Tag: no man’s sky

 

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

As we eagerly await the drop of No Man’s Sky (OK, I am, but considering my hobbies it’s not surprising), I noticed a thread on reddit discussing the desire for a documentary on the game. I wanted to address this and more.

In short, as I expect NMS to be successful, and certainly groundbreaking even if flawed, and yes, it’s one we should know more about.

But a documentary is just the start of what we should see.

Yes, We Need a Documentary: The game itself has an impressive history, and it’d be great to see it documented. A good documentary should go beyond just the history, but also to the influences and impact – from 70’s concept art to he modern hype. There’s a great story to tell here if done right (and Hello Games could probably make more money selling one).

Management Interview: I deeply treasure the development interviews I read in Game Informer, as I learned a lot from them that I use to this day. I want to see an in-depth discussion in Game Informer if not a professional management magazine on just how Hello Games pulled this off.

Artbook: There’s tempting concept art we’ve seen, so let’s load it all into one book, have interviews with the artists, and sell it. Yes, again more money for Hello Games, but also the artistic insights that could be gained would be impressive. Plus, great coffee table or gift book.

Procedural Lessons: After making NMS, Hello Games teams could probably teach classes in procedural generation. So, do it! Imagine what people could learn with such folks as instructors.

Fandom Study: I’m expecting a huge impact from the game – not Minecraft level, but still intense. I’ve seen the hype, seen fans creating artworks and even role-playing. I’d love to see the fans studied respectfully if it is indeed the hit I expect. Great for general or academia.

So that’s what I want to see come out of NMS documentarianism (there’s a word). Things that will teach us something.

What do you want to see?

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

Man, so much going on last week – ranging from work to all the terrible incidents in the world.  Sorry for slow and weird updates.  So where am I?

Way With Worlds Books:

Way With Worlds Book 1 is pretty much done.  I just have to check the print copy one more time.  The Kindle version is looking good, but a Kindle isn’t something requiring tricky page formatting and breaks.  I’m really proud of it – which is good because there’s a few times during editing I got sick of it.

Way With Worlds Book 2 comes back from my editor really soon.  As noted before my plan to edit this one is to experiment with a slower, but more detailed editing pace to see if that’s more efficient.  Still planning to deliver in November, after Thanksgiving.

Oh and the project after those?  Already halfway outlined.  But I’ll keep teasing that . . .

Generators:

Sadly, not a lot of work on these as other things (work) ate into my free time.   Still got my notes, still got my plans, just getting to the point of having time . . . though maybe having three freaking print books in the work in one year was a tad excessive.

And yes, the theme is still food.

Other Writing:

As you’ve seen I’m back to writing about No Man’s Sky – which makes sense as A) I like video games, and B) it involves procedural generation.  I’m going to keep this up until the game comes out – which it looks like it will be doing on time in August!

I’m also queuing up some more items to blog about I think you’ll be interested in, so stay tuned as I always say . . .

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

Sorry this is late.  Busy few weeks, but now I’m back to my pre-release analysis of No Man’s Sky.  After all I love games and i love procedural generation.

We’re counting down to No Man’s Sky’s release in August.  We’re approaching the big release, and once again I’m seeing posts on the Internet asking if it will succeed or fail.  This is not unusual, but it’s time for another round of them apparently.

I’ve speculated on this possible failure before, but often concern’s about NMS focus on this component or that.  From the possible sameness of worlds to uninteresting space travel, there’s concerns about some elements, of the game.  These concerns are legitimate, but often they miss what No Man’s Sky Is about.  There’s a larger picture here for concern.

No Man’s Sky is a game about synergy, as is fairly obvious when you step back and look at the game.  Characters mine to get resources to craft new items to let their spacecraft travel farther.  Their adventures may require them to fight enemies with spacecraft that they hijacked by developing rare hacking chips, chips whose blueprints were found exploring a ruined building.  A strange technology, found in an alien ruin, may let someone survive on a toxic world.  No Man’s Sky is all about things coming together.

