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Sean Murray berättar om No Man's Sky-trakasserierna

För en i spelvärlden smärre evighet sedan, år 2016, var det Pokémon Go som var det stora samtalsämnet i spelvärlden och hack i hälarna var No Man's Sky som hade oändligt med potential. Potential…
Jonas Mäki Editor Sweden 23 juli 2018

För en i spelvärlden smärre evighet sedan, år 2016, var det Pokémon Go som var det stora samtalsämnet i spelvärlden och hack i hälarna var No Man's Sky som hade oändligt med potential. Potential som det dock inte alls levde upp till och ledde raseri från communityt. Spelet gav ut av Sony och utvecklades av Hello Games, men skulden föll ändå på studions grundare Sean Murray som lovat saker på förhand.

Nu har The Guardian snackat med Murray om vad som egentligen hände för två år sedan för att få hans syn på saken:

"The internet is really good at knowing when somebody has made a mistake. It's not necessarily the best at determining the most appropriate response, but it's really good at knowing when somebody has messed something up. We definitely messed up a whole bunch of communication. I've never liked talking to the press. I didn't enjoy it when I had to do it, and when I did it, I was naive and overly excited about my game. There are a lot of things around launch that I regret, or that I would do differently."

Murray berättar också om trakasserierna han och teamet fick utstå, däribland mordhot, och säger att<em> "it was as bad as things can get, basically. There's a smorgasbord of things that the angry mob can do. It is a crowdsourced thing of how bad you can make someone's life.

I remember getting a death threat about the fact that there were butterflies in our original trailer, and you could see them as you walked past them, but there weren't any butterflies in the launch game. I remember thinking to myself: 'Maybe when you're sending a death threat about butterflies in a game, you might be the bad guy.'"

Multiplayer var en av de saker som utlovats, men fattades och som folk var särskilt upprörda över. Murray förklarar:

"A very light multiplayer was envisioned for launch, and we fought right up until the end to add it, but it was immensely challenging and we knew it was something that only a handful of people would experience due to the size of the universe. We later added a version of it for the Atlas Rises update, and it was nice, but not hugely impactful to people's enjoyment. What players really wanted was the kind of multiplayer we are adding now."

Murray var ändå stolt över spelet de släppte i slutändan och han avrundar:

"No Man's Sky was what we wanted it to be when it launched. We always talked about the feeling of landing on a planet that no one had been on before ... It was lonely. It had nice calm ambient moments in it. But we always wanted to expand it. If you played [the original] for 20 hours, you probably got the experience that we wanted. But you probably would have never picked up No Man's Sky again."

Imorgon får spelet nytt liv i och med den jättelika Next-expansionen som kommer till No Man's Sky, då spelet även släpps till Xbox One för första gången. Kommer du kolla in det närmare nu?

Editor Sweden Jonas Mäki has written for Gamereactor since 2002, becoming an editor in 2007. He covers the video game industry across news, releases and the business side, with a particular interest in sales figures and where the industry is heading.
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