No Man’s Sky Is A Huge Procedurally Generated Sci-Fi Exploration Sim
indiestatik.com
indiestatik.com
They said all the landscapes are procedurally generated. They did not say that there won't be any missions or tech trees or some other kind of hand-crafted progression system.
Many games like Minecraft or Terraria do very well with procedurally generated terrain and some kind of progression system.
I think that this might have huge potential. This could be an awesome game indeed, and so far I have not seen anything that hints to it being boring or repetitive--just unfinished.
Maybe nothing great? Consider if Linus didn't have Finnish winters?
Wow, that's more than a little bit self-important / arrogant. You do realize that Cambridge is home to several huge tech innovators, right (ARM?) And that the UK produces more than its fair share of huge video games (GTA?).
Applying your logic, who knows what that Tim Berners-Lee guy might have achieved if he'd started off in the valley rather than CERN...
Btw here is an interesting interview with David Braben somewhat before the time of Frontier: Elite 2's release.
http://amr.abime.net/review_38271
http://amr.abime.net/review_38231
http://amr.abime.net/review_15452
Here is a reddit AMA from a year ago.
http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_brab...
There is also an impressive universe simulator called Space Engine and they are planning on adding gameplay to it, but it will probably take a long time before it's ready.
There is also Pioneer Space Sim that started as a Frontier: Elite 2 remake, which is also still WIP.
Also be sure to check out the Elite: Dangerous FAQ
http://elite-dangerous.wikia.com/wiki/Elite:_Dangerous_FAQ#W...
http://www.directorstalk.com/video-edison-executive-intervie...
i would like to see it, but i don't think its realistic (i don't believe its technically impossible - especially with that kind of resource, i just have little faith in the people involved by this point - which is a shame)
The Frontier series, for instance, featured a life-scale galaxy with seamless planet landing, each one entirely unique. It was released in 1993, and we're much better at making games like these now.
Here are some other games that will "never be finished":
- StarBound - http://playstarbound.com
- Rodina - http://elliptic-games.com/
- Elite: Dangerous - http://www.kickstarter.com/projects/1461411552/elite-dangero...
- Drifter - http://www.kickstarter.com/projects/celsiusgs/drifter-a-spac...
- Star Citizen - http://www.kickstarter.com/projects/cig/star-citizen
- Limit Theory - http://ltheory.com/
And there are still many more.
I have my reservations about the new game however because if anything, there's plenty of space shooters out there. No Man's Sky is appealing because of the procedural nature, but the new gameplay videos looked quite good.
I'd want a game to feel like it's new everytime I play it online. I hate seeing the same corridor or encountering same situations. I agree that gameplay here will be the final gamebreaker for me.
I don't buy that procedural = sandbox effect = bored in 10 minutes. If anything I could never play GTA series entirely, I'd get distracted, pick up hookers, shoot a rival gang member in a drive by shooting, and commit suicide by jumping off the building while firing RPG launchers. This also tends to get old.
kris piotrowski:
No Man's Sky is the video game everyone on Earth wanted to make ever since they first hear the word "video game".
Downside: No Man's Sky just made every game maker feel inadequate and suicidal. Upside: We don't have to try to make No Man's Sky anymore.
The question "Will I ever get to make my Exploration Sim/Space Battle Magnum Opus?" can now be replaced with "When can I play No Man's Sky?"
One important takeaway from No Man's Sky: If you have a dream video game you want to make, you should probably go try to actually make it.
#Below is one of my dream video games.
I'm not an indie dev, but a few friends from college are, and I get to meet a few of those guys here and there at GDC etc.- they're just delightful. Nerdy friendly guys who are incredibly smart, hard working, with an incredibly diverse set of talents (the skills needed to make a game are immense- programming, visual arts, music composing, game design, marketing- and a lot of those guys do all of it by themselves or with just 1 or 2 other people) and know to have fun.
Paradoxically, the gaming community is one of the most negative one ever (hordes of disappointed gamers will flood your blog and insult your whole family if you don't give them exactly what they want). That contrast is super weird.
Names you should check out if you're interested in knowing more: Kris Piotrowski, Derek Yu, Andy Hull, Phil Fish, Jon Blow, Richard Flannigan, Matthew Davis, Alec Holowka.
