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Sean Murray on the future of No Man’s Sky and his new baby


The last few years have been wild for Sean Murray from Hello Games: He has philosophized about space travel with Elon Musk, has appeared on US TV shows and No Man’s Sky went from indie darling to a global hit. Which wasn’t as easy as he reveals in the interview. No Man’s Sky has also inspired his team to create something completely different with The Last Campfire: an emotional fairytale world for Apple Arcade.

Tousled hair, a majestic beard and always an embarrassed smile: Hello Games Sean Murray hasn’t changed when we recently called him via video call in beautiful Guildford, a small town southwest of London. He is certainly one of the most likeable developers on the game scene, and he and his team have achieved what hardly anyone thought was possible: You have

No Man’s Sky
Developed.

Hello Games is likely to be one of the first development teams ever to screw, tinker, tune and optimize their baby until they had integrated pretty much every fan request. Base construction has been introduced since the launch in 2016 and is enormously extensive: where we set up planetariums, research alien plants, take care of energy management and hunt over planets in a Star Citizen-style rover. Where we dive underwater in space submarines to visit alien fish.

It’s now almost an MMO: “I wouldn’t call it an MMO because it’s much too small for that, but 32 players can meet, trade, and assemble crews for missions in one session,” says Sean in his typically down-to-earth style Kind of clear. And that made No Man’s Sky a different game – originally it lived from isolation, now from the cooperation and friendship between the Indiana Jones of space.

Your new baby is now ready for Apple Arcade –

The Last Campire

. A personal, emotional story about a character who is supposed to bring light and hope into a dark world. If you feel like it, you can start right away, maybe even on the new iPad 8 or iPad Air 2020. It’s a wonderful adventure, with a lot of charm in its hand-drawn world that is reminiscent of a fairy tale. With wonderfully composed music from the pen of Paul Weir.

Sad, but sweet – when we, as Ember, come across characters who have been shock-frozen by the darkness. Moving when we wake them up and they hug us. And moving to tears when we’re late One of those works that redefine games as art and show how video games can evoke emotions in a way that a film or novel cannot play. Because we ourselves are the acting person. Because we are saviors ourselves, not just passive consumers watching heroes. And play yourself a little knobbly hero who won’t let anything knock you back, not even if he loses his paddle on an underground river in a torrent because he concentrated more on helping a little bird than himself. Man could almost use it as a metaphor for Hello Games, because this studio could not be beaten either. No Man’s Sky, that was a wild ride and it wasn’t always easy for the little studio from Guildford.

Our author Benjamin Kratsch was there live at the time – from the first world premiere in Los Angeles to the launch and accompanied Hello Games for over two years.

https://www.youtube.com/watch?v=UVQ14JrfRI

No Man’s Sky was a wild ride, and I could fill books, everything we have learned ”

The years were wild for Sean Murray: He spoke to PC Welt for two years in the flashlight of No Man’s Sky and why he was fascinated by iPhone games.

Enlarge

The years were wild for Sean Murray: He spoke to PC Welt for two years in the flashlight of No Man’s Sky and why he was fascinated by iPhone games.

“It still feels surreal. Like a dream we lived through It was definitely not always easy, sometimes really tough, but yes, now we have arrived here. Also thanks to a positive-thinking community that supported us and always believed in us, even when things got difficult. I think a lot of people dream about what a game can be and it is obviously difficult for us as developers to deliver all of that, to unite the dreams of millions of players. I remember that as a kid I always dreamed of becoming an astronaut. I was fascinated by the universe, the vastness. But then you grow up, learn what kind of fitness tests you have to pass in order to be allowed to work for NASA or ESA. Well, you have to come up with something else, develop a game, for example, in which you explore strange planets, discover new species of animals and crazy alien materials that can be used to invent experimental things. Do you remember Benny when we were at ESA, the European Space Agency? That was great. At the time, I would never have thought that I would be able to talk to real scientists and visit their control center just because we were working on a game with this topic. Or talk to Elon Musk about the settlement of Mars. ”

Impressive: Sean's team has analyzed 32,000 e-mails from fans, developed a whopping 12 content updates from them and published them all free of charge. The next Origins should be “A new beginning.

Enlarge

Impressive: Sean’s team has analyzed 32,000 e-mails from fans, developed a whopping 12 content updates from them and published them all free of charge. The next Origins should be “A new beginning.

