I think Coates focuses on what was left out of the movie he evidently enjoys because he is yearning for something more to happen.. And it never happens. Movie directors master the art of keeping the audience engaged. As Coates says, “This is all about the convenient suspension of disbelief.” (page 128). Directors often do this to make the audience want to talk about the movie and create publicity for themselves. Many people will leave a movie and think to themselves “why did this happen?” or “why didn’t this happen?”. If someone was to create a movie with a perfect ending and everything going right, there would be no engaging factor… and for sure no “buzz” around the movie.
A repetition Parkin identifies in No Man’s Sky is the familiar verbs used. There are four actions repeatedly talked about: explore, fight, trade, survive. Repetitiveness is to help familiarize the game with players and keep them engaged. It is supposed to create a “memorable trick” for the gamers. According to the reading, it states “They are familiar verbs, for players…” (page 130). An example of a strand is the reading feeling small, lonely, and lost. These words describing feelings can also show contrast. You may think a gamer wouldn’t want to feel lonely or lost during his game, but that’s what keeps him engaged. An anomaly used is the fact that players have a unique experience specific to them.