I have programmer friends who don't ever use a computer outside of work, who haven't learned a new language (outside of work) in the last 10 years for instance. Learning new languages is not necessarily a creative endeavor. But what happens then is cargo culting and bike shedding much like the way gamers get so demanding about something they don't know how to make.
http://en.wikipedia.org/wiki/Starflight
"The group designed what they called a "fractal generator", which took six man-years to develop and allowed them to increase the number of planets in the game from 50 to 800"
2) https://www.inovaestudios.com/ https://www.youtube.com/watch?v=a6a69dMLb_k (has been in development for years, about to start a campaign on kickstarter)
3) http://pioneerspacesim.net/ (free, open source, alreaady playable, alpha stage and actively developed)
Mostly, we see success in the indie 2D world:
Don't starve - http://www.youtube.com/watch?v=MsWm_gWyk4s
Binding of Isaac - http://www.youtube.com/watch?v=c5PLC6nmOO4
Terraria - http://www.youtube.com/watch?v=GHPX0kR9h7I
And just released Starbound - http://www.youtube.com/watch?v=ZvrmB4tw33Q
Certainly 3D games are quite exciting in this space, too, but the 2D games seem to have a lot more traction with the big exception of minecraft.
I suspect it's simply easier to make an engaging sandbox when you don't have to worry about complexities in art assets that a 3D game requires.
Pro-tip: You need rocks, and you need them fast. Get all you can in the south, and then move northeast for the large rock pile. From there, you need to figure out how to survive the stronger enemies.
Since so little can be said of this game the discussion is more "why have so many tried to do this, and failed"?
So I'll try:
Why is "procedural" used as a sales pitch? The only thing cool about procedural is that you can make something extremely vast. But then "vast" should be the sales pitch!
I'd much rather buy a game that promised "ten thousand planets carefully modeled by artists", than a game that contains millions of random ones. I fact, I'd probably prefer a sim with a designed world much smaller than that.
The thing with procedural environments is that they leave everything to game mechanics. A well designed world can support a basic or boring mechanic (such as a linear shooter). Procedural worlds need a game mechanic so deep and brilliant that only very few games have managed it (minecraft and a few of its inspirations, for example).
There isn't much that can be said about mechanics from the trailer, so we'll see.
I think (sadly) it will be the prettiest in a long line of "let's make an elite style universe sim where the game mechanic will probably/hopefully emerge from the sheer awesomeness that is an enormous space sim".
That said, if No Man’s Sky really is totally procedural I wonder how the developers will handle the overall structure of the game and avoid the "quicksand box" [3] trap. This is especially pertinent if the game doesn't feature a Minecraft-style combination of building and survival to make the players not mind the "quicksand".
I know the game in which I enjoyed exploring space the most is The Ur-Quan Masters (formerly known as "Star Control II") [4]. The star systems and planets there are not procedurally generated and I don't think randomizing them would make much of the difference for the reason I'll explain in a moment. My best guess as to why I liked UQM/SC2 so much beyond its audiovisual style is that a) it has no formal mission structure that limits the player's actions; and b) there's a lot you can do; but c) your exploration still ties into an engaging larger story, which and in turn contributes unique one-time encounters to the exploration. A consequence of c) is that mixing up the layout of the galaxies without changing the overall plot, which at its core is fairly linear and features a time limit (think the original Fallout), wouldn't really change what the game is like. My guess is that the company that figures out how to generate distinct game plots that provide c) along with a) and b) will take over the procedural games business, if not the game industry as a whole. The question is whether c) can be done well enough in some way that doesn't involve an artificial general intelligence or per-player MTurk writers.
[1] https://en.wikipedia.org/wiki/Strange_Adventures_in_Infinite...
[2] https://en.wikipedia.org/wiki/Noctis
[3] http://tvtropes.org/pmwiki/pmwiki.php/Main/QuicksandBox
[4] It's now FOSS and available from http://sc2.sourceforge.net/. Highly recommended if you have an interest in SF space games.
The only thing that looked procedural are the seemingly random colors. Everything else looks like they modeled a bunch of 3D assets.
Maybe they're procedurally generating the terrain like Minecraft but they're definitely building the world from pre-modeled assets.
Trees are trees: if anything, the fact that you've correctly identified 'the same old trees' shows that the designer has done a good job in this respect.
Every environment you see in this video will probably look roughly the same: http://www.youtube.com/watch?v=RNVgVl6v6YU
The reason is because most programmers simply do 'procedural' gen like "if desert, then X. If temperate, than Y. If..."
But you can achieve much more interesting results by using weighting instead of special casing.
Could you elaborate or link an article on this?
That said, I agree with this criticism of "procedural content" completely. A while ago I created a little toy WebGL tech demo featuring "a vast virtual 3D universe containing billions of unique stars and planets" (it's open-source on github if anyone's interested) -- so I encountered this issue first-hand (and saw it come up many times elsewhere in the past, of course).
