In the early days of No Man’s Sky, back when no one
cared about the game, it often became boring and tedious to world hop.We would spend hours trying to nail down
every flora and fauna discovery in order to complete the collection for the
most possible units.Sometimes you had
to travel great distances, at the expense of resources, just to find those last
couple crawlers or flying creatures in order to be done.And while exploration is a big part of what
makes No Man’s Sky work, the time it takes to complete a system’s
possible discoveries and race other players to the core in order to “be first”
to get there, naming everything, became somewhat of a conflict.In fact, the entire game is a conflict
between what you should do to conform to the games story and what you want to
do as an open world player, traveler.After all, grinding in the game was somewhat in direct conflict of what
you were supposed to achieve.As you
spend countless hours detailing every inch of every planet before moving on,
the game constantly pops up a reminder to “Travel”, “Explore”, and follow
Atlas.
We were given the options to build a base, but the amount of
time that you had to dedicate to building and completing all the quests
surrounding the base update took away from that whole Atlas path idea because
once you left a system, you either had to back track or keep a teleport node to
the space station or the base you had unless you wanted to do it all over
again.How many times had I revisited
the game, only to have to redo all the worker missions and building of vehicles
until the NEXT update game, erasing all of that and rendering 90% of inventory
as useless or outdated technology.It’s
almost as if it’s better to complete the game first and then do all the update
stuff, or so the developers thought most gamers would have done so when dolling
out these new updates.Some of us, still
haven’t reached the core, instead we soak in the landscapes, build wild
imaginative structures, and of course, spend a lot of time getting rich.
Yes, back in the early days of the game, you could exploit
the mechanics of the game to max out your ship and backpack inventory.You could invest a lot of time, finding
crashed ship after crashed ship in order to exchange it for another one with
one more slot.And if you found a world
with some Gravatino Balls or Vortex Cubes you could haul a ton back to the
space station and find that one traveler who had some ridiculous need for your
valuable items, overpaying for something so useless.In fact, if you were savvy, you could make
millions constructing bypass chips or components of the warp cell recipe and
selling them the same way.I think when
I last played the original version, I had amassed something like 26 to 30
million units without travelling more than four systems and never paying for a
new ship.
But, in a way, it ruins your experience.These days, with the NEXT update, you can
exploit a mechanic, making millions by selling cryo-pumps or just farming
nanintes from sentinels at an outpost, using the interior as a way to stave off
the wave upon wave of attacking bipedal and quadruped level defenses.While it isn’t cheating, this exploit is
basically a way for you to earn fast money and then spend it all on new
freighters, tools, ships, or expansions.Then, what?What happens NEXT?Do you build a huge base and just live?Do you explore the game and finish it which
basically restarts everything?
Part of the overall experience with a game such as this is
to immerse yourself in the world or universe.We are given countless worlds to discover, and even though they tend to
be a repetitive exercise, taking things slow and exploring is part of the
fun.Granted, it doesn’t have an overall
pro-content spin.After all, when you,
as a content producer want to put forth a game such as No Man’s Skyin order to satisfy a niche on your channel,
you’re given very few options as how to approach it successfully.You can do hits and bits on general tips to
showcase how to discover and build certain things, a basic tutorial style.. or
you do an overall long play strategy, where you invite viewers along with you
for the experience.
I tend to play that way, because in essence, I want to play
the game, not just give tips.I want to
experience what the game is and in the fast paced real world, where gaming time
is at a premium, for someone with little time, I don’t want to work twice.I want to immerse myself into the game and if
you want to watch, it’s all the better.But, in a way, that tends to destroy the experience for others… maybe.I say maybe, because there are games, like
point and click adventures or puzzle based titles, where the long play format
tends to ruin the game for someone else.Now, take a game like Mysterious Cities of Gold, The Bridge, Gone
Home, or Back to the Future.If
you bought any of those games and need a tip, Mysterious Cities of Gold,
and the Bridge may be a case for doing simple tutorials.Usually, there is a path to the a goal.But with games like Back to the Future or Gone
Home, it is more of a journey.It’s not about move here, move here, click this, but what happens when
you do those actions.It’s telling a
story, and if you watch someone play the whole way through, it can ruin the
experience for you if you were to choose to go back and play it after
watching.
Now, if you have no intention
of playing those games or are unable and want to experience it through someone
else, then by all means go for it.It’s
just that so many content creators are more focused on what is going to get
them metrics vs. which is more enjoyable to do.In essence, being demonetized frees me from having to worry about
getting “ratings” as it were.Though,
one would think it would be my focus to rebuild my channel to become monetized,
in order to get those ratings.But, I
simply don’t care enough about the process.I’m here to play the game and if that doesn’t fly for you… so be it.
