Josh Parnell, developer of Limit Theory:
I have watched it many times now, and after this many watches, there's one thing of which I'm sure: it's going to be a fun game. For some reason, every time I watch the video, I just think, "these devs really have a good handle on fun." Everything just looks fun. Hard to explain, but it feels as though every detail of the game is centered around giving the user a fun experience, from the beautiful planet surfaces to, for example, the short amount of time that it takes to get back into space, to having ships gratuitously flying through the atmosphere, to blasting holes in things, to the obviously-Frank-Hebert-inspired sand worms 
I go out on a limb and declare these games (Terraria, Limit Theory, No Man's Sky, heck even Minecraft, etc.) as the frontrunners of a new paradigm in games onwards, ones that react and go to the opposite direction of the most common
Stanley Parable types of games, where every single narrative, twist and interaction with the game has been thoroughfully pre-written on a railtrack.
I am probably hyping this too much and am absolutely sure the skeptics will burn me by saying this. I am also pretty aware of the huge heterogeneity in games right now. However, I've been burying my thoughts into a "lets see" for too long and I have to put into words what is in my heart.
When I saw Limit Theory for the first time, I began to wonder whether if there's a good alternative to the usual multimillion process of creating gaming titles that will always take the safe route, but when I saw that NMS trailer, it hit me right in the gut. This is the exact same feeling I had when I first saw
Doom on a computer. Regardless of any gameplay shenanigans that could have occurred in that game, I was instantly mesmerized with the possibilities that the engine was providing us with.
This new generation of games, that I will still take as
intermediate towards a paradise of my own imagination, has turned possible due to several recent tools, like the great processing power available to us now or the existence of Kickstarter and other kinds of venues for indie projects.
In my imagination I foresee a new level of gaming, one where gaming design is more of a design of
rules of the game as well as the rules of how the world is built, including rules on how
characters should act and speak. And then the computer
does the rest. Imagine NPCs actually reacting without script to whatever it is you are doing and saying, and behaving on their own with their own attitudes and agendas. Throw out thrilled railtracks and bring back exploration, discovery, actual surprise.