No Man’s Sky releases tomorrow for PS4 and on August 12th for PC and Creative Director Sean Murray celebrated the launch’s eve by answering quite a few questions on the game during an AMA on Reddit.
First of all, we get confirmation that field of view settings for PC are being worked on:
“Innes and Charlie are here working on it right now, but every time someone asks we take away one degree of field of view.”
Murray clarified why the PC release was delayed, and gave an estimate on the release hour, even if it’s not final.
“The reality is that we’re still here working on it right now. There’s no conspiracy, we’re just racing to get all the extra options and stuff we want. PS4 comes out tomorrow and we’ll just try to pretend it’s a normal work day! Best guess right now is 6pm GMT on Friday, but we’ll keep you up to date as we get closer.”
Apparently, nerdy stuff isn’t PlayBoy material.
“I’ll tell you a funny story about PC. I was here late yesterday, and I had to take a break and do an interview with Playboy (!) – and the guy was like “what are you working on when you go back downstairs?” and I was like “compatibility for ATI opengl drivers”, and he said “ummm…. could you make something up. That sounds pretty nerdy”. I always knew I wasn’t Playboy article material :)”
Murray also talked about the relationship with Sony, and he feels that if the game is successful, it could have a real impact on how large publishers see indie games.
“Sony has been super cool to work with, but mainly just because they haven’t been involved in development, you know? We’re still sort of the underdog with Sony, and in the general AAA (for obvious reasons). If NMS is a success, I think that probably will have a real impact in terms of how a lot of people in larger publishers view indie games. People generally think of NMS as a Sony title, but we’re still just a self funded indie studio – it’s kind of a crazy situation :)”
Reading the /r/nomansskythegame subreddit game Murray conflicting feelings. At times it cheered him up, while at times he had doubts on being able to live up to the expectations of gamers who waited for the game for three years.
“Some of the team read it for sure, and then post me the weirdest stuff 🙂 OK so I’ll admit there have been times, my lowest on the project, where I’ve looked at the subreddit and it’s cheered me up and kept me going. But there have been times I’ve looked on there and despaired – and just thought “how can we ever live up to the expectations of people who having been waiting for this game for 3 years”
The game includes huge creatures, but they are rare:
“Oh man, I hate questions like this, because like wouldn’t you just rather discover for yourself? Huge creatures are out there, and I haven’t seen them on streams yet. They are rare.”
Murray also explained why developers have to be tight-lipped at times, explaining that for instance there are times in which contracts prevent them to even publicly name a platform. It’s worth mentioning that he does not confirm that this kind of clause applies to him.
“Whenever devs are tight-lipped, it’s normally just because they literally, legally, can’t talk about a thing. Man, you would surprised how wrapped up most devs are in contracts and nonsense. Often for instance lots of devs will have a clause that says “you literally can’t say the name of platform X”. Knowing this it’s really funny watching interviews where devs are squirming trying not to the word Wii or whatever when being asked about some industry thing 🙂 – you see us say things like “well the thing about supporting… that particular console is…”
We then hear about how Murray feels about the hype that has grown around the game:
“REAL TALK – so obviously the hype is terrifying. I mean, I have had this hanging over me for three years since we announced. I get like 3 hours sleep a night, but like I can’t sleep even if I was home so ¯_(シ)_/¯. It’s catch 22, if we hadn’t announced when we did, we probably would have quit the project without the community supporting us… but god… should I have passed up Colbert? Or E3? I dunno. Every time we showed the game we always assumed people would suddenly not like it anymore… but instead the hype would just get crazier. In an alternate timeline, imagine if we could just be showing it for the first time tonight and launching tomorrow? Imagine how fun that would have been…”
Murray was asked if he could ever do a game like Burnout again (he previously worked at Electronic Arts on the Burnout series):
“I have a recurring dream that I am back working on Burnout 3. Normally that I’m playing the game, and we’ve made it so every race ends with a crash junction. Then I wake up in a cold sweat. Games dev does things to you.”
The final game is apparently really close to it’s original vision.
I think really close… I think? I was kinda posting about that today, going back to early versions of the game.
We also hear that the release of an API feeding from the game’s data is possible.
“It could be for sure. We were talking today about just having a twitter bot that tweets discovery names at random. We’ve just been glued to the screen all day, watching names come in. Game isn’t out… but we had like 160k discoveries uploaded today… so… :o”
Last, but not least, Murray dropped a tease about a small unannounced game that the studio is currently working on. He also clarified that initially the whole studio will be working on supporting No Man’s Sky.
“Initially I think we’ll all be supporting NMS. But there are other ideas we’ve got rattling around in our heads too. I think video games is just such a largely unexplored field. There’s very few studios that pull off the two game thing, but supporting one game and then kicking off something new – that’s doable right?
Sh*t, I just remembered, we’ve got another thing we’re already working on that’s unannounced. It’s a small experiment, but hopefully you all might like it 🙂
Maybe we can be the Johnny Depp of studios 😀 – do a mixture of big stuff and indie stuff? :D”