This is not surprising as video games are about synergy.  Good controls bring a character to live.  Clever mechanics entice the mind that learns them and influences the game experience.  Music and graphics work together to set the mood.  Good games depend on pieces working in harmony.

For No Man’s Sky, it’s even more dependent on the synergy – that’s really it’s selling point.  Where procedural worlds and exploration and crafting and all come together, the game offers a whole of an experience.  It’s not a game with clear boundaries, which is the point – it’s a supposed seamless exploration experience.  It just happens to be a very big one based on some very, very smart use of math.

This synergy is also where it can fail.

Because No Man’s Sky relies on the parts of the game coming together, there’s several possible modes of failure that can occur.

Poor Synergy: One way the game can fail is if the different parts don’t support each other properly.  Perhaps the ability to acquire resources makes the crafting parts too hard – or too easy.  Straightforward planetary exploration might contrast with hyperkinetic space combat, creating tone shifts that are hard for players to adapt to.  If the parts of the game don’t come together correctly, the game suffers because the synergy of the promise is gone – even if the parts are good.  This may be the biggest synergy risk of NMS because a dev and even a testing team would be unlikely to catch it due to being used to the product.

The Flaw: Another way I can see NMS fail is if one part of the game is done so poorly that drags the rest of the game down.  Planetary exploration is an area I’ve worried about, and if it is poorly done or dull, that diminishes the thrill of the rest of the game.  Truly egregious resource gathering could be another fun-killer as the rest of the game depends on that.  One poor part of the game could drag the rest down – the synergy backfires when one part fails really hard.

The Drudge: NMS also has to make sure that its individual components are good enough to support the game, because though one bad component might drag the game down, so can many mediocre ones.  The game may not fail on its many fronts, but if too many are uninspired or uninteresting, the synergy of them makes the game not good, but dreadfully mediocre.  The synergy of game component’s can be a double-edged swords when many are just uninspired.  I think people may be more forgiving of a game with one big flaw and ambition than one that just kind of plots.

Though I’m sure that Hello Games has thought of this, it’s worth considering for analyzing the game once it’s out, and for analyzing future games of its type.  Synergy is the strength of the gaming art.

It’s also a place where failure can happen, even if the parts are right or mostly right.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

As we wait for No Man’s Sky (and due to the recent delay, wait more than we thought), I wanted to explore just what No Man’s Sky is about and what it means for the final game.

It’s obvious I’m a big booster of the game.  I even feel that everyhing NMS promises is likely due to what they’re doing and how it’s approached.  I consdier a delay completely understandable and probably a good thing.

So now I’d like to take a look behind the curtain of No Man’s Sky and make a shocking statement – none of the gameplay is particuarly innovative.

Shocking?  Amazing?  Clickbait?  No, actually the gameplay for NMS has been done before, which is both why it will succeed and why it will probably be good.

The Parts of The Journey

So, let’s look at what No Man’s Sky promises.  A quick examination and you’ll realize that it’s almost all be done before.

A Galaxy To Travel: Seen this since the old Elite days, it was there in Captain Blood, it exist today in Elite: Dangerous, Starbound, and more.  The quality of planets may vary, but no, nothing unusual here.  Speaking of planets, NMS promises . . .

Procedural Worlds: Sure Minecraft brought the idea of a huge procedural 3D world, but since then it’s kind of become standard.  It seems every ten games out there promises a planet-sized world or giant sandbox.  NMS just promises more, though what’s appearing is really all math.  On those worlds you’ll experience . . .

Encountering Life And Recording It And The World: Though we’ve seen that with, say, Pokemon snap and most games that let you name things and places.  Yes, it’s nice, but exploration has been a part of games for awhile.  Though while you find new ways to name creatures, you’ll be engaged in . . .

