No
Man's Sky recently released for the PlayStation 4 and PC,
and it's been getting mixed reviews – some fairly negative, like
Polygon's rating of 6. What's interesting is how negative some of the
social media reaction has been, and I think part of that is due to
the sky-high expectations that had been set for the game. Kyle Orland
over at Ars Technica summed up the situation pretty well in
this
article: "After years of vague marketing, this might not be
the game you imagined."
Ever since the teaser video for No
Man's Sky dropped at the VGX awards in 2013, people have
been waiting breathlessly for the game. A dedicated fan base
developed even before release, and there were many times in the media
that praise was lavished on the game for its immense size and
procedural techniques for generating huge numbers of worlds.
On release, though, many have been
disappointed with No Man's Sky.
The gameplay has been criticized as rather dull and repetitive, the
procedural generation may generate lots of different visuals but
planets feel very similar in the resources and other aspects.
Numerous bugs with the initial Windows release added to the
criticisms.
Often, the complaints seemed to be that
the game was not what the player expected. I suspect that this was
the result of players getting excited about the game from limited
information, and then projecting their own desires onto what was
essentially a tabula rasa. Hello Games talked about the
procedural generation algorithms, and showed some beautiful planetary
scenes, and threw around numbers like 18 quadrillion planets. As far
as describing the game play went, though, the information was pretty
sparse up until right before the release. It seemed like there would
be exploration, and some crafting, and some combat, but exactly how
these worked and what players would actually spend their time doing
was not at all clear.
Here's a very revealing quote from
Orland's article, talking about a post by Hello Games' Sean Murray,
made right before the launch: "Murray clearly and concisely laid
out the four key pieces of No Man's Sky's gameplay loop:
exploring, trading with NPCs, combat, and survival/crafting. He also
acknowledged, however, that the game exists in quite another form in
many potential players' heads.
"That means this maybe isn’t
the game you *imagined* from those trailers. If you hoped for things
like PvP multiplayer or city building, piloting freighters, or
building civilisations… that isn’t what NMS is. Over time
it might become some of those things through updates. For instance,
freighters and building bases *are* coming!... At launch though, it’s
an infinite procedural sci-fi-space-survival-sandbox unlike anything
you have ever played before" [emphasis added]
Basically, by keeping very quiet for a
long time about what the game actually had you do, Hello Games
allowed people to spin their own ideas of what would be in the game.
It became some sort of Minecraft/EVE Online/Destiny mashup...
a far cry from what it actually is.
So what's the result of all this hype?
Right now, it seems like the game is selling
very well on Steam. The game hit 212,620 people playing it
concurrently on launch day, which is the biggest Steam game this
year. It compares well with 2011's Skyrim, which went on to
sell 3.5 million copies.
Is the message then that vague
marketing and hype is a good thing? If your interest is a short-term
one, it would seem so. It may well be that in the long run, Hello
Games will make more from the game because of this early hype than if
they had been more restrained about marketing it. Or, perhaps, the
game may fizzle out quickly, with people not sticking around to see
improvements made to bring it closer to what they had imagined it to
be. Right now, it certainly seems like the added hype has paid off.
That's something I'm uncomfortable
with, though. I'd rather let the audience generate enthusiasm based
on how good the game actually is for them, not based on how good I
was at igniting expectations. I suppose it means that at heart, I'm
more comfortable as a game designer than as a marketer. At some
level, though, I'd like to believe that in the long run I'd make more
money by honestly marketing great products than I would by promoting
them in ways that the games don't really live up to. Or, at least,
I'll sleep better at night.
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