this post was submitted on 27 Aug 2025
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No Man's Sky

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Welcome to No Man's Sky! This is a general community to discuss and share content about the retro-scifi space exploration game No Man's Sky.

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[–] lime@feddit.nu 4 points 2 weeks ago (1 children)

yeah it's weird, from the very beginning of development i had this feeling that it just didn't feel compelling to me. it looked very impressive but there was like... nothing interesting to do. and i played noctis back in the day, space tourism is always compelling to me, but nms just feels... trivial for some reason. like playing with a toddler's activity center.

it's such a small thing but the first thing that tipped me off that something was off was the first e3 trailer way back, when the player in the video jumps into a ship with a long, narrow nose and that nose is not visible from the cockpit.

[–] dingleberrylover@lemmy.world 1 points 2 weeks ago (1 children)

I think a major point in terms of motivation is that the procedural generation is too homogenic. The planets differ too less, such that after only a few hours, the inital sensation wears off and you basically have already seen everything relevant there is out there. Maybe this has changed but this was especially a big factor for me why I lost interest quite quickly.

[–] lime@feddit.nu 1 points 2 weeks ago* (last edited 2 weeks ago)

when i finally picked it up a few years ago on gog i didn't even get as far as that. i did the tutorial, flew to a second planet, and promptly got stuck in a tree, which was very funny.

the main thing that made me stop was how light everything felt. everything felt... flimsy, like the digital equivalent of those knock-off gas station transformer toys that whitened at the joints when you played with them as a kid.

...that may be too specific a reference. point being, i want space ships to feel weighty and solid.