A Survival Sim:  NMS offers you a chance to mine resources and avoid nasty critters in an environment that’s temporarily modifiable (yes, theres some promise of permanent, but it doesn’t sound like every grenade scar remains).  We’ve seen this before in many game forms, and though the procedural nasties and environments are nice, it’s still something other’s have done.  Of course while survive, you’ll be busy . . .

Crafting Items: I do not have to explain how we’ve seen crafting games before.  So let’s move on to when you get tired and get offplanet via . . .

Spaceflight: Yes, No Man’s Sky lets you take off of planets, fly through virtual solar systems, and so forth.  Again, we’ve seen that since back in the day of Eon or Starglider.  Sure there’s space combat, which we’ve also seen.  Of course to have those ships you need . . .

Supplies And Trade: Space trading games have been around for decades as well.  NMS sounds like it has a relatively simple mine-and-trade, make-and-trade, and get-credits-and-trade game.  Nothing much new, though some of your interactions will involve . . .

Alien Races: NMS is going to have various races and factions.  You’ll interact with individuals and do things that affect reputations with various factions.  In turn, that’ll affect how they treat you.  It’s neat, and the language system is nice (though you may see similar mechanics, such as the ones in Out there), but again, we’ve seen it before.

So, No Man’s Sky, when you look at the parts, has been done before.  In fact, it’s kind of been done to death in separate pieces.

Which is why the game will not only work, but probably be amazing.

The Greater Sum Of Familiar Parts

So the fact that NMS has a lot of standard gameplay elements is a good thing.

First, it means that they can be done.  There’s precedent, research, examples, and more for the creators at Hello Games to draw on to make the game work.  There’s math and there’s code and there’s a sense of history to know what to do and what not to do.

Secondly it means Hello Games is using familiar mechanics which means the game will (probably) be quite playabe.  The game’s familiarity is going to make its wide, procedural universe, accessible to people.

Third, it means the game will proably be well polished because it builds on familiar ideas.

It’s great NMS is made of so many common parts, because all these common parts can be done well and in a playable manner.  That means the combination . . .

. . . the combinaion will probably be amazing.

Take all these familiar mechanics and ideas.  Polish and organize them.  Now link them together coherently in a universe made from procedural algorithms so you experience effective gameplay in an infinite set of worlds.  Now give it that unique 70’s sci-fi cover look.

That’s the magic.  No Man’s Sky is both evolutionary and revolutionary, building on familiar parts, but tying them together in a way that hasn’t been done yet.  It’s not the components, it’s the combination, all these popular elements tied together tightly to give you a galaxy, a universe.

Nothing Special Is Amazing

So, no, NMS rally doesn’t push the boundaries of games so much as it has many mechanics merged together to create the experience of exploring the universe.  That means it can succeed, that means’ it’ll be accessible – and that means that it’s probably going to be pretty amazing.

What’s behind the CUrtain? Not The Wizard of Oz working a con-job, but more a group of actors putting on a show.  We look behind the curtain and see “yeah, these folks are doin a pretty good job.”

Now we can enjoy the show in Agust.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

So if you’ve been following No Man’s Sky, and haven’t heard that A) the game was delayed, and B) some people had a meltdown over it, you’ve been living under an extremely insulated rock.

So anyway, the game is delayed.  Though I’d like to address some of the bizarre reactions on it (including death threats to the lead and to a reporter), as I’m focusing on the game I’d like to discuss the delay.  Also there’s only so much I can write “stop it you morons.”

So, NMS delayed.  Good.

Why do I say good?  Because that’s a sign of two things:

  1. That Hello Games knows that there’s more work to be done.
  2. That Hello Games will admit there’s work to be done and do it.

First, as noted earlier, the NMS team seems to be doing everything right to actually make the game work.  Right focus, right methods, etc.  The fact that they can outright say “no, we need more time” means they’re aware enough of what they’re doing to take more time.

Secondly, the fact they will admit this in public, for a game whose hype has become a living thing entirely separate from their own efforts, is a good sign for the final product.  Unless the problems were epic, they probably could have gotten away with a flawed game with a day 0 patch or something.  They didn’t – that speaks to an honest about getting a good product.

