What Did I Play on 2017-12-20?
Planets with Moderate Levels of Toxicity
I reached a point in No Man's Sky where I got randomly attacked and decided I'd find out what the cold, sweet embrace of death feels like, and I have to say starting over with a bit more knowledge of how the game works has increased my enjoyment. I understand now that there's no point in fiddling around with base stuff until I find a Quality Planet to build on. Quality meaning, Not Actively Trying to Kill Me With Temperature Extremes/Radiation/Toxicity.
As someone who plays a fair amount of exploratory games, I'm acutely aware of how samey everything is. I remember this game advertised having 4 quintillion planets or something, and (cue prescription drug commercial voice) I think this is a really good demonstration of if, and when, procedural generation is right for you. Starbound has a dozen?ish? designed biomes that are randomly utilized in procedurally generated planets, resulting in a cohesion that isn't really present here. The developer has to decide when randomization is a real value add. I'm... not really convinced it is here.
Exploration is fun, but a lot of it is roaming geographically uninteresting planetary surfaces (and the roaming itself is limited, because the planet IS trying to kill me) and finding cool caves full of lush planty stuff and observing small packs of animals that exhibit basic behaviors, but so far none of these planets have things like standing liquid (in spite of having rain? maybe I missed it) or significant forests. They are all various flavors of tundra sprinkled with alien flora and caves.
Having played several hours, my assessment is that No Man's Sky still isn't quite where it needs to be, and I am starting to better appreciate how aggravated players were at launch. Multiplayer isn't a thing yet. I can see other player's ships, but cannot see or interact with the players themselves in any way, which makes the game seem strangely lonely and isolating in a way that surely was not intended. The story is bog standard science-fiction so far, down to the narrator's somewhat coded descriptions of the other races of people they encounter.
The more involved pace of space travel ended up working for me, and it's not too hard to make sure you fuel up properly before you depart a planet, but it's not yet clear to me why I care about the economy or selling things or buying things. There is a large in-game instruction manual which I haven't read because why would I read that that explains how to make money and presumably why one would want to.
Gardens
Animal Crossing: Pocket Camp recently rolled out the garden update. It's pretty cool and most of you don't care, so it's under a cut.
You have 20 plots to grow flowers, which currently can be either tulips or pansies. You have access to 4 basic seeds and you can crossbreed to create other types of seeds, and flowers can be turned into craftable items (potted plants, toy bears, shirts, chairs). You can visit your friends gardens and water and crosspollinate with their flowers, which rewards both parties with friend powder. Previously, friend powder was much harder to come by, now I have stacks of it sitting around.
Crosspollination needs some tweaking, because the results are too random and there's a small chance of failure. Since you already LOSE a grown plant, which is at least 3 hours of growth time, it doesn't make sense to double-penalize the player that way. In its current state it would take a lot of doing to get the 10 ultra-rare blue tulips needed for a potted blue tulip, much less the other craftable items. The weighting could be intentional to get players to buy flower fertilizer, in which case they wouldn't tweak it, but seeing as how they've adjusted everything else that I considered unbalanced I expect this too will be adjusted.
This update also improved rents considerably. Previously, you'd go around and talk to everyone every few hours or so because you had no idea who wanted to chat and might get 100-500 bells or 1 or 2 essence if you were lucky. Now you get a popup advising who is ready to chat, and the gifts are 500 or 2,500 bells, 5 friendship points, or a significant amount of resources (10-20 primary, 10x secondary, and a random amount of essence). Essence used to be a huge chokepoint, now it's perfectly reasonable to casually earn 20-30 essence while amenities are crafting without having to get into weird grindy stuff.