IMO, the fundamental problem lies in a subtle distinction between "infinite variation" vs. "infinite novelty". Most procedural generation amounts to not much more than random noise passed through a variety of hand-tuned filters and/or custom code. In most cases it's how you tune that filtering and custom logic that leads to any amount of interesting results, not the underlying random noise generator (from which the too-good-to-be-true claim of "infinite variety" is derived).
I don't think it's completely impossible to derive interesting variation from a combination of mathematics and randomness, but I think the degree to which we find something interesting or "novel" is at least somewhat related to the amount of computational complexity put into its derivation (at least, that's my intuition on the matter).
Regular expressions are a simple kind of grammar (aka "Regular Grammars") - you can see generation as choices made for explicit choice operators ("|"), and choices of whether to loop ("∗") or continue. Although limited, they can be surprisingly expressive. Context Free Grammars allow you to generate things that have the basic structure of xml, json and source code. And you can have Turing Equivalent grammars that, in describing a subset, can compute anything.
Of course, grammars aren't restricted to the Chomsky Hierarchy, but can include any way of describing the subset of streams (or generating an instance of them) - for example, the recent HN travesty/markov generators.
You can search for the right grammar (machine learning), by taking a corpus of instances of what you want to generate, and test out your grammar, by seeing how well it compresses them. This shows whether it is capturing regularities within them and between them - the rules or laws that are the essence of a grammar. In doing this, you should also take into account the size of the grammar itself: consider the extremes of one grammar that factors out deep regularities; versus one that is simply a choice between each instance, verbatim (this compresses real well: it just needs to encode which instance. i.e. log2(1/N) bits, e.g. 8 bits to encode which of 256 different instances, assuming uniform probability). Accounting for the complexity of the grammar avoids this.
This comes down to the length of the description of the instances + the length of the description of the grammar.
( "Model" is probably a better term than "grammar", since it doesn't imply a sequence. )
Re: your last point, there's no theoretical reason that an extremely accurate model must be computationally expensive to execute (e.g. flocking behaviour was simpler than expected; and Occam's Razor gives us hope) - but it might well be computationally expensive to discover in the first place. e.g. require many great leaps of intuition by humans. (Even if it's obvious in hindsight.)
The trailer looks a little repetitive to me - esp the yellow underwater plants; and the trees seem to be random blocks of foliage - like minecraft trees or github icons, just rendered nicer. I don't want to criticize, as they probably have some cool innovations hidden away in there.
What I'd like is gameplay-significant procedural generation. e.g. trees you can climb, so their shape affects where you can reach and how. Terrain - mountains, streams - naturally has this effect. Then, developers have to make it work right! So far, only the minecraft/dwarf fortress genres do this. Because generation is fundamental to their concept, their gameplay, and why people like the games, I suspect that that genre is where we'll eventually get the hi-res breakthroughs - whereas for every other genre, including "No Man's Sky", if their gameplay isn't 100% dependent on generation, whenever there's a conflict between the two, generation will lose (crunch time! what must be finished to ship?). Servant of two masters etc.
FWIW I still think FarCry2 (not 3) creates the most immersive world so far. Hopefully something even better will be done for nextgen consoles/PCs, as opposed to just higher resolution and higher gamification.
Take a sword in an RPG for example. It can be a weapon, it can be sold, it can be used as a crutch for a wounded person. It can be used to signal to others by reflecting the sunlight off it. Each of these aspects add new systems of gameplay.
but these additional relationships don't seem like things you can predict without presupposing the existence of the whole sentient world. And we've said nothing about where the sword came from in the first place!
I agree with you on gameplay-significant procedural generation. After playing and loving Noctis and Frontier: Elite II, I wanted to create an arty space exploration game where you took control of a mysterious alien being who roamed the universe in search of "knowledge". You'd do this by exploring and scanning features of the universe with different tools that took skill to use.
For example, to scan a mountain range, you'd have to land several probes around it, maybe in difficult conditions. "Knowledge" would be things like "tallest mountain range","largest ocean","oxygen atmosphere","binary system with habitable planets". I thought this was a good way of having distinct goals, but remaining open ended and unpredictable. "biggest","tallest" etc being things which are easy to specify but could be anywhere in the universe.
I thought you could fly a "living ship" a bit like Moia in Farscape. This ship would develop according to how much knowledge you accumulated, along with resources you extract from the universe.
My goal was to make the procedural world itself as something of concern for the player, to encourage the player to actually get out there into the depths. Maybe I'll start on it someday, I don't know. Everyone seems to be making space games at the moment!
