economies running between stations and star systems, all procedurally generated. And of course it's all effectively infinite. But NMS is still a game being put together by around a dozen people, and its art assets do not look extremely detailed at all, not compared to other $60 games.

I guess another factor you might have to look at is the location of the development team. The Witcher 3 is a massive game but was apparently made for like $60 million (I for get if it wasn't like 80 or something) because it was made in Poland. A while ago someone made a comparison between Broken Age and a similar indie adventure game that appeared to have a lot more content but was made for less money, and the reason for that comparison is because Broken Age was developed in San Francisco. Higher cost of living means higher cost of man hours. All that probably doesn't affect the price of a game too much, but it does affect how much the game needs to sell to break even. I'm not sure how that works out in London where NMS is being made.

Edit: GTA V could afford to have $250 million pumped into it because everybody knew the game was going to immediately sell like 20 million copies at $60. The game made a billion dollars in three days. Successes like that are rare in video games, so it had a lot more leeway in what it could do compared to almost everything else in the console space.
 

ZangBa

Member
I'm expecting $40. I'm not too optimistic about this game after Starbound. Too much emphasis on procedural generation puts me off.
 

Hahs

Member
1m.gif
.
 

Xaero Gravity

NEXT LEVEL lame™
I have yet to really see anything about it that impresses me apart from the scope, but I'm not paying a cent for potential, so I'm gonna wait and see on this one regardless of the price point.
 

10k

Banned
8 years of work, 600+ puzzles, 80+ hours of play time for $40 is too much for you?
200_s.gif


Edit: I think NMS will be $39.99 as well, but if it's $60, I wouldn't be surprised either.
Psssh, Jonathon Blow should pay him to play the witness.

/s
 
Dude you better brace for $60.

That said, I look forward to the thread that reveals the pricing and the meltdowns that will ensue. I can already read the "but it's just a bunch of algorithms!! Algorithms aren't worth $60!!!!" arguments being typed out.
 

ZangBa

Member
Have they shown what the gameplay will be like? I haven't looked at any trailers for awhile since it's taking so long, but from what I've seen, it's basically just flying around and looking at stuff.
 
Oh yeah I'd much rather pay £50 for a AAA tittle full of bugs that's only six hours long the pay an extra £50 for the season pass which will add maybe an hour of content and still leave me with things to purchase for the full experience.

I mean who wants a 40 hour game that runs at a solid 60fps with very little bugs at launch, seriously fuck that noise.

AAA's where it's amirite bro!
 

barit

Member
I hope 40$ but think it will cost 60$

At the end Hello Games must decide how much they think their game is worth
 

Senoculum

Member
..snip...

Thank you. I wholeheartedly agree. Huge games can support their development costs because they also have huge marketing campaigns that almost ensures a large income.

Games cost so much, because yes, they're paying for man hours, and iterations upon iterations cost a lot. Everyone thinks UI and HUDS are easy peasy, but you can take up to 6 months getting the look and feel just right. And that can be between 6 key people. Just for UI! Creating assets is a huge effort.

NMS is an intimate project - perhaps the preferred environment for a creative. They have that ability to call the shots, and every voice on the team matters. I hope it's a great game, and I'm sure their pricing will reflect their efforts and value. However, in order to sell it to me for 80 CAD, then their gameplay needs to be as revolutionary as their deterministic algorithms.

I'm playing Rust and its come across this problem. Freedom, co-op, exploration and mining doesn't add enough depth to warrant a large amount of game time.

Attitudes like this are disgusting. A game with potentially 100+ hours of content can't be $60 because it's "indie?"

Elaborate. Because not all players are gonna sink 100+ hours in most games, let alone this one. As RedSwirl suggests, it's not a matter of being indie or not, it's the hard costs behind it versus the competition.
 

Nevadatan

Member
A visually attractive indie game is a hipster game? How is No Man's Sky a walking sim either? It has combat, crafting and exploring.

i separate these two with a comma, i mean these kind of games which visual style shift to etiher vintage or glowing colors. these feel so "unmainstream" that i cannot not call them hipster
 

EvB

Member
It's getting a full retail release and Sony have coughed up more cash for full exclusivity now rather than it's previous state of console debut.

