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No Man's Sky - What changed over the course of development?

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IGN First 18 Minute Gameplay Demo

No Man's Sky E3 2015 Sony Conference Gameplay Demo

I thought it might be interesting to look back at all the pre-release footage of this game and see how it differs from the shipped product, especially since GAF posters tend to do better trailer/demo analysis than I do. Perhaps a harder look at some of this stuff will give an indication of why some players' expectations were out of whack, or what it was that made the pre-release version so compelling when the final release fell a bit more flatly.

Things I've noticed off the top of my head:

IGN First video runs at super-smooth 60FPS and is being demo'ed with a PS4 controller. Was the PS4 version ever running at that framerate?

You can discover animals in both videos just by sending out your sonar "pulse". Super easy. In the final game there's a rather tedious "scanning" mechanic associated with discovery. You have to aim the camera centered on them and hold down a trigger for a few seconds.....frustratingly it only seems to work at shorter ranges.

Map markers had towers of light associated with them for easier navigation. That looks really nice and flashy. It also seems like you weren't frequently having to "Pulse" to get markers to stay on screen.....they were there persistently.

Mining was more of a point-and-shoot affair. Most rocks instantly blow up and generate resources. In the final version you're stuck with this beam that you must focus on a rock for many seconds at a time, and it slowly whittles the rock down and overheats a couple times in the process. I presume this change was made so that mining had kind of a different feel from shooting, but man does it look easier and less monotonous here.

There's a cool, giant, multi-level trading post on a planet with ships coming and going. Not sure if those are in the final game, but I haven't really gotten to them yet.

Thruster Fuel does not deplete every time your ship takes off (or at least there's no notification for it).....which leads me to the somewhat larger point of....

Around 12:00 in the IGN video Murray says you can play "Purely for Exploration", "Purely for Combat," "Purely as a Scavanger".....even going so far as to claim that you might be able to play the game without ever setting foot on a planet. At some point I get the sense this might have been an intended goal, that you should be able to play whatever role you want. That's clearly changed. Perhaps pressure to be a more proper videogame made them more tightly integrate all the survival/collection aspects. That's why you're picking up all kinds of stuff to refuel and recharge, dealing with depleted tools and life support systems. As it is, you can't play "purely" for one particular role......but looking at these early videos where there's no discernible economic penalties for joyriding, no cost for basic galactic mobility, it seems that at one point at least "pure" roles were viable. An explorer would simply be able to get credits for exploring, and that cash would be used to fund his exploits around the galaxy.

What are the differences you have noticed between this and other early alpha/beta footage, and No Man's Sky 1.03?
 

Xander51

Member
It's interesting to go back and see the early footage. I haven't watched it in a while. The trading posts are indeed in the game.
 

Kacho

Member
https://twitter.com/Britbongreturns/status/765190830894317568

I haven't kept up with all the news and I haven't played the game yet but I had the impression that the game would have a strong multiplayer component. Is this still /respectively was this ever the case? 'cause I only see singleplayer exploration videos on my twitter feed etc..

Multiplayer was definitely talked about in a lot of interviews and previews but I don't think a strong multiplayer component was ever suggested.
 

Weebos

Banned
https://twitter.com/Britbongreturns/status/765190830894317568

I haven't kept up with all the news and I haven't played the game yet but I had the impression that the game would have a strong multiplayer component. Is this still /respectively was this ever the case? 'cause I only see singleplayer exploration videos on my twitter feed etc..

They never said it would have a strong multiplayer component.

They did hint at (and in some interviews outright confirmed) some small multiplayer components, but it never came to fruition
 

Vorheez

Member
They nerfed the periodic table they were going to create for the game. Every atom procedural. :p

Edit: Alot less pop in also.
Just off the top of my head:

Plutonium
Thamium9
Chrysonite
Heridium
Iridium
Emeril

There are plenty of original elements.