I think theproblem is with Kolmogorov complexity. No matter how much variation there's in your game if the algorithm to create it is simple people will quickly develop intuition about what to expect, and get bored.
The only game that I've seen doing procedural generation right is Dwarf Fortress, because it's too complex to model it in your brain as you play.
Could you please list some examples?
This lot being Brits of the right age it blatantly follows from the tradition of Elite and Exile, two old 8-bit titles where everything was procedurally generated in order to fit into the machines of the era.
https://en.wikipedia.org/wiki/Elite_(video_game) https://en.wikipedia.org/wiki/Exile_(1988_video_game)
http://www.gametrailers.com/videos/3hpqoi/no-man-s-sky-vgx-2...
I just looked through my books and called my mom to see if she had them, but no dice. They were large hardcover books with a blue cover. Anyone else remember them? I'd love to track them down for my own kids.
- http://en.wikipedia.org/wiki/Expedition_(book)
- http://stuffwecollect.com/galactic-aliens-alan-daniels-origi... (This was for sure one of the ones I'd read)
http://www.amazon.com/Spacecraft-2000-2100-A-D-Authority-Han...
I'll have to see if I can pick up the whole series. Thanks again!
This is the sort teaser which makes me want to try the game just because of the "subtle" Dune-reference. Is there an Arakis anywhere there for us to discover?
Usually, of course, atoms don't matter. The ideal gas law, for example, is essentially a "rule of thumb" which gives you useful ways to predict the behavior of large ensembles of atoms; e.g. to average over the movements of statistically significant (avagadro's number or so) individual particles - indeed, one of the most amazing things in physics is the connection between Newtonian physics and thermodynamics via statistical mechanics.
In any event, my naive answer to the question of what should we simulate would be "don't simulate anything you don't have to" which means that unless you have scanning electron microscopes in the game you don't simulate atoms at all. You mostly use approximations. In games, collisions are important so surfaces (and their properties) tend to be important. And so those simple geometries defines the data structure you use to define the world. In essence mass is defined in a computer program to be a volume that behaves a certain way in the presence of acceleration. But there is no need to describe materials as a lattice of much smaller particles. It's almost never relevant to the simulation.
So, yeah, I don't think it's reasonable to expect a game to simulate a world such that ad hoc chemical reactions can take place, etc. But it's not unreasonable to expect in-game scanning electron microscopes to be able to realistically resolve the details of any material.
But looking at the demo that doesn't seem to be true either.
It's like if you made some algorithmic music and claimed every nanosecond was generated automatically, even though we tend to think in terms of notes that are orders of magnitude larger.
If they really expect anyone in the gaming community to believe they're rendering each blade of grass with a few Octillion points or polygons, they're absolutely insane.
http://www.eurogamer.net/articles/2013-12-08-hello-games-deb...
He was developing it in Linoleum, which is his own portable assembly language that he wrote. It's still available and an interesting experiment.
My skeptical question would be: how can you set a mission in a genuinely dynamically generated world? For example, you might not even know that a bit of land will exist where you want the mission to begin. But, maybe I'm missing something obvious.
There goes my dream.
knowing some of these guys personally - i'm quite pleased its them who are doing it. :)
artist : 65 days of static
album : we were exploding anyway
song : debutante
EDIT: Think I found it: http://www.crytek.com/cryengine
The performance difference for some cross platform games is huge (around 30 - 40% slower on OSX).
This game looks absolutely amazing.
If anything, efforts where previous attempts have been unsuccessful, should be lauded, and there's a lot of academic talk for a 2 minute video.
Let's wait and see but I have a good feeling about this one.
Another reason for this is that this kind of asset is way easier to implement than full blow realistic 3D models and environment.
In the end it's all about that, sacrifying game immersion so to be appealing for casual gamers who are not interested in game immersion and could even be put off by that because it contributes to let them think game is harder to play because it's not 'just a game'.
I am just saying that for this kind of games, where the hype/fun/immersion is all about how much fine-grained procedurally generated spatial/life details you can get, to make it all look cartonish style it's a bit simplistic and not up to the capability/deepness/complexity of the ecosystem engine they are proud to market.
To me it's just a bit of riding the trend because indie devs know very well that nowadays cute looking cartoonish indie games are well praised and boosted by mobile app stores whose ratings are driven by casual gamers looking before everything else for cute bleeps and rainbowish color splashes!
Anyway this is just my little opinion and I am sure it is incomplete and does not encompass all the aspects there are to it. Just see it as a starter for a more in-depth conversation, if you wish.
Provided you will take a 360 degrees approach to it :)