Oh God... No Mans Sky is a perfect example of what happens when the developers fail to meet the hype or deliver on time. PS4 fans are happy but they released something mediocre for the PC. I remember how shitty ARK ran on my PC when I bought it a year ago. I tried it again a month ago and I am actually getting a great framerate on high settings. FINALLY!! But Ark was an early access title from the beginning. NMS was suppsed to be finished and I hear there are still some extra PC version only features promised but not yet ready.... anyways the reviews on Steam are really horrible.
It looks like they decided to make it for console but did not spend enough time getting it ready for PC. I am reading reviews by people with high end machines barely getting 30 fps. I really don't even feel the graphics are that great. Judging from the videos I've seen, Rising World has nicer looking ground and grass textures. And this game is supposed to be $60??? I am going to keep an eye on it but it seems No Mans Sky should have beeen released as a short early accesss title for PC or atleast sold for less.
The past year and to the end of this one we have or will see some pretty massive updates... biomes, new sound system, static water that actually looks beautiful, dungeon generation, new customizable character models and human NPCs, rideable animals, boats, and trains...
Anytime you rip out a major component of software and replace it with something else, you essentially break the build and can spend days just getting the damn thing to run again. Then after it runs, you may look at it and decide it doesn't look that great so you spend more time tweaking it and improving it, leading you to possibly break it a few more times as you make your desired modifications. Then when it finally seems ok then you gotta polish it which is something Red51 takes a lot of care about which may be frustrating to some, myself included. Oh... then you want to avoid creating technical debt. Whenever you shortcut something you end up creating a problem to fix in the future as a tradeoff for a short term fix. Look at some of the limitations of blueprints due to the block system in Rising World. Any short-sighted decision (and I certainly mean no offence towards Red--the technical debt seems quite minimal in Rising World), can cause limitations in other systems you want to do in the future. To properly fix technical debt you have to go back to the core of the fault and redesign it. Then you have to make sure every other component depending on it works again. The point is that when designing a game as ambitious as Rising World you have to be really careful that whatever you do will not be something you regret designing later on.
In the end however each update has looked awesome and happened with a minimal number of bugs (although the floating ores was rather hillarious from what I've seen)! He could probably push many of these updates out quicker but they wouldn't be as polished. Perhaps there is a strategy of finishing each component upfront thus makes less work to do later.
And Windbourrne, please don't take my rants as a personal attack. I've seen you complain in the past about updates and I guess as a consumer that is your perogative. However, my experience and viewpoint is of a programmer. I manage a few hundred servers, pipelines for the applications that the real developers in my company write, and also write various scripts to automate and manage the work I do. That's simple in complexity than game design. One can easily switch to Unity and simply buy assets and plug them into your game (look how quickly StarsOne came about. Its all Unity asset store stuff) but Rising Worlds is hand crafted from the ground up (although I suspect that thete is a story about bald guy face came from somewhere--creepy thing) so I have a lot of respect for people who stand up and decide to make something more ambitious and versatile than Minecraft was ever expected to be, and to do that alone.
End of rant. I have much work to do myself...