Polarized evaluation is not a good thing for a video game. Because poor evaluation, whether in terms of communication cost or speed, is cheaper and more fierce than good comments. This is the truth of the so-called “good things do not go out, bad things spread thousands of miles”. The ultimate impact of this work is that its shortcomings are rendered to the maximum, but its advantages are increasingly difficult to show. The recently popular “nobody in deep space” is undoubtedly the most vivid interpreter of this theory.

On the embarrassment and greatness of no one in deep space

Biggest weakness: dishonesty

Of course, my goal is not to excuse nobody’s deep space, because its disadvantages are so many and obvious: poor optimization, shrinking screen, monotonous play, awkward operation, and so on. However, the above problems for our game life as long as several years or even decades, its impact is like the existence of haze weather in general: they often appear, we have no choice but to see strange, so the above problems can be regarded as the common fault of the whole video game industry, “nobody deep space” is also hard to avoid. Moreover, if no one deep space only has the above problems, it will not be able to sit on the throne of “comment polarization”. What really puts no one deep space on the road of embarrassing circulation is its own wrong version. To put it directly, it is dishonesty!

The eye-catching journey of “nobody in deep space” was originally from Sony booth of 2014 E3 conference. A less than 6-minute demonstration made all the audience praise “real interstellar crossing!” And “exploring the infinite universe is possible!” His comments were forwarded millions of times on the Internet, followed by the “best video game design award” in 2015, which was won by “nobody in deep space” without any suspense, and then the great director Spielberg, SpaceX president smack, rapper king and Kardashian’s husband Kanye West all praised “nobody in deep space” and made in-depth contact with the producers, even later in sky The legal dispute over the name of TV and the dispute over the right to use the program of Geni cap once cast an intriguing shadow on nobody deep space, but its attention did not drop but rose, ranking in the top 10 “Internet hot words” for two consecutive years. ——What does all this mean for players?

“Nobody deep space” publicity for the game attracted it can not bear the attention

It means that we always think that “nobody in deep space” is an unprecedented, great and revolutionary cosmic sandbox game. We can’t wait for it to come. We expect it to change our view of sandbox games, and even our subversive journey to the concept level of video games. But what we finally got is such a mediocre work. Yes, I used the word “mediocre”. I know that it has 18446744073709551616 planets waiting to be excavated. But if the exploration process of the first 10 planets is dull, the number behind is as meaningless as zero.

What’s more, the main plot of no one deep space is not excellent. What’s more unforgivable is that it lacks a sandbox game default standard “multiplayer mode”. This actually shows that no one deep space can be called a real “sandbox game”, because in this work, we can’t realize the proud “multi factor interaction” in sandbox game Link.

Blame the media for exaggeration? Or the evaluation of the player’s IQ is in arrears? I think it’s the Hello games production team that should really be responsible. They have always been secretive about the way to play and vague about the actual effect. They know that a good experience of a game is nothing more than excellent plot or excellent playing method. However, they give us the illusion that we can do it, and finally stubbornly fail to do it.

This is the dishonesty in my opinion: the connotation of no man’s deep space actually runs counter to the smell it has been emitting. It’s like trying to buy a hamburger, but what I got was rougamo. Going to see no man’s land turned out to be a micro film, and Xu Zheng and Huang Bo didn’t appear in it at all!

The paradox of cosmic sandbox games

Of course, we don’t know nothing about the difficulty of making sandbox games, especially after adding the prefix “universe” in front of it, but such games are not unprecedented, such as “elite” series.

“Elite” can be traced back to the last century, shortly after the advent of video games. In that slightly wild era, the early works of this game already had 8 galaxies and 256 planets to explore, and the elements of trade and war were also full of them. Just like the era when it appeared, it was more primitive to play. Now, with the continuous upgrading and acceleration of production technology and production concept, “elite: danger”, the latest work of “elite” game, is a cosmic sandbox game with 400 billion Galaxy exploration scope, decent combat mode and reasonable trade mode. Moreover, it can also name a planet after your name, as long as you are the first to discover it It’s a good idea. It can be said that “elite: danger” is the best player in this kind of game. It is more serious and serious than “nobody deep space”, so the message it conveys is more in line with our understanding of the “universe”, even if it is based on a relatively simple level.

“Elite” series is also the game works of universe sandbox theme

But for most players, “elite: danger” still belongs to a small group of game works. It does not have much publicity, and the score is not high. When it comes to the word “universe”, people often think of the games as “mass effect”, “Star Wars”, or “dead space” and “Eve” (now it’s changed to “nobody deep space”), I don’t know if you have found that this kind of game that has entered the public’s attention is not a sandbox. OK, I admit that Eve is just one, but Eve focuses on strategic elements rather than the universe exploration itself, and the seriousness of the universe in Eve is much less than that in Jingying: danger.

This is the difficulty of making the universe sandbox game. There is a general paradox between the “universe” and the “sandbox” elements: if the game itself is too real, then the ubiquitous loneliness and monotony in the universe will quickly replace the mystery and excitement at the beginning, and the players will feel that there is no gameplay at all. If the game itself is too romantic or monotonous, it will immediately retreat Dramatization, then the realistic theme is obviously the most appropriate topic. For example, the development direction of GTA, mafia and my world series, choosing the universe is obviously asking for trouble, and the gain is not worth the loss. For example, star citizen, which also has high attention, has always kept a secret about what kind of game it is, although its crowd funding has been reduced More than 500 million.

Now let’s take a look at unmanned deep space. First of all, I think the geniuses of Hello games know something about the difficulty of making “cosmic sandbox”, because the “sandbox universe” in unmanned deep space deliberately avoids seriousness and realism, and is replaced by romance and randomness. Of course, you can also think of this as the overreaction of Hello games. After all, their last work was a little-known game: Driver Joey.

Unmanned deep space so many planets can only rely on random generation algorithm

But we can’t ignore the 18446744073709551 in nobody’s deep space, The PCG technology that 616 random planets rely on, from the perspective of actual effect, is well mastered by Hello games. However, in sharp contrast, they have been reluctant to join the “multiplayer element”, which is much less difficult. This can at least prove that hello games is a good example At the beginning of the game design, games didn’t consider the “multi factor interaction” of both revolution and rotation in the sandbox game as the primary issue. So what is the most important factor in no man’s deep space?

“Nobody in deep space” has changed our inherent impression of the universe