The delay tells me NMS is probably going to live up to the (actual, not imagined) hype.  The team can say “stop, wait” as opposed to tossing out a game that – let us be blunt – would probably get a lot of love anyway.

I’m reminded a bit of Starbound, another game that I’m looking forward to (and that sadly, I will have to play through before OR after NMS because its pure crack to me).  The team has taken extra time to work on it, but as of the last beta I played – and I played through the game 3 times Early access – it’s evolved amazingly.  Time can make a better product (ask Blizzard).

The delay may be painful for some of us, but it’s just another sign we’re going to get a good product.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

One of the concerns I see expressed about No Man’s Sky is that a small team of indie developers like Hello Games just couldn’t do this. I disagree, and in fact think it’s quite likely’ll they’ll succeed.

So you know i’m not wasting your time, I base this theory on:

  • My experience in IT (20+ years).
  • My work as a software project manager (12+ years).
  • My interest in development processes (12+ years).
  • My work in procedural generation (most of my life).
  • My experience as a gamer (most of my life).

So let’s look at the reason I think Hello Games is going to pull this off.

A Focused Game

First of all, no matter how “big” No Man’s Sky seems, if you look at it, it’s an extremely focused piece of development:

  • Exploring large procedural spaces – mostly planets.
  • These spaces have procedural features, including life.
  • Mining and finding resources.
  • Dealing with hostile and non-hostile life.
  • Crafting by combining various resources to change equipment.
  • A focused set of equipment for the characters
  • Interaction with species via various actions, trees, and simple fight/aid mechanics.
  • Space travel.
  • Exchanging of good via trade games.
  • Cataloging findings.
  • All of this is done with a chosen aesthetic.

No Man’s Sky, when you look at it, is somewhere between evolutionary and revolutionary. All the parts have been seen before, its the combination of them that stands out to create a universe.

The game design is very focused – Sean Murray and company have deliberately restrained adding new features.   This means that Murray and Team can pay attention to what they want to deliver exactly. Well-defined features allow for focused development, focused testing, and good delivery. If you know what you want to do, you can deliver it a lot easier.

No Man’s Sky is delivering a very focused experience, which allows for focused development. Speaking of . . .

Focused Initial Development

The first developer on No Man’s Sky was Sean Murray himself, who built the core engine, which he eventually expanded to 4 then 13. This is the way you do core initial development.

Small, tight teams – sometimes an individual – are a great way to start a project. One or a few people, working together (often unmanaged) can deliver a prototype with surprising speed because theyre focusing on getting everything together. They’re not trying to market. They’re not trying to make it run on every machine. They’re not even making the most efficient code. They’re ot havign people constantly try and change things. They don’t have to write patches.

They’re making a start. As one guy I worked with called it – “stick smart guys in a room and feed them pizza.”

This is the kind of arrangement that I’d expect would deliver a decent prototype. It may not be perfect – it may only be a prototype that’s eventually discarded. But it lets you get the basics down.

This is exactly how I’d expect a project like this to start – and be successful. It’s a good core foundation.

Agile Development

So you have a focused plan and a core prototype. How do you polish something like this into a game? It’s procedural, it’s going to have a lot of complexities, and it’s not something you plan easily.

The not-so secret is Agile Development. Basically, tight, integrated development where teams have a large list of goals, but focus on small deliverables that are high priority, deliver quick, and focus on interaction and iteration.

Sean Murray’s team uses classic agile processes. They have a morning meeting, set goals, and do a master build in the evening.  This is all happening in roughly the same space from what I’ve seen in videos, increasing interaction.

Really, what Agile does is acknowledge that planning everything out often fails as you find the flaws to your giant plan as soon as you start. So you set goals and meet them in increments, researching them as needed, and cooperating tightly with your co-workers.  Even if you don’t deliver everything, Agile’s focus on “delivering stuff that works” means you usually get enough – or more than enough – done to meet your goals.