Though, I can see the potential of various types of videos
with this game.It’s art, really.It can be simple as following someone on
their journey or just watching the landscape go by.The possibilities are endless.You just have to find them. I suggest going the long way.
I am old enough to remember a time when we had to wait days,
if not weeks to see what we took pictures of. I had a 35mm Instamatic
camera that required sticking a flash cube into the top. The film came in
a cartridge that looked like the modern day equivalent of the voice mail symbol
on your phone. You pointed, shot the picture, then had to manually
advance the film by a dial on the top that clicked when in place. You got
maybe 24 pictures and had to mail the film away to be processed unless you went
to a Fotomat in the mall parking lot, which would still take days. There
was no cloud. We didn’t have filters. We didn’t have ears and noses to stick on
our faces. We didn’t even know if we blinked. It was all a mystery to be
figured out weeks later. And we didn’t seem to mind. Nowadays, we have
selfie sticks and Snapchats and Instagrams and weird shit that makes our faces
look like fun house mirrors. And now we also take pictures in games.
Now, to be fair, taking a picture of your gameplay in a
video game isn’t a new concept. Long before sharing or screenshotting became a
thing, some games required you to send in proof that you accomplished some feat
or achievement. Somewhere in a shoe box, is a blurry photo of my high
score from Atari 2600 Decathlon, taken prior to 1984. Again, the ability
for us to snap a perfectly framed, in focus, picture with 70s/80s photographic
technology was very low and the game would have been turned off or the
television would have been burned out before the developed photo ever came
back. But if you were lucky to achieve something so grand as getting over
10,000 points in Decathlon or 20,000 points in Pitfall. Activision had
this thing called Activison Patches which they would send to you in exchange
for photographic proof that you finished or attained a particular score in one
of their games. They were these sew on patches you could put on your jean
jacket or backpack. The 80s equivalent to Xbox achievements or PS4
Trophies. But those were photos of you playing the game. Then,
something happened. We added taking photos in the game.
Games like the Sims or Second Life took taking photos of
your monitor or television and put the power of the photo op into the
game. Minecraft gave players a screenshot feature so that they could
share their epic builds or biggest fails with other players. And other
games offered the feature as part of the basic settings, some tongue in cheek
like GTA V, complete with selfie mode, filters and sharing capabilities.
Others were more about sharing the environment like Uncharted 4. But,
when you are immersed into a game like Uncharted or even GTA, having to stop
and take time to set up a photo op to capture a moment seems counter intuitive
to the game itself. When Uncharted 4 came out, it brought new gameplay
features to the decade old franchise. The first and last title on the 8th
generation console wanted to tout the advanced graphics of the PS4 with the
opportunity for players to take a moment to stop and look around at their
environment, snapping a picture and adding filters and other added
effects. It’s a nice little thing to do but again, it takes away from the
rough and tumble, puzzle solving action of the game. Cinematically, it
was on par with the 2nd game which seamlessly blended cutscenes and
in game action, but touting the newest bell and whistle brought to the table as
being able to Instagram your treasure hunt buried my interest in the game.
But, that’s not to say that in game photography isn’t
without merit. I mean, part of the initial gameplay of No Man’s Sky is to
scan and observe your surroundings, discovering new species of flora and
fauna. It only makes sense to enhance that initial offering by adding in
the ability to put in documenting of your journey into the great wide open by
taking some pics. After all, even though we’re unknown travelers, caught
in some weird metaphysical, philosophical mind screw about will and destiny,
we’re still tourists, exploring the universe.
The overall aesthetic of No Man’s Sky is based in that
kitschy retro-futuristic science fiction art along the vein of Christopher Foss
and Ralph McQuarrie. Those angles and flared pieces of architecture and
the animals that look like they were placed in the Cantina scene, straight out
of central casting from the Jim Henson’s creature workshop. Odd shaped
necks and horns and flying fish dragons beg to be captured on film. Caves that
resemble overgrown maws and throats, ready to devour you. The skyscape,
streaked with jet comtrails from other travelers dividing the space from
atmosphere. It all looks so pretty. And now, with multiplayer
added, Hello Games has given players the ability to gesture in order to help
you communicate… or perhaps pose for a selfie. Saying Thank you or Help
or just sitting among the flowing stalks of grass as you contemplate your place
in the whole story of Nada and Polo or Atlas. You thoughts flash towards
the meaning of all this… hashtag pensive hashtag Thoughts before falling
asleep.
When I went away to college in the fall of 1993 I was
travelling to a school over 600 miles away from my home. I was going to
have to have everything I would to survive. That meant taking a shit ton
of stuff, packed into the covered bed of my Dad’s pickup truck with enough
space for me to slide in and out of a me shaped hole a couple times over the
course of 12 hours. It wasn’t a great idea. And after four months,
I transferred to another school about 25 miles away from my parents’.
