Sean Murray on Fixing No Man's Sky

This video from a 2019 GDC Main Stage session features Sean Murray of Hello Games discussing the initial launch of No Man's Sky (thanks Ant). He addresses the negative reception their space exploration game met with and the challenges they faced in getting things on the right track. The description has a more detailed outline:
A small and unlikely team was behind one of the most ambitious and anticipated games of 2016. In this 2019 GDC Main Stage session, Hello Games' Sean Murray takes us behind the scenes during the intense and dramatic launch of one the biggest selling new IPs in recent years. He demonstrates how his team found the grit to deal with releasing an innovative and polarizing game into an increasingly vocal gaming landscape, and details how through determination and love in 2019 they have built to record player numbers and positivity amongst their most negative detractors. This candid and open discussion will show the power of focusing on what you do, rather than what you say, in the face of adversity.

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Re: Sean Murray on Fixing No Man's Sky
Apr 2, 2019, 16:17
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Re: Sean Murray on Fixing No Man's Sky Apr 2, 2019, 16:17
Apr 2, 2019, 16:17
 
Kxmode wrote on Apr 2, 2019, 15:21:
Tipsy McStagger wrote on Apr 2, 2019, 15:03:
Yeah but those things aren't needed for the game to be fun...
#1 is a game needs to be fun. Realism usually is a slog..

It doesn't matter if they're needed or not. What matters is Murray repeatedly promised them as core gameplay features that would be available at launch. In terms of "realism usually is a slog," I agree. However, in this case, they remain outstanding launch items. Once added all would be forgiven because with them No Man's Sky will finally be the game that Murray pitched.

Mreh, most of the list literally wouldn’t be noticed or cared about. It’s entirely possible some of the features existed and then failed to matter, gameplay-wise, while ALSO being a resource burden. Planetary rotation, specifically, doesn’t matter but would require the game to keep track of more assets just so visuals lined up for the 3 people who paid attention to it.

Tons of announced features don’t make it into games. Focusing on small, literally inconsequential ones that were cut for whatever reason is absurd. The larger ones that he lied about, like consistent time of day across all instances of the game, or that you might run into other players if you happened to be in the same place/time...THAT affects gameplay.
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    Re: Sean Murray on Fixing No Man's Sky
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