In short, the team at Hello Games is using the exact kind of software processes that would lead to success.

Plenty Of Resources

A team of 13 or so people may seem small, but gaming (and indeed any software development) has a number of resources to call upon.

  • There are services out there to do development or provide code. You can outsource pretty easily if needed. Not sure if the team does it, but it’s an option. There’s a lot of games made by a “team” that really involve many outsourced teams.
  • There are a huge amount of libraries, graphic tools, code engines, and more for development teams to use. You can bet that these have been used by the No Man’s Sky team – just like any other development project.  Few pieces of software are created from scratch in their entirely – and you can bet a lot of media resources aren’t.
  • There’s already lots of procedural games and algorithms and theories, from past Roguelikes to the Superformula. There’s a lot of examples to be used or to at least show what is possible.
  • People network.  You can bet the folks behind NMS were asking friends, fellow coders, and other connections for advice.

In short, there’s all the resources out there the team may need to make NMS a reality – resources other games have leveraged.  In fact . . .

Public Accountability

The NMS team, despite the game’s hype, is remarkably modest.  Sean Murray seems affable and humble.  The game is getting played up, but Hello Games isn’t bragging or strutting around.  It’s refreshing.

At the same time, the NMS team has been very clear about the game and game goals and what it does.  Though there’s occasional assumptions by gamers about the game, it’s easy to find the team being very clear on what they’re doing.

They’re being publicly accountable.  They’re saying what the game is – and if they screw up, it’ll be very obvious.

Frankly, I don’t think anyone does something like this and delivers anything less.

The Conclusion

NMS has focused goals, started right, uses the right management techniques, has resource to call on, and Hello Games has been clear on what they’re doing in a way that holds them accountable.

Me, despite some concerns about the game that I’ve stated, I think Hello Games is going to deliver.
– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

As I wait for No Man’s Sky (if I disappear for a week in June, you know why), I’ve been analyzing the game, what it means, and what it tells us about procedural entertainment. Today I’d like to focus on crafting.

I love crafting. I enjoyed the Atelier series of games, finding new alchemical potions. I love Starbound‘s crafting (OK, maybe I’ll vanish in July too). You can guess that Minecraft was a revelation. This all goes back to Demon’s Winter, a vastly underrated DOS game that let you build magic items.

With No Man’s Sky, the huge emphasis on crafting has me intrigued. The thrill of finding elements, the joy of a discovered blueprint, the fun of creating the right components. I love the challenge of building the ideal loadout, and NMS is going to give me that and all of the exploration and resource collecting. I’m looking forward to it.

I will be the guy staying on one crap planet for hours because of a wealth of ruins filled with schematics. Trust me.

No Man’s Sky provides a mixture of real and made-up elements, a nice nod to both recognizability and to the proper sci-fi feel. But as I’ve watched the game, I’ve come to realize there’s another, missed opportunity that other games should take up.

Procedural elements.

Imagine a game like NMS (or NMS II, which again I feel is possible) that has procedural elements. The joy of discovery is not just felt on finding a new world or a new blueprint, a strange crystal or interesting rock formation could hold an element no one else has seen. There could be elements even the creators hadn’t foreseen, out there, lurking.

Sci-Fi and fantasy is often about strange and unusual materials. Let’s see more of that in games.

Of course to make them useful and understandable, procedural elements would need to be handled in certain ways. here’s my thoughts on it:

Where They Fit

Procedural elements would have to work into an existing crafting structure. The elements have to have some recognizable use despite their procedural nature. This would likely mean:

  • The crafting structure recognizes general classes of elements (builds weapons, catalyst, etc) and procedural elements fit a general class but have unique cases. “Iron” is the same all over, but that procedural deposit of “Dekelite” has unique traits, thought both can be used to build weapons.
  • Thecrafting structure recognizes specific elements, and procedural elements can “substitute” for regular ones and bring certain benefits. Thus “Chromatic Polytanium” may substitute for “Copper,” but any scanning device built with it has extra bonuses.
  • Items that are used to power/supply other items may provide unique bonuses. A unique element that provides energy may, perhaps, deliver double the fuel value of a common one.