Clearly, I had learned my lesson and didn’t need to pack everything for the
hour long trip of which I would be coming home most weekends. Nope, still
packed a single dorm room to the gills. Then, during the summer of my
sophomore and junior years, I spent three months working in an amusement park
nearly 4 hours away. Yep, you guessed it. I didn’t learn and my
parents paid the price literally and figuratively.
Unfortunately, after college I felt this need… or at least I
was led to believe that I needed to acquire things as a homeowner. Things
I will never use save once. Things that sit in an attic or the garage or
shoved in a room somewhere, never to be seen until something goes wrong and I
have to pitch a lot of damaged or broken items due to a catastrophic
event. I am getting better because mainly I see what lies ahead of myself
and my siblings when it comes to my parents. That house is going to be a
ridiculous amount of hoarding to go through. Still, at some point, while
I have time and energy to enjoy it, I’d like to be able to build or move from
my current house I deemed a starter house because I never meant it to be a
forever home. I intended it to be a place I would fix up and sell after
raising a family and saving money. I’m half way on one, on my 2nd
attempt on the same one, and nowhere near complete on the other.
Now, in the world of gaming, my first ever attempt at
building a house in Minecraft was pretty much indicative of my loss of
imagination and creativity. The only defense I have is that I began
playing back in the days of Beta 1.3. Upside down stairs were not a thing
and if you broke a stair, aka roofing … it was gone forever. There was no
corner stairs either. So, my house, consisting of mostly stone walls and
cobblestone steps for a roof was pretty sad. It didn’t even have
windows. I would go in there and just store all my resources. I
made connecting tunnels to other parts of the area, including my first place of
refuge, the dirt house. The Minecraft equivalent to living in a cardboard
box.
Since then, I built many bases but always struggled when it
came to building a house. And usually, that’s the thing we want to build
in Minecraft and now in No Man’s Sky. We all geeked out over the
prospect of building that dream base we all envisioned in our life only to find
that spatial proportions made it look like a sad Barbie dream crack house. On
subsequent worlds, especially ones I’ve recorded the house was either a
requirement, for instance in Skyblock, or a nicety to show off whatever
building skills I thought I possessed. But in reality, the house in
Minecraft is never really a functional space, it’s more for show and often
times it is a pain in the ass to even have one, causing you to traipse up and
down steps to get to your bed in order to quell the banging of monsters outside
your door, or to store all your extra gubbins in your storage areas.
At one point, I condensed everything into an area that,
disregarding chests for all your shit would be an area roughly equivalent to a
6x6x12 space. That takes into account the 2nd floor containing an
enchanting table and bookshelves. The bottom would have a stacked
crafting table/furnace/brewing stand next to a bed and an avil/cauldron.
Granted you would be highly visible and vulnerable to any monsters that
followed you home you run the risk of not being able to sleep because they are
nearby. Also, if you’re not careful, waking up can place you outside your
house.
I guess I never saw the need or desire to build a house
because I saw so much wasted space. It never had any use other than to
look pretty from the outside and everything inside would be so far apart and an
inefficient use of space for a game such as this. For any game that involves
building, adventuring, or exploring, inventory management this is the furthest
thing from fun. Every episode I recorded for Skyrim involved me taking a
good hour to travel back to my house in Whiterun to drop off stuff, switch out
gear, and stock up or sell items. There is about 50% of the experience
you never saw because it was boring and usually involved at least one instance
where I accidentally took everything out of a bag or chest which caused me to
curse and cry. 7 Days to Die took so much time to sort your inventory and
you had only so much daylight or night to do it before you needed to get to
whatever your were doing next before the horde, which took all your
focus.
But in Minecraft I always felt like a great use of mods or
automation was to have a way to get stuff dropped into a central location to be
sorted into storage and then recalled when needed without the mundane task of
searching through every chest and walking up or down steps to find where I put
that thing I needed for the thing. I get that there is a mod that has a
computer that can hold all your items and allow you to craft on the fly and that’s
cool and all, but unless you’re playing with mods it doesn’t help
anything. And other mods allow for pipes and sorting but those are
usually resource heavy causing lag. It also solves a problem but it
leaned more heavily on function following form. These industrial looking
engines and pipes stand out as a stark contrast to the environment of Minecraft
which usually exists in nature. Now, if you were building a modern
looking city that relies on a lot of electricity or metal working or concrete,
then yes, these engines and macerators and whiz bang gadgets that automate
processes would be appropriate. However, I would like to see ones that
match the era of technological evolution a game like Minecraft sets itself
in.