You're getting caught up on technical issues, not gameplay issues. Every game encounters technical issues the more it becomes fleshed out. That's just common sense. Everything else in that preview ended up being exactly what Sean said it would be in the final product. There were no wild claims made, and he certainly never said anything silly like "no pop in" and "we will have a hundred original elements".
 

border

Member
Wait... That IGN First demo is how the game ended up being. What's everyone complaining about?

Stuff like the easier scanning and easier mining would have been huge quality-of-life improvements that made those aspects of the game more fun (or at least more bearable). Having the towers of light extend upwards from objectives was great because if your view was obstructed you could still have some idea of how far away your goal was, making it easier to judge if you should walk or fly there, and how far away you are from it. Instead the final version removes the towers and gives you time estimate of how long it will take to get there.

The larger issue I touched on in the final paragraph is that in footage like this it seems as though your ability to travel/explore is not inextricably linked to your mining/collecting/crafting, which is one of the major gripes with the final version. Engaging in exploration requires you to invest a lot of time in mining/crafting, which is not as entertaining for some people.
 
Most of what the game was made it in, sans the multiplayer aspect and a few things like killing birds and having them drop into the water, only to have a predator swim up and eat the carcass.
 
There's a cool, giant, multi-level trading post on a planet with ships coming and going. Not sure if those are in the final game, but I haven't really gotten to them yet.
I found one of those last night. Had a galactic trading terminal, and a bored looking attendant I could talk to. No ships turned up in the half hour or so I hung around on it. It was a miserable planet though. Raining all the time. Furthest from all the other planets in the system.
 

jond76

Banned
OP is really reaching on presenting any change as negative. Lol: "tedious" mechanic of holding the trigger. Bah ha ha
 

Infest

Member
It was never the case.

Multiplayer was definitely talked about in a lot of interviews and previews but I don't think a strong multiplayer component was ever suggested.

They never said it would have a strong multiplayer component.

They did hint at (and in some interviews outright confirmed) some small multiplayer components, but it never came to fruition

I see, thanks for the clarification!
 

Vorheez

Member
Stuff like the easier scanning and easier mining would have been huge quality-of-life improvements that made those aspects of the game more fun (or at least more bearable).
And also pointless. It just becomes a point and click game at that point. It would also remove all of the upgrading, and how some elements are harder to mine than others. So again, it would be pointless.

Having the towers of light extend upwards from objectives was great because if your view was obstructed you could still have some idea of how far away your goal was, making it easier to judge if you should walk or fly there, and how far away you are from it. Instead the final version removes the towers and gives you time estimate of how long it will take to get there.
Really? I don't know if you have played the game, but surely you are aware of just how many discoveries can be made on one planet? Previously you said how easier mining would be preferable, but in that same post you're now gonna suggest that I have to fly all over a planet looking for red beams of light just to upload a discovery and make a thousand credits? No thanks. The time estimates are only used to provide a sense of scale.

The larger issue I touched on in the final paragraph is that in footage like this it seems as though your ability to travel/explore is not inextricably linked to your mining/collecting/crafting, which is one of the major gripes with the final version. Engaging in exploration requires you to invest a lot of time in mining/crafting, which is not as entertaining for some people.
You haven't played the game. Travelling and exploring is directly linked to the mining aspect. The more you travel, the more you encounter rare resources and minerals. Those rarer resources and minerals allow you to travel to even more remote systems, that in turn provide even rarer resources and minerals. It's a reciprocal relationship.

*I should also add that these "remote" systems are actual worth visiting because they have an increased chance of generating planets that are most vibrant in flora and fauna. These remote systems would provide the more serene vistas and sights. This solidifies the exploration aspect and "purpose" for mining.
 
The biggest thing for me is planets not spinning nor orbiting around their star. This was talked about a lot and seemed to be something Sean Murray was rather proud of, then axed silently.
 

darthbob

Member
The biggest thing for me is planets not spinning nor orbiting around their star. This was talked about a lot and seemed to be something Sean Murray was rather proud of, then axed silently.

IIRC, he said that playtesters got confused having to account for planetary rotation and how it affected waypoints or some such nonsense.
 

