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Re:No Man’s Sky’s biggest thematic problem, explained in fou... by drzaiusapelord on Friday August 12, 2016 @12:08PM (#12276728)
Probably because its cheap/easy to animate and code. I suspect NMS is something of a con by Sony and Hello Games, where we're presented with what's supposed to be a AAA game that costs $60, but is in fact an indie game that should sell for about $20. Thus all the corner cutting, lack of hand-made content, and Spore-like complaints.

Imagine if Minecraft was initially partnered up with EA and sold for $60 instead of staying indie and having a modest pricing scheme. That's exactly what's going on with NMS.

Re:No Man’s Sky’s biggest thematic problem, explained in fou... by minimaxir on Friday August 12, 2016 @12:16PM (#12276792)
There's nothing wrong with charging 3x product worth if people are willing to pay for it, which was the case as NMS sold out at retailers.

Granted, the backlash would be much less if the game was priced apropriately, and it's likely that the game will have weaker legs now that more information is known about it.

Re:No Man’s Sky’s biggest thematic problem, explained in fou... by arprocter on Friday August 12, 2016 @01:01PM (#12277126)
I'm not sure about this 'it should cost x amount' argument.

Even if someone only got 10 hours of play from the game it cost them 6 bucks per hour - the day after launch I was reading about people who stayed up exploring all night and didn't even leave their starting planet

Re:No Man’s Sky’s biggest thematic problem, explained in fou... by MBCook on Friday August 12, 2016 @03:36PM (#12278190)
If you switched the tool you have to look like something than a laser gun, the effect to not look like a loser beam, and changed the documentation to refer to it that way (I honestly don't know what the game calls it) how much more would that cost for a AAA title?

A few thousand? Twenty thousand with all the languages? How many millions did the game take?

It would never triple the price of the game.