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.
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.
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.
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.
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.
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.