No Man’s Sky Turns Me Into a Galactic Errand Boy, and I Don’t Have Time for That
No Man’s Sky promises a lot. Its website tells us that “entire galaxies lie waiting to be discovered” within the context of a story that seeks to uncover the secrets of the universe. Or, if you’re not on board with that, you can just experience “infinite freedom” among the stars. I’ve managed to skip No Man’s Sky until the recent release of Next, a patch that implements multiplayer, a galactic freighter system, and a lot of touches of polish and simplification that players (and prospective players) were apparently clamoring for.
Now that I’ve put some hours into the game, I have more questions than I do answers. On some fundamental level, I don’t understand the appeal of No Man’s Sky, and I don’t think it’s a very rewarding experience.
At its core, No Man’s Sky needs the player to feel special. You are an agent out in this world, and you’re going to use your mining tools, base-building technology, and space ship to mold the universe into a shape that you can deal with. The selling point of the game has always been based on its procedural generation, or the creation of always-new galaxies, solar systems, worlds, land masses, plants, and animals based on some general algorithmic protocols. There is always something new to discover, to mine, to bend to your will.
And I imagine that there are people who find that fulfilling on its own. The sheer spectacle of the thing is impressive. Warping into a new planet system to find iced-over planets partially obscured by clouds of space dust is an impressive thing. Slowly turning your ship so that a massive, unthinkably large planet obscures your field of view generates awe. It’s undeniable.
When I realized that a Minecraft world would generate infinitely in front of me for the first time, I was a little bowled over. In a story I’ve written about several times, my friends and I set out toward the horizon in order to generate new worlds to then build our bases in. The unknowability of what was coming next was thrilling, completely and absolutely.
I think a game can probably only deliver that feeling exactly one time. Much like Minecraft, the moment that No Man’s Sky loses the thrill of awe, it is all about doing your chores. I’m not being gleefully negative here, but that’s the only way I can describe the gathering, crafting, using loop of the game. It is a set of chores that you need to complete before you can go do interesting things like procedural missions or interstellar trading.
For example, I like hopping from planet to planet in order to see what’s going on in the universe. To do that, I have to create launch fuel. Launch fuel requires some hydrogen and some metal plating, the former of which needs to be mined and the latter of which needs to be crafted. This is simple and straightforward, but I am constantly needing to stop whatever micro-mission I am on to do the inventory management necessary to create this fuel that is absolutely necessary for basic actions in the game. There is a maintenance chore built into the process.
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