Unique Traits

It’d be pretty easy to make procedural elements that seem very samey, so work would have to be done to vary them. The need for variance would depend on how often they’d be encountered, of course (more on that later). But traits may vary along such areas as:

  • Specific use.
  • Elements they substitute/are used for.
  • Bonuses and combinations of bonuses.
  • Disadvantages and tradeoffs.
  • Additional effects (perhaps if you make a potion with this element it always confers invisibility)
  • Physical traits (even different colors or weights).

A game that uses procedural elements should have enough variances that they’re actually interesting, unique, ad surprising. Otherwise it might not be worth implementing.

But done right it could be amazing. Imagine traipsing through a fantasy forest to discover a rare gem deposit whose naturally holy traits repel demons and confer charisma. Imagine exploring a distant world to find a fuel source that boosts your hyperdrive beyond capacity – but will wear down your spaceship.  Each finding is something unique, wondrous.

When You Can, Add Story

I’ve written about the need for procedural games to have pproceduralhistory. Same goes for procedural elements – I can’t say it’s required, but having “more” to the elements than a name and trait may be neat.

Maybe a procedural element in a fantasy game exists because a certain area is irradiated with magic. A procedural element in a SF game may have unusual energy properties because it was formed on a planet near the sun. Add something tomake the elements meaningful.

Or at least give us some flavor text for fun. Something to help us build our own story.

Oh and make sure the names are appropriate. I’d much rather find Chromatic Steel with it’s ability to make swords tht dazzle with rainbow light than a similar element called Furbonanium. Only use nonsense if it fits.

Don’t Overdo it

Finally, unless procedural elements are a theme of the game (and it may be), don’t overdo them. If you want these elements to stand out, then they have to stand out.

In any game of reasonable gameplay (20-40 hours) odds should be that only 1 or 2 procedural elements are found unless that’s a core part of the game. An element like this should be fascinating, amazng, perhaps game-changing – and overdoing it reduces the wonder.

That moment you find that rare deposit should be one you remember for the rest of the game.

So that’s my take on where NMS’ offspring should go – and a lesson we can learn from the current development of NMS. If a game focuses on the wonder of discovery and crafting, why not surprise your audience with procedural elements. Give people that unique experience that is personal – and perhaps theirs and theirs alone.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

With No Man’s Sky (NMS), the giant procedural space game coming out, I am gladly analyzing as A) I game, and B) I love procedural generation. So let’s turn back all my speculation on what could be and focus on what could go wrong.

As much as I am enthused about it, I can see areas where the game could have problems. I’m going to explore these areas, so we can review how right/wrong I was – which should be useful to measure both my predictive abilities and how the NMS team works!

Now to make this more useful, I’m going to rank the chances these things could go wrong as Red (at least 50% chance), Yellow (50-25%) and Green (under 25%).  These are not necessary interest-killers or will make it a bad game – but it would be a problem for enjoying it and experiencing the game.

Now let me get predicting:

High-pressure Survival Grind (Red): NMS is a survival game, but my concern is that the game is going to mix high-pressure survival with tedious grind – you’ll be on the edge of your seat all the time, but the edge is going to feel the same and never end. That’ll get both stressful and boring, and that would be an interest-killer.

Hopscotch (Red): Planets may be procedural and bursting with detail, but I’m also concerned that planets could be clusters of neat stuff separated by not so neat. This means hat exploring a planet is really a game of scanning-and-flying hopscotch that will also turn into a kind of grind. My concern is that this would not be optional but required to really experience the game.

Pacing (Red): You start out with little equipment on a distant world, have to survive, and eventually build your technology and resources.  Sounds standard, but unless the game is carefully designed, you could experience highly erratic pacing – most likely a slow start but a surprisingly fast end if you max out equipment (see below).  I also see potential pacing issues in different worlds and goals making it extremely hard to predict what one has to do to achieve a goal – because of the procedural generation.

