The lack of meaningful multiplayer and world persistence as gameplay elements are probably the biggest missing pieces for me. Procedural worlds are just fine for Minecraft because that system generates a canvas as a starting point while the bulk of the gameplay revolves around survival from reshaping the environment. When you travel away from the area that you've spent time domesticating, there's a palpable sense that you're leaving something you're personally attached to. In No Man's Sky when you travel you don't get that same sense because the environment that you were at is not appreciably different from what it was when you got there, nor the next one that's about to be generated for you. Furthermore, because you've built very little attachment to it, there's very little motivation to want to return to it, so the gameplay seems to feel much more linear/directed. My big question for this game is whether the systems it's using are able to accommodate those sorts of data-heavy and network-intensive features for future expansion of gameplay, mods, etc.