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I have to agree with you that any game is not for everyone. Games like NMS require the player to make their own story and some of us have a harder time with it. Starfield has a little of that as well but with the stories and quests it appeals to a wider audience.
Both have strong points and weak points, but NMS is the better product all around IMHO (less bugs, more stuff to do being the top criteria).
NMS has also had years of further development.
Some of the same things and themes appear in both for sure. If they seem like the same genre of game to you, enjoy.
Regular waves are not infinite, they stop :
-if you clear the last (5th) one
-if you hide and wait out the timer (you can run far enough away, enter a building, a base, dig a hole)
-if you reload your game (you can just save and reload, everything will reset)
-if you enter a space station, your freighter, the anomaly (complete reset)
Shooting a station spawns infinite waves of sentinel ships, but then you can just enter said station to completely reset aggro and they just disappear.
Danger is a concept that does not exist in No mans sky, survival mechanics are completely trivial once you learn how hazards and npc aggro work.
If you remove "survival" and replace "exploration" by "RNG reload item generator", you start being accurate
We had a fundamental disagreement about what the keybinding should be for .....you know what I don't even remember. I don't know what and where the game was going for, but I knew I wanted out.
some games to compare multiplayer starfield with would be:
-elite dangerous
-star citizen
-space engineers
I do love the Roamer compared to the Rev-8 simply because it handles like a vehicle rather than some third person NPC turned into a vehicle.
Both games have things they excel at and fail at.
Both games have bugs as well.
People also tend to forget No Man's Sky have also been around ten years to improve because NMS was well hated more than Starfield when it came out.
Actually it hasn't.
For most of its development NMS was made by 4 people, that expanded to 10 people in the last year, it was made in a garage attached to a friends house.
4 people working 40 hours per week for 50 weeks is 8000 developer man hours per year.
10 people is 20,000.
So NMS was made in 3 years, 2 years of four people for 16,000 man hours, and (being overly generous we'll do a full year at 10) one year of ten people for 20,000 man hours, for a total of 36,000 hours.
THIRTY SIX THOUSAND.
Post release they went to 19 people, so 19x40x50x8= 304,000 man hours.
So the entire life time of NMS has had 340,000 man hours spent on it, all the coding, all the quests, all the lore, all the graphics, every single thing that is included in NMS today, took 19 people 340,000 hours to make.
At launch Starfield was reduced to 250 developers, and they worked till at least december when the statement was made by Todd I'mabigfatliar Howard.
250 developers working a 40 hour week, gives us 250x40x12 = 120,000 man hours.
ONE HUNDRED AND TWENTY THOUSAND MAN HOURS for 3 months.
a 3rd of the total man hours spent over 11 years on NMS in THREE MONTHS.
Starfield was in dev for 8 years, a fully staffed 450 man primary studio and 26 additional external studios worked on the game over that period.