Every Planet Different – And The Same (Yellow): I’m pretty confident the planets themselves will vary interesting, but not quite confident every planet will be different enough to warrant interest in exploring it a lot. I could be wrong (which I why this is yellow), and the NMS team seems to want to avoid this, but I can’t shake the concern. It seems like there’s a lot of impressive math, but what I’ve seen suggests some relatively standardized environments and all planets are single-environment. That can get boring – it’ll be new then quickly seem the same.

Stretches Of Boredom (Yellow): I don’t mind a bit of boredom or peace. But one of my concerns about NMS is that it’ll have uncontrollable stretches of boredom, stuck on dull worlds and sectors of space.  Good visuals and environments will alleviate or eliminate this (yes, you spent 30 minutes looking for a mineral but it looks awesome).

Topped Off (Yellow): There’s supposed to be all sorts of ships and blueprints to find, but I’d be concerned the game could have some people max out their equipment and the like too early – loosing challenge and initiative. It’s procedural, so it may be hard to put pacing into the game.  This is part of my larger concern about Pacing (above).

The Hunt (Yellow): Certain items, equipment, minerals may be vital for parts of the game, for equipment – but for some players they may be out of reach (again, due to procedural generation). If it’s not something people can find/buy/substitute for in a reasonable amount of time the game may be frustrating.

Same Old Equipment (Yellow): We get various ships, suits, and Omnitools, but from what I see they’re mostly about premade traits and various plugin spaces. Not sure they’re going to be that interesting after awhile.  Are you going to go that far to get an Omnitool that moves a plugin space to one grid cell further rightward?

It Doesn’t Hold Together (Green): Though I trust Hello Games on the Lore, I’m concerned that it won’t be experienced enough, in enough context, to keep interest. The game may not need a story, but it’s sense of experience requires Lore.  The whole thing could not cohere, have no sense of “there.”

Different, But Not Different Enough (Green): I’m mostly confident Hello Games can deliver varied worlds – but not entirely convinced it’ll be different enough for a whole game.  I’m concerned that past a certain point – say about 70% of the way – things will start looking too much alike.  I’m aware we’ve only seen a limited subset of worlds, but I’m not totally convinced.  Yzheleuz and Phlek do give me some hope.  This is one of my lesser concerns, but if planets aren’t different enough from each other and individual planets are large stretch of “same” (above) it’d get boring fast.

So there’s my concerns, roughly boiling down to:

  • Most concerned about serious pacing/challenge issues
  • Mildly concerned about equipment, resources, and variance on a planet.
  • Slightly concerned about lore coherence and worlds varied enough.

What concerns do you have?

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

I’m hyped for No Man’s Sky, the space exploration game that uses math to give us a procedural universe – since it’s all constructed from equations, the game has quintillions of possible world to explore.  On the rare time two people find the same world, it would be the same for both due to – math.

But as I’ve read and watched the news on NMS, there’s also talk of the lore of the game.  The story, the meaning.  The developer Hello Games has been very cagey on it, for obvious reasons – they don’t want to spoil the “story” in the game.

This lore, however, is already designed as far as we know.  That brings up something I think it a potential disadvantage in NMS – and in many procedural/random games.  A lot of the “story” is disconnected from the way the setting is made.  The lore is set, and at best sets the stage for the generation of the world – or at worst isn’t just connected anyway.

This means in many cases the randomness of the world is sort of meaningless even if there’s some meaning in the components.  There’s no history, just algorithms.  Why is the dungeon built the way it is?  Why are these artifacts on this world?  I see little to no attention paid to not just generating a setting but the meaning behind it – the history – in many a game.

Like it or not, a lot of these procedural games are about making something that seems “right” but doesn’t have much real history.  Now I love procedural games, I can get into them, but I admit this flaw, and I think the art is limited by this disconnection.  There’s no “real history,” just a shadow play of numbers.

