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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as useless or outdated technology.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 Sky in 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.
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