Moreche

Member
I've always wanted the game to be just like the E3 2014 trailer. I just find something very natural about it even though the animation isn't great and it's an alien planet.
The way everything just feels like it's there when you emerge from the cave, there's goats grazing, huge brontosaurus knee deep in water and then when the huge rhino disrupts the trees everything runs away. Also the ship is parked but with the engines rotating and fumes at the back.
Then when you take off there's three ships flying beside you like wingmen as you swoop around mountains.
For me not one game session has given me any of that. I just find the whole trade and explore nothing like I expected. The copy and paste buildings, space stations etc are just an insult.
I'm really, really hoping that Hello Games can bring that back with updates and expansions. NMS could become their cash cow for a few years if they can prove to the community it's possible.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
Disclaimer: Maybe some of this stuff is in there just very rare and undiscovered to my knowledge.

jr3vGrF.jpg


No big crashed freighter/starships on planets.

Yd4OukG.jpg


No giant sandsnakes/dune worms. No the eels and things don't count.

LZS7ixc.jpg


Working Portals. People have found the structures but no way to activate them as far as I know. Cut feature really late on?

jKLEQyn.jpg

lCmcHXW.jpg


AI Wingmen. 'Command RAGAR II' may have some other meaning, but several trailers showed starfighters joining you on your journey.

ZiOetK1.jpg


These Mega Structure planets?

VpGeFUw.jpg

B6KhvXL.jpg


The level of creature interaction where big creatures would impact the flora as well as scare off big herds of smaller beasties.

It feels like that not only was the engine and game misrepresented by the staged demos, but it seems like they were bordering on CGI at times due to how much better they looked and operated. When you include the fact the game only has "its fucking nothing" troll endings and the ability to meet other players is not in there, it feels like half the game is missing.
 
Let's just look at how it sadly is. E3 2014 reveal was just a concept trailer. I mean, we got that, more or less, but it's less impressive what we have now.

I just want them to release the development/modding tools. I think the community can make some really cool stuff.
 

besada

Banned
The larger issue I touched on in the final paragraph is that in footage like this it seems as though your ability to travel/explore is not inextricably linked to your mining/collecting/crafting, which is one of the major gripes with the final version. Engaging in exploration requires you to invest a lot of time in mining/crafting, which is not as entertaining for some people.
That trading post exists in the game. Also, when you land on a landing pad, there's no thruster cost for taking off again. So, if one landed only on landing pads, one could pop down to planets, survey a bunch of animals, plants, and rocks (all of which produce money) and take off again at no fuel cost. You'd still need to run your life support, but given the ubiquity of carbon resources, that takes minimal effort.

While it certainly wouldn't be efficient one could certainly play the game without ever firing a gun or mining, simply by landing, surveying, collecting the cash, and using it to buy the necessary warp fuel to keep moving to the core. It'd be slow, and it's possible you'd hit a single planet system with a barren world that seriously complicated it. Of course, then you could just use existing funds to trade for profit until you hit a more populated system.
 

border

Member
You haven't played the game. Travelling and exploring is directly linked to the mining aspect. The more you travel, the more you encounter rare resources and minerals. Those rarer resources and minerals allow you to travel to even more remote systems, that in turn provide even rarer resources and minerals. It's a reciprocal relationship.

I said in my OP and response that mining and exploring are now tightly linked. You cannot really do the exploring without mining. It seems there was a point in time where this was not the case, since Murray contends that you could play the game purely as an explorer (or trader or combat specialist). At some point it seems as though they added various resource restrictions on travel to the game -- Thruster Fuel depletion not being present in the original videos. So the focus and design changed from accomodating "pure" roles into having all players act out hybrid roles.

I didn't say that you had to fly all over a planet to make/upload a discovery. I just said that the light beams were preferable because they were a better way to judge how far away an objective was, and use that information to determine your mode of travel.
 

Unai

Member
The biggest thing for me is planets not spinning nor orbiting around their star. This was talked about a lot and seemed to be something Sean Murray was rather proud of, then axed silently.

I'm loving this game so much but I was also very said when I figured this out.