But this also gives us an insight into what future procedural games could be.

What if large chunks of their history, their backstory, are generated?  What if, in turn this history affects the generated environments.  What if this history is part of the lore characters find, from the names of places to the powers of procedurally generated items?  Perhaps the characters themselves are connected to some procedurally generated lore.

Some examples.

  • Imagine an NMS-like-game where the basic expansion patterns/conflicts of various species are procedurally generated – and in turn the effects on certain worlds and areas is created.  Places between two peaceful species have great trade.  Worlds right at areas of conflicts may have graveyards of crashed spaceships.  Bits of history can be worked in, again procedural – you don’t just salvage equipment from a downed ship, but find out when and why it fell.
  • A procedural dungeon crawler could have history generated depending on what the origin is.  If there’s a gate from the netherworld burrowing up from underground, later levels would be older and more hellish.  Perhaps earlier heroes went in to battle and fell, so each treasure has meaning.
  • A game of global domination (or galactic domination) could start not just with the usual empty planet/galaxy trope but one filled with existing politics and peoples – with histories (and relations).  The games become not just standard 4X experiences, but ones of discovering – and manipulating, a rich history.
  • Such games would be not just fun like any good random/procedural game, but also far more compelling.  Rich, unique lore exists -perhaps even if only until roguelike permadeath means you start a new dungeon.  That lore in turn is meaningful because it explains and tells you something about the world.  The tale comes to life because the history has a living quality, not one made static or one bolted onto a randomizer.

Procedural history is procedural meaning, and that brings the game further to life.

Maybe NMS will inspire enough people to do even more procedural work, some will look at procedural history for their games.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

Last time I speculated on what would come next for No Man’s Sky. My take is that though it may have a good life (5-10 years) it’s going to end eventually. The comparative lack of interactivity is probably the killer.

My friend Serdar noted something that jumped the gun a bit in my analysis of the future – namely, that the studio should consider releasing the code. I was going that direction and wanted to expand on it.

So at some point I think NMS will end-of-life, and I’m leaning towards five years. But in that time – and at that time – Hello Games could do a few things.

First, I think they should release a planet generator that allows people to tweak various parameters – or randomize it. Serdar referred to the idea as a generator for Roger Dean Album Covers. I heartily concur. People might even pay a few bucks for it.

Secondly, the above planet generator? Pair it with some non-interactive exploration and music. After seeing what could be done on Panoramical, imagine what it’d be like to just jam to procedural music and scrolling alien landscapes?

Third, and foremost, at some point they should release all or most of the code of the game. Maybe license it, maybe free. Have the final legacy of No Man’s Sky (which will truly be foundational if it’s what they say it is), be the launching of even more children. It would doubly cement Hello Games legacy, and give innumerable people and groups and games a boost.

NMS could truly be world-changing. However there’s one more thing . . .

I think there will inevitably have to be a No Man’s Sky Next. No Man’s Sky-er. The Noer and the Manner Skye. Whatever.

Hello Games is going to learn an enormous amount of lessons from this. They will learn more about their code. They will learn more about players. They will release patches and updates and experience the limits of what their engine can do. They will, in short, be equipped to create a sequel that would outstrip what the original could do.

So, with NMS having a probable limited lifespan, my thoughts are this:

  1. Begin research for No Man’s Sky Next immediately.
  2. After a year or two release the “Roger Deanifier.” It’d also probably give any cooperative coders and 365 days of static a boost yes, I want them to team up with the guy behind Panormalical, OK?
  3. 3) As things calm down, begin work on No Man’s Sky Next – using the current NMS as a bit of a testbed.
  4. 4) When ready to release No Man’s Sky Next, drop the code of the original game on the internet.

Would releasing the code empower competitors? Doubtlessly, but you can be pretty sure they have and will have plenty. Releasing the code just cements the possibility of it.

And of course if done right, NMS Next would live on far longer than the first, becoming a doubtlessly deserved fixture.

– Steve

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