No Man’s Sky spurns the conventional structures of pre-written narratives, set-piece action sequences, and discrete levels. There are no quests in this game. You don’t go planet-hopping to find a damsel or a merchant in distress and then fetch them three healing salves and four wolf pelts of varying colors. In fact, at the outset, you can’t hop very far at all. Each player is handed only the bare necessities for survival, dropped onto a planet on the rim of a galaxy, and left to his or her own devices. A basic life pod will putter you up to the nearest space station where you can begin to figure out how to get such devices, upgrade them, and do something useful or interesting with your life. Most people will start by either mining resources or trying their luck as a bounty hunter or freight security guard. What career paths lie beyond those basic professions is part of the exploration you’ll have to do.
So pretty much Minecraft meets the known, explorable universe. Speaking of which, there's still some contention whether this game qualifies as an MMO, or just MMO-like -- here's why:
A single universe will be shared by all players of No Man’s Sky, though they’ll be so distant from one another that coming across some other player-controlled spaceship will feel like a truly noteworthy event. As Murray explains, "people underestimate how vast our (in-game) universe is. If we were lucky enough to have a million players and started them all on one planet, they would still be really far apart." So the enormous cluster battles of EVE Online are unlikely to ever materialize in No Man's Sky.
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