For me, No Man’s Sky is a bit like a brussels sprout. I
haven’t tried it, but I’ve seen pictures online and heard from enough people that
I can tell it’s just not for me.
But there are plenty of games that fall into that category.
I just don’t have the money- and certainly not the time- to play every game
that gets released, and even among the more well-received titles I often have
to pick and choose. No Man’s Sky is different, though, in that I’m sure I’ve
never read so many opinions or developed such a strong opinion about a game
that I haven’t played.
In all honesty I’m beginning to feel sorry for Sean Murray
and his development team. It’s pretty damn obvious that he’s far from innocent
in all this, but how many other indie developers get this amount of hate thrown
their way?
No Man’s Sky stepped onto the world stage in 2014, if I’m
remembering correctly, with a debut trailer at E3 of that year. From the get go
it caught everyone’s eye with a gorgeous trailer and a lofty premise, coupled
with the ambitious claims of Hello Games. We were told that the game would
offer a procedurally generated universe of nearly infinite number of planets
for players to explore. Even now, the thought of planet hopping between worlds
full of infinite types of flora and fauna, meeting aliens and uncovering
secrets is easy to get excited about. Hello Games set out to make us excited for
their game and that’s just what they did, surely more than they could’ve
imagined.
The hype train gathered steam as time went on and in the two
years between the game’s announcement and its release, that hype reached levels
that Hello Games and Sean Murray never would have anticipated, which is precisely
where they slipped up. They let their own vision surpass what was realistically
plausible.
It’s pretty damn clear that NMS was a passion project for
Murray and his team. You can see it in Murray’s face in his countless
interviews- including one on The Late Show with Stephen Colbert himself!- all
of which gathered thousands of Youtube hits and led to countless wide-eyed
preview articles across the internet. Everyone expected No Man’s Sky to be a
game-changer within the industry.
Almost everyone. Some of us had our doubts but our voices
were mostly drowned out, and really, why spoil everyone’s fun? So when the game
finally launched and turned out to be nothing at all like what we were
promised, people flipped the hell out. Usually I find this sort of angry
backlash overblown and churlish, but this time it’s not without justification.
Sean Murray definitely told some fibs. He wasn’t truthful.
Yes, the planets are infinite but they aren’t nearly as interesting as all the
trailers made them look. Mountain ranges and giant forests teeming with
dinosaurs and sentry bots emerging from the ground!? Nope, none of that. The
multiplayer that Murray definitively confirmed is flat-out nonexistent, as are
things like different alien factions, a variety of ship types, giant space
battles, and so on and so forth. You can’t fly your ship across the planets
(rather you simply hit a button and the ship automatically takes off or lands),
customization is extremely limited and frankly, most of the procedurally
generated animals look like drawings on the wall of a kindergarten classroom.
The worst and most perplexing lie (in my humble opinion) of
all? Sean Murray consistently teased an end-game in which players would reach
some sort of “center of the universe” where a secret surprise awaited the
player. In one interview, Murray even laughed at a fan’s playful suggestion
that the center of the universe contained nothing at all, and the screen would
just go black like at the end of The Sopranos. How ridiculous that would be, he
joked, after teasing us with this supposedly awesome secret.
So what is that secret? It’s nothing. There’s nothing at the
center of the universe, almost like they completely forgot to put something
there. You fly your ship in, and then the screen pulls out and you get to start
all over. One ultra-patient Youtuber even trekked to the center ten times over
just to make sure, and every time it was the same. I mean, come on now. That’s
just insulting. Hello Games, you owe people an explanation for that one.
As it turns out, procedural generation still can’t create
the sort of interesting levels and environments that purposeful design can, and
a development studio as small as Hello Games couldn’t fulfill every promise and
deliver the sort of landmark video game that everyone expected. But why the
lies?
Surprisingly enough, I actually think Sean Murray deserves a
tiny bit of slack here. Just a tiny bit, though. Hello Games is still an indie studio
that probably bit off more than it could chew, but I commend them all for their
ambition. That’s what’s so exciting about video games these days: there’s a lot
of innovation taking place, from the smallest teams writing code in their mom’s
basement to the giant studios with millions of dollars to spend. It’s inspiring
when a game developer takes a risk, especially when that developer is so
dedicated to his/her vision as Murray and Hello Games were.
Here’s what I think happened, though obviously I don’t have
all the facts. Hello Games set out to create a procedurally generated game that
would allow for the existence of an insane number of planets for gamers to
explore… What was the number, 18 quintillion unique worlds, or something like
that? They went and made an overly ambitious announcement trailer that took the
world by surprise back at E3 2014, rode the wave of hype that surely included a
hefty injection of funds from Sony, and let their imaginations run wild and untempered.
Simply put, they couldn’t meet their own expectations. Sean
Murray became a sort of Yes Man in all of his interviews, smiling and nodding
as people tried to figure out exactly what the game entailed. Will there be
multiplayer? Yes. Is there an endgame? Yes, with a huge surprise that comes
with it. Will we be able to join different factions and participate in giant
space battles? Yes. And the crowds gasped in awe.
Push came to shove, deadline day came swiftly (and they’d
already pushed it back a number of times) and they simply couldn’t fulfill all
of their promises. There’s only so much you can do with a team of a dozen guys
or so.
No Man’s Sky should not be priced like a triple AAA title.
Sixty dollars is far too pricey and players were always going to feel ripped
off. Sean Murray should have been a bit wiser in his interviews and the team
should have held back a little (well, a lot) in all of those gorgeous trailers
and demos they showed off. There’s no question about that.
But Sean Murray is certainly not the scheming liar that
everyone is making him out to be. He got carried away with no one there to
scale his claims back- certainly not Sony, who wanted to create as much excitement
as humanly possible so that a game that likely should’ve sold for fifteen or
twenty bucks like most indie titles could retail for the price of a big-budget
game.
Truthfully, I never had high hopes for the game because I’m not a big believer in procedural generation, and even if No Man’s Sky had delivered on all promises it was never going to be my cup of tea. So I can see why people are upset even if I’m not one of those people, and the way the internet operates these days, it’s pretty inevitable that Murray and his team are going to get roasted until they can banish their demons with their next project. I’m really hoping they learn from their mistakes and go on to find success with whatever they cook up next. More than anything, I hope this hasn’t disillusioned them from taking risks.
No comments:
Post a Comment