IIRC, he said that playtesters got confused having to account for planetary rotation and how it affected waypoints or some such nonsense.

I remember that. It could still be an option in the settings since we don't have multiplayer anyway.
 

GSG Flash

Nobody ruins my family vacation but me...and maybe the boy!
The level of creature interaction where big creatures would impact the flora as well as scare off big herds of smaller beasties.

Been playing the game for several hours during the weekend, there's a lot of things that annoy me about it and this is definitely one of them.

All the animals are mindless drones who only react when they see the player, and the only reaction is to either run away or attack the player. For example, there was this one creature that was classified as a "predator" and a "meat eater" and there were a bunch of herbivores around it, but it was just chilling with them. The only time it reacted was when I got close and it started chasing me.
 
Around 12:00 in the IGN video Murray says you can play "Purely for Exploration", "Purely for Combat," "Purely as a Scavanger".....even going so far as to claim that you might be able to play the game without ever setting foot on a planet. At some point I get the sense this might have been an intended goal, that you should be able to play whatever role you want. That's clearly changed. Perhaps pressure to be a more proper videogame made them more tightly integrate all the survival/collection aspects. That's why you're picking up all kinds of stuff to refuel and recharge, dealing with depleted tools and life support systems. As it is, you can't play "purely" for one particular role......but looking at these early videos where there's no discernible economic penalties for joyriding, no cost for basic galactic mobility, it seems that at one point at least "pure" roles were viable. An explorer would simply be able to get credits for exploring, and that cash would be used to fund his exploits around the galaxy.

What are the differences you have noticed between this and other early alpha/beta footage, and No Man's Sky 1.03?


You actually can. Once you are in space you can shoot asteroids for fuel for boost and other collectable elements. If you are bored enough you can collect and sell them. You can attack the large ships that carry cargo you might find planet side. It really is set up so you don't have to go to surface. You may not "learn" any languages that way though until you make it to certain spots.
 

bosh

Member
I really like the old Hud. Since there isnt a good way to hide everything on screen at the moment. Taking screenhots on the PS4 leaves you with a bunch of different icons all over the screen. I also like how it blends in with the environment since its transparent making it only really noticeable when you need it.
 
And also pointless. It just becomes a point and click game at that point. It would also remove all of the upgrading, and how some elements are harder to mine than others. So again, it would be pointless.

I can't believe you are arguing this point. So holding down a button for a few seconds to mine something makes it more meaningful? How?
 
You can discover animals in both videos just by sending out your sonar "pulse". Super easy. In the final game there's a rather tedious "scanning" mechanic associated with discovery. You have to aim the camera centered on them and hold down a trigger for a few seconds.....frustratingly it only seems to work at shorter ranges.

FYI while holding the scan button you can tap R3 to zoom in on the objects and scan it from long ranges. Asuming that is what you meant
 

besada

Banned
For example, there was this one creature that was classified as a "predator" and a "meat eater" and there were a bunch of herbivores around it, but it was just chilling with them. The only time it reacted was when I got close and it started chasing me.
I've seen predators attack herbivores in game. I was in a pack of herbivores when three greyhound sized lizard fucks came creeping and tore into them, and eventually me. We all sprinted like mad to get away.

I've also seen predators just palling around with herbivores, too, so I'm not sure what that says about their handling of the animals other than it's variable.
 
Been playing the game for several hours during the weekend, there's a lot of things that annoy me about it and this is definitely one of them.

All the animals are mindless drones who only react when they see the player, and the only reaction is to either run away or attack the player. For example, there was this one creature that was classified as a "predator" and a "meat eater" and there were a bunch of herbivores around it, but it was just chilling with them. The only time it reacted was when I got close and it started chasing me.

I've seen predators killing prey. It's in there.
 

Auctopus

Member
If we studied what changed between every game's changes between inception and release, GAF would probably fall apart. What is it with people and this game?
 

DrBo42

Member
The biggest change for me was that in the old versions you needed to upload discoveries to an atlas beacon on the planet rather than a dedicated menu. This also came with the risk that if you managed to die on the planet before you uploaded your discoveries, you lost them. I actually prefer that to what's currently in the game.
 
