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No Man’s Sky: Ten Innovations to Bring for a Convincing Sequel (or Reboot)

What could Sean Murray do to bring a future to the No Man’s Sky series? Here are 10 tips that could serve the Hello Games team to transform No Man’s Sky’s sequel (or reboot) into a great video game

No Man’s Sky has been a marketing disaster, even before gameplay: the pounding promotional campaign that came to us in the period before its release on PC and PS4 has fueled fans’ hopes in a cruelly illusory way.

The never-ending work of the Hello Games team with free post-launch patches and expansions did not mask the deep dissatisfaction of those who, following the development path initiated by Sean Murray from the beginning, felt betrayed by the end product.

The upcoming release of the new No Man’s Sky patch (announcement on July 21) forces us to review our prerogatives and question the future of this promising space adventure. Of course, we do not know what to expect from the upcoming update, but we can speculate on some of the important innovations that the Hello Games guys could do to get out of this situation and give us a sequel, or a No Man’s Sky reboot, capable of comparing the promises made By Sean Murray with the announcement of the original project on the stage of the VGX Awards of December 2013.

The universe must have something to tell

Despite the patches released by Hello Games, No Man’s Sky continues to be the sterile digital universe that was on launch day. The absence of a deep plot, with puzzles to solve and adventures to make progress in history and make sense of their journey, is the real weakness of Sean Murray’s digital creature. A sequel or a reboot that will continue to live in the same empty shell that constitutes the original title will inevitably be destined for oblivion.

A powerful enemy to confront

Every good video game needs a villain or, in any case, a well-characterized antagonist, no matter whether it’s an open-world or has a linear narrative structure. The presence of an enemy to tackle improves every aspect of gameplay and gives a sense of the plot.

Alien planets with a character

The procedural system used in No Man’s Sky to shape the worlds and all the elements of the landscape (and not only) is not enough to give character to the individual planets of the galaxy. The Sean Murray’s very good procedural system needs to be accompanied by a system that limits the possible variations of flora, fauna and biomics based on the position of the planets in the galaxy, the viability, the composition of the atmosphere, the greatness of the worlds, In the presence of archaeological structures of alien nature, etc …

Many secondary missions to complete

Freedom is a noble concept but extremely abstract if we talk about video games. Players need a goal to reach and a plethora of secondary missions to dive. The luck of a title like No Man’s Sky is that, in purely theoretical terms, there can be at least twenty different types of secondary missions: space racing, archaeological shipments within alien structures, search for bandits, reconstruction of outposts Commercials attacked by alien creatures. The only limit is fantasy, and Sean Murray has already shown that he has enough.

Greater personalization of bases

One aspect that Hello Games guys have already worked hard on through the post-launch patches of No Man’s Sky, but they might be further engaged with the addition of more varied modules and elements not closely related to exploration (for example , With the construction of mines or automated factories).

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