© Hello Games

No Man’s Sky was one of the biggest games ever between 2014 and 2016. Gigantic communities formed, on Reddit, Youtube and Twitter people speculated and fantasized about what one would experience there. “When we designed No Man’ Sky before we showed it for the first time with Geoff Keighley, we thought: This is just a little indie game. A niche project – maybe a few people will like it. We never expected that after these Game Awards we would suddenly find ourselves in the flash of flashlights from the press. That people would talk about us on Reddit, that hundreds of thousands would follow us on Twitter. That we’d be in the spotlight like this. That gave us courage and strength, of course, but it was also intimidating because all these desires and expectations were pouring down on us. We couldn’t do a lot of it by the time of launch, because well – making games is tough. Releasing games is the final boss. That’s why we said: Alright, then we’ll really give gas in the years after that and keep bringing out content updates until we’ve done pretty much everything that can be done somehow. Free of charge of course, people have already paid for the game, and we wanted to apologize for some launch issues. Guess there is a whole book that could be filled with things we learned during development. ”

Back then, the two of us developed Joe Danger for iOS. And thought back to that time “

Hello Games was part of the first iPhones, with their stunt course game Joe Danger. After No Man’s Sky, people thought back to that time and wanted to create something new for Apple Arcade.

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Hello Games was part of the first iPhones, with their stunt course game Joe Danger. After No Man’s Sky, people thought back to that time and wanted to create something new for Apple Arcade.

From endless expanses, thousands of planets, all these alien species on the Playstation 4 and the PC, on the big screen on the small ones – on iPhone and iPad. How did that happen? How did it come about that we can now enjoy The Last Campfire as part of Apple Arcade?

“We’re coming home, you could say. When we started Hello Games, one of our first works was Joe Danger. A crazy motorcycle game in which you have to make wild jumps as stuntman Joe Danger in order to collect points with station wagons. A bit like Sonic The Hedgehog, only on a motocross machine. With jump points, obstacles, time limits. I remember Grant bringing in a box of toys and we used some action figures to build our levels. There was something magical about it. He also had a stunt figure that could be fired with a trigger. We translated that into a game and quickly felt: On an iPhone with touch, this experience from childhood and the real world can be transferred much better into the virtual world. Joe Danger feels very different on an iPhone with a touchscreen. You have much more control, you can turn the motorcycle much more easily and precisely with your fingers for stunts. I guess that was the moment when we knew: You can let games look very different on an iPhone than on a console or PC. ”

The Last Campire: A game written like a novel

The Last Campfire should feel like a book of fairy tales, which you open up and fully immerse yourself in this world, but which is also often surprised. And we really like that.

Enlarge

The Last Campfire should feel like a book of fairy tales, which you open up and fully immerse yourself in this world, but which is also often surprised. And we really like that.

© Hello Games

The Last Campire was created by three creative people: “There is only one artist who has drawn all the art, the items, the game world, the characters and that is Chris. And all of the gameplay elements are from Stevie’s pen. I think you can tell that everything comes from one source. That it feels consistent, but also personally – that this person lets his personality flow into it. I think that’s wonderful. There’s something magical about it when a small team has put its heart into a game like this for five years. “Sean is generally enthusiastic about the possibilities of the small screens that mean the world:” Personal, maybe even a little more intimate stories work wonderful on an iPad or iPhone because we let these devices get closer to us. I often have the feeling that I am literally immersing my nose into a game world when I play on the iPad because it is sitting on my lap – while with a Playstation, for example, there is always a certain distance between you and the television. ”

And that is ultimately the reason for The Last Campfire: “After No Man’s Sky, we wanted to create something that is more personal and has a more narrative focus. That tells a fascinating story, but is also a bit “weird”. “Sean likes to use the words“ weird ”when describing his studio or its works. “I think we all grew up in an era when games were a little weirder. Maybe a little more mysterious, too, inappropriately – with a lot of charm, but also a dark component, where you don’t just feel so safe in the world. As a player, you gradually bring hope and light into this world, which the title The Last Campfire symbolizes. Because a fire like that radiates warmth and protects against the cold. It should feel like a novel where the story is puzzled together. Where you get in, dive into a world and don’t know exactly where to get out. What I also appreciate is a nice metaphor for developing games. “”

Sean laughs.

The Last Campfire is now available on iPhone, iPad, and Mac via Apple Arcade.

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Finally in the test: The new RTX 3080! Nvidia caused quite a stir when it presented its new generation of graphics cards. The new cards with ampere chipset have not only become cheaper, but are also supposed to provide a unique leap in performance. In the case of the RTX 3080, Nvidia promises up to 100 percent (!) More performance compared to the RTX 2080. Basti took a close look at whether the RTX 3080 keeps what Nvidia promises in a detailed test.

► To the test: www.NewsABC.net/2533719

► Expert talk with Nvidia: www.youtube.com/watch?v=7gSg8fkSVm4
► This is how we test graphics cards and co .: www.youtube.com/watch?v=sHeFxVUbn9U

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