Disclaimer: Maybe some of this stuff is in there just very rare and undiscovered to my knowledge.

http://i.imgur.com/jr3vGrF.jpg[/img

No big crashed freighter/starships on planets.

[IMG]http://i.imgur.com/Yd4OukG.jpg[/IMG

No giant sandsnakes/dune worms. No the eels and things don't count.

[img]http://i.imgur.com/LZS7ixc.jpg[/img

Working Portals. People have found the structures but no way to activate them as far as I know. Cut feature really late on?

[img]http://i.imgur.com/jKLEQyn.jpg[/img
[img]http://i.imgur.com/lCmcHXW.jpg[/img

AI Wingmen. 'Command RAGAR II' may have some other meaning, but several trailers showed starfighters joining you on your journey.

[img]http://i.imgur.com/ZiOetK1.jpg[/img

These Mega Structure planets?

[img]http://i.imgur.com/VpGeFUw.jpg[/img
[img]http://i.imgur.com/B6KhvXL.jpg[/img

The level of creature interaction where big creatures would impact the flora as well as scare off big herds of smaller beasties.

It feels like that not only was the engine and game misrepresented by the staged demos, but it seems like they were bordering on CGI at times due to how much better they looked and operated. When you include the fact the game only has "its fucking nothing" troll endings and the ability to meet other players is not in there, it feels like half the game is missing.[/QUOTE]
I've seen bigger predators scare and eat (no eating animation mind you) smaller stuff
All the screens you posted are on a old ass UI
Structures found different depending one where you are in the universe
The fighter stuff I thought was they were attacking the freighter and you joined them
Never thought AI control was happening would ruin the alone vibe of the game
Crashed anything on the planet is rare from my experience (I'm pre-black hole traveling)
 

Timeaisis

Member
Nothing changed. The game was oversold and the demos were made to make the game look good. It started as an indie game and was marketed as an AAA one. I guess that's what changed.
 
If we studied what changed between every game's changes between inception and release, GAF would probably fall apart. What is it with people and this game?

Well we can't bitch about it with each other in game can we? So we do it here.

Feedback. There's a tactile difference between upgrades, between a weaker mining tool and a stronger one

I say it's boring and tedious. I mean, if you wanted to find a middle ground, make the mining/shooting instant or no cool down and give less resources for weaker tools and less shots/less damage for weaker weapons.
 
People are talking now like they promised some giant eve style MMO or something but from interviews they always made sure to never compare it to a MMO and to shoot down those comparisons.

From the washy washy ways Sean would talk about it though I expected a Co Op option + a dark souls / journey style "random playerswill fade in and out of your world sometimes" thing.

No multiplayer at all is a real surprise and I dont blame anyone for being pissed at that once they are realistic about what was promised.


Other then that the rest is typical E3 demo syndrome. Vertical slices and target demos that they end up missing the target on in the final game.
 
Well we can't bitch about it with each other in game can we? So we do it here.



I say it's boring and tedious. I mean, if you wanted to find a middle ground, make the mining/shooting instant or no cool down and give less resources for weaker tools and less shots/less damage for weaker weapons.
Totes that's why Minecraft has one hit resource gathering for everything, and killing otherwise it would be tedious
 
For the framerate, my guess is that the PS4 footage was unlocked pre release and they capped it at 30 when shipping it

Given the wild fluctuations people have seen on PC I'm guessing thats why
 

KingSnake

The Birthday Skeleton
If we studied what changed between every game's changes between inception and release, GAF would probably fall apart. What is it with people and this game?

Newsflash: we pretty much do. So many downgrade scandals/threads in the past are a proof for that. This victimization is going over the top.
 
Pre-release AAA trailers and demo's almost always look better than the final product.

Nothing changed, they just showed the game in a different way to get people even more excited. Pretty standard PR stuff I guess.

Nowadays, take these kind of trailers and demo's with a grain of salt.
 
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