Love it or hate it, No Man’s Sky was the buzz around the video game water cooler last year. And while the space exploration title received major backlash following its shaky launch, creater Sean Murray said that last November’s Foundations update propelled the game to a million players (in some way, shape, or form).
In an interview from GDC, Murray performed a post-mortem on the game’s launch, saying that the team only expected about 14,000 players on day one — and became quickly overwhelmed when a half million explorers showed up to party. He noted that the relatively small team (nine employees) and the fact that the game started to run out of money during development were factors in the difficult release.
Meanwhile, Murray is focused on developing even more procedural generation for all of its projects: “Making really neat, weird engine decisions, and letting them dictate a cascade of problems: It’s cool for me to be able to stand up and say to talented people like yourselves, we’re looking for that kind of thing.”
Those eagerly awaiting No Man’s Sky must continue to eagerly await a bit longer, as the game’s current delayed release is August 9th in the US and August 10th in Europe. Managing director Sean Murray penned an update to the fans apologizing for the delay recently, noting that the title is the hardest job he’s yet had while also stating that failing to deliver the game in its best state is not an option:
This is the hardest working, most talented team I’ve ever worked with, and I’m so proud of what we’re doing. For all our sakes though, we get one shot to make this game and we can’t mess it up.
Murray goes on to thank players for their understanding the reasons behind the delay even as he apologizes for such a delay being necessary. The development is apparently still on-track and producing a better game, so while you’ll have to wait a bit longer to get the finished product in your hands, hopefully the end result will be better for the wait.
Remember those rumors about No Man’s Sky’s delay? Yeah, they’re true.
Hello Games’ Sean Murray has posted about the delay on the PlayStation blog, admitting that the even though “development is genuinely going well,” the ambitious sci-fi game has been pushed off to August 9th (10th for Europe, 12th for the UK).
“As we approached our final deadlines, we realized that some key moments needed extra polish to bring them up to our standards,” he writes. “I have had to make the tough choice to delay the game for a few weeks to allow us to deliver something special.”
Naturally, the internet reacted with its usual calm grace.
If you’ve been following upcoming space exploration game No Man’s Sky, you’ve probably heard a few things about its incredibly large procedurally generated universe. Because the entire universe is generated randomly but uses the same random number generator seed for every player, everyone visiting the same star system will see identical planets even though the planets weren’t explicitly designed by developers. It’s the only way to create a reasonably persistent galaxy on any kind of realistic scale, and the developers at Hello Games are understandably proud of what they’ve accomplished.
In a recent interview No Man’s Sky‘s chief architect Sean Murray discussed the use of real physics in the game, commenting that things like the day-night cycle are based on the actual rotation and curvature of the planet rather than being faked with a skybox as they would be in other games. Murray revealed that the team has made a number of compromises with its physics model for purely aesthetic reasons, however, such as allowing moons to orbit much closer than should be possible in Newtonian physics. The developers also had to fudge the physics of atmospheric scattering to produce planets with green atmospheres. No Man’s Sky is currently in testing and is scheduled for a June 2016 release.
No Man’s Sky is a big game, what with 18 quintillion planets that would take 600 billion hours for players to explore, according to Kill Screen. The website recently talked with the game’s managing director Sean Murray, and the resulting interview is a lengthy one, though it probably won’t take you 600 billion hours to read.
There’s little in the way of gameplay information or reveals, as the piece focuses on what it’s like to be a struggling indie game dev and picks Murray’s brain regarding the genesis of the project. Murray does offer an interesting nugget on why the game lacks traditional busywork, though. “Somebody said, ‘Aren’t you worried about the fact that the game doesn’t have missions or quests or collectibles, and would you consider putting those in?’ And I had a kind of little breakdown. I was just saying, like, because I have this argument with myself all the time, because it would be really easy to put those things in. And we think that, fundamentally, there are enough games that have those concepts.”
The game has a new PSX video, which we’ve included below.
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. See any good MMO news? Hit us up through our tips line!
This week we’ll look at a player-led Star Wars Galaxies revival, visit the first day of Saga of Lucimia’s alpha, clear up confusion over an illegal version of an upcoming MMO, and more!