In the ancient city of Petra, you know the one that inspired
the end scenes of the Holy Grail temple in Indiana Jones and the Last Crusade,
there was a complex piping system using math and terracotta pipes to transport
water from a source over three miles away. If you could demonstrate
through crafting functional machines from clay or sand or other primitive
materials as to solve the problems a game like Minecraft presents to you
without deviating from the aesthetics of your progression and surroundings I
would be all for that. Simply playing for ten minutes, building a dirt
hut, then constructing metal machines that run on electricity just seems to
bring me out of the immersion of such a game. After all, ancient civilizations
had irrigation systems and even piped methane gas to nearby settlements which
were far superior in their design compared to their relative place in history.
Fully fleshed out and functional water wheels instead of a block that generates
RF would be astounding… but probably lag inducing.
But I have truly got of track because those are solutions to
a different problem. The Minecraft house is such an impractical
structure, in my opinion, because it doesn’t do anything except protect us from
the dangers of the outside, something a dirt hole can do. It’s a status
symbol without the benefit of bragging rights because it isn’t earned any
differently whether you work all day mining for precious resources or just dig
up some rocks and chop down some trees. It’s all about imagination and
design and maybe that’s its saving grace. It exists as a testament to the
builder’s creativity, not development as a player in this world. I’m just
the stupid one who feels he can’t be bothered either because I am too lazy or
not creative enough to embrace it.
Since base building became a thing in No Man’s Sky it’s been
more of a distraction than an integral part of the game. Think about
it. What purpose does a base serve in No Man’s Sky?
Shelter? You spend 80% of your game in a ship, flying
around. The time you do spend on a planet is for exploration or
gathering. Any shelter you need is likely because you are on a planet
with adverse conditions so you retreat underground or towards your ship.
Resources? It makes more sense to just make simplified
bases on every planet with rare or valuable resources and just portal to them
when needed. I remember spending a ridiculous amount of time doing the
base missions, then doing them again, and then again only to have my base
removed with the NEXT update. The farming aspect was neat but not really
very profitable unless you expand to a larger operation and then, it becomes
unmanageable unless you multiplay.
Cool aesthetics? Yes. This is the main
reason. Again, the only reason you build a house in any game that gives
you some form of creative control over the process is to build something with
some kind of aesthetics. And No Man’s Sky has a very cool 70s retro
sci-fi look to it. Those of us who grew up in the shadow of Flash Gordon
or Speed Racer and remember the original Ralph McQuarrie artwork from Star Wars
have this exposure to a definite style of futurism with specific colors and
shapes that we saw in other games like Prey. And No Man’s Sky plays into
that motif with the shapes and architecture available to us along with the planetary
backdrops. I’ve always had an affinity for space and science
fiction. Movies like Blade Runner, The Black Hole, again Flash Gordon, or
Logan’s Run were favorites. Art from McQuarrie or Chris Foss. I was
a big lover of the 70s and 80s space LEGO sets. In fact, a recent episode
of This Old House featured a guy wearing the space logo from that LEGO series
which made me geek out, wanting to get one. Moonraker, as bad as it was,
was another favorite in that cheesy operatic space motif versus the 50s and 60s
B&W space style. For me, it wasn’t steampunk, it was that retro
futuristic look.
But the real problem with base building is that it sucks up
cycles to complete the quests to build the bases. And quite frankly, like
other games, bases in No Man’s Sky are not practical, they’re cool. Yes,
you need rooms for certain things, mostly storage as No Man’s Sky should have
been called, “No More Room: An Inventory Management Simulator.”
On my first go round with No Man’s Sky, I hurriedly
completed all of the quests surrounding the base building aspect because I
wanted to A: Complete the Game and B: Build a damn base. I had grand
plans to get towards the core of the universe and find a nice temperate planet
to move all my slapdash placement of structures to and rebuild. The
original planet I was on that offered me a base was a cold tundra whose weather
constantly fought me, even indoors, to keep from freezing. And while I
did all those necessary quests.. .TWICE mind you, I just sort of plopped things
down wherever. I needed containers. I needed a place to store all
the crap that was in my suit so that I could get stuff for building the base.
That was the main issue. And I still wanted to build out a freighter to
hold stuff but it became so resource heavy to build all the stuff that you
forget that there were other things you were supposed to be doing, especially
when the Atlas update came out. And then everything in those containers
became obsolete or no longer usable. Still, I can see where a base can be
purposeful, but usually, I need a spot for storage, and a place for
equipment. The constant wandering around, looking for things when I need
to grab it is wasteful, just like it was in Minecraft or 7 Days.
Still, the prospect of being able to construct a cool base
in this genre I so love is something I want to explore, if for no other reason
than the photo mode alone. That has been one of the updates that I do
approve of. We’ll talk more on that another time.