I'd imagine have sent in the crack coding team (can't remember the name)
 

kobu

Member
i'm happy the witness launched at $40 hopefully more indie devs will start pricing their whatever they feel they're worth.
 
Have they shown what the gameplay will be like? I haven't looked at any trailers for awhile since it's taking so long, but from what I've seen, it's basically just flying around and looking at stuff.

Haha.

On a side note...

PS+ free or not worth it hyuck hycuk.

Seriously though, I think it has been clear that this is going to be a full price title for some time now.

In this thread we see people that use the term "indie" like it is some dirty thing that lessens the value of a product.

Probably the same people that refuse to pay for certain music because a band is "indie". Won't hurt them, they haven't made it yet! No commercial, no quality!

Truly children of the iPhone generation.
 
A visually attractive indie game is a hipster game? How is No Man's Sky a walking sim either? It has combat, crafting and exploring.

Exploring is walking sim. That's what exploring is. Walking to places and looking at things.

Considering the combat in no man's sky is very simple with simple enemy behaviours, traveling to places and looking at the crazy shit in this big universe is the appeal of the game.
 

icespide

Banned
Exploring is walking sim. That's what exploring is. Walking to places and looking at things.

Considering the combat in no man's sky is very simple with simple enemy behaviours, traveling to places and looking at the crazy shit in this big universe is the appeal of the game.

when did you play the game?
 
i separate these two with a comma, i mean these kind of games which visual style shift to etiher vintage or glowing colors. these feel so "unmainstream" that i cannot not call them hipster

I can kinda see where you're coming from if games use a vintage art style or "walking sims" like Gone Home, but I really don't think NMS belongs with either of them.
 
when did you play the game?

I'm going off of the extended gameplay footage of the game they've shown.

If they're keeping exciting combat encounters under wraps, that sure is a creative marketing decision!

I mean you can also fly and there's combat and crating as well but I'm gonna assume you're being tongue-in-cheek.

Flying is traveling. That's part of exploration.

The combat seems minecraft tier and we have no idea how extensive the crafting is, other than them not having shown it in any significant capacity other than walking up to rocks/killing shit to obtain resources that allow you to travel to other planets.
 

Senoculum

Member
when did you play the game?

I don't think he's wrong. The whole conceit of the game is to go the centre of the universe. I don't think there's much point in crafting and developing on your first planet, or just chill with your local group.

I'm half expecting giant flying lizards monsters, acid worlds, meteor showers, and a water planet as seen in Interstellar. The exploration factor is what hooked me.

It's a Sony first party title, regardless on how you like or not, it will be 60$.

Published by Sony. Minecraft was published by Sony for their consoles, as an FYI. Dead Nation, Everybody's Gone to the Rapture and Journey too.
 

daveo42

Banned
I'm going off of the extended gameplay footage of the game they've shown.

If they're keeping exciting combat encounters under wraps, that sure is a creative marketing decision!

Flying is traveling. That's part of exploration.

The combat seems minecraft tier and we have no idea how extensive the crafting is, other than them not having shown it in any significant capacity other than walking up to rocks/killing shit to obtain resources that allow you to travel to other planets.

Let's agree that there hasn't been much shown off from a mechanics perspective on how certain systems will or will not work at this point. The game has had several extended plays that have helped cover what you can do up to a point, but we can't really decide on the overall content of a game until it actually comes out.

A relevant point, based on the pre-release stuff for The Witness, that game is nothing but basic line puzzles. Yet, the released game is far more deep than "here's some puzzles for you to enjoy."
 

MilkBeard

Member
After seeing The Witness for $40, I'm scared NMS will be $60. Way too much for an indie title. Even $40 is too much.

$20-$30 will be a sweet spot for me.

As others have said, I don't get the mentality that indie games should be priced less "just because." No Man's Sky is a pretty impressive game, especially for an indie developer to make. I don't see any reason why the game shouldn't be $40-60, especially if it gives us an in-depth experience.
 
I hope it's fucking $90 to piss the fuck off the cheap buggers who think indie means it must be cheap by default. It's absurd at this point.

This is like wanting Trump as president just to... nevermind, okay, no it isn't, but still, we don't want the game to be DoA.

(I know you're not being serious)
 
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