top | item 6869033

No Man’s Sky Is A Huge Procedurally Generated Sci-Fi Exploration Sim

280 points| radley | 12 years ago |indiestatik.com | reply

116 comments

order
[+] Derbasti|12 years ago|reply
There is an incredible amount of negativity in this thread.

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.

[+] NoPiece|12 years ago|reply
I so much like the positive response of Kris Piotrowski of Capy Gmaes (SUPERBROTHERS: SWORD & SWORCERY EP)

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.

https://twitter.com/krispiotrowski

[+] GFischer|12 years ago|reply
I had a LOT of fun with a game with procedurally generated settings:

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"

[+] MrBra|12 years ago|reply
1) http://www.kickstarter.com/projects/joshparnell/limit-theory... (pledged $187,865 of $50,000 goal)

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)

[+] octaveguin|12 years ago|reply
I like the list. I'm thinking/hoping that sandbox games with generated content will becomes a larger part of the core game market.

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.

[+] namuol|12 years ago|reply
I'm always happy to see more space exploration sims.
[+] kayoone|12 years ago|reply
Today we are still writing code like 20 years ago and one could think there has been little evolution regarding that. But this imo shows where the evolution has gone. Today a team of 4 is able to build a procedurally generated game of high visual quality with a gigantic scope like that because our tools, libraries, techniques and also hardware have evolved to a point where this is possible. I think thats pretty amazing!
[+] AlexanderDhoore|12 years ago|reply
Revolution vs Evolution. People want to think that progress comes from a handful of revolutions that change the world. It's a lot more exciting than what we actually have: evolutions, over long periods of time.
[+] alkonaut|12 years ago|reply
Edit: I agree this thread contains a lot of negativity and I agree it's too early to make any calls on this particular game, which does look fantastic.

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".

[+] networked|12 years ago|reply
I like the concept of a procedural space exploration game and No Man’s Sky looks like a promising entry in the genre. There has been a number of attempts so far that approached this concept from different angles (from using space as a setting for fast roguelike gameplay [1] to pure exploration [2]), many of them resulting in good games.

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.

[+] RyanZAG|12 years ago|reply
We've heard this same claim so many times before. Procedurally generating each atom? Come on, this is just a marketing gimmick. These never turn out to be decent games, usually it's just running around a world with randomly appearing enemies who all act the same and you're bored within 10 minutes. I'd be more optimistic if this exact thing hadn't been claimed before every year for the last 20 with no results.
[+] electrograv|12 years ago|reply
First, I want to say how amazingly cool I think "No Man's Sky" looks -- as an enjoyer of scifi content and indie games, I will certainly be among the first in line to buy/play it when it comes out.

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).

[+] sillysaurus2|12 years ago|reply
It's true. Speaking as a gamedev, more people should really study how Notch was able to make procedural gen so interesting to look at. It's rather involved, and took a lot of testing to get right. And even that starts to get boring after awhile.

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.

[+] dscrd|12 years ago|reply
Ever played rogue, nethack or dwarf fortress?
[+] fzltrp|12 years ago|reply
I don't think that the word atom here refer to the usual physical object (which shouldn't be called that way btw), but rather to indivisible objects (ie. the original meaning of atom) in the game data model, iow every actors (passive or active).
[+] nacs|12 years ago|reply
Yeah I think it has potential but the abuse of the term procedural for blatant marketing purposes is a bit overboard. Procedural down to the "atom" yet when you watch the trailer, you see the same old trees, rocks, 2-jet engine spaceships and an extremely Earth-like world..

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.

[+] barbs|12 years ago|reply
> We've heard this same claim so many times before.

Could you please list some examples?

[+] deelowe|12 years ago|reply
Minecraft, terraria, and starbound seem to contradict your point.
[+] mikeash|12 years ago|reply
Never turn out to be decent games? Some of the most beloved and respected games in history (e.g. Elite) are done this way.
[+] rralian|12 years ago|reply
When I was a kid, my parents got me a couple sci-fi encyclopedias, which were big books of beautiful sci fi illustrations with some made-up history explaining each painting encyclopedia-style. I loved them. This video reminds me of those illustrations very much, which I mean to be high praise.

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.

[+] josteink|12 years ago|reply
This looks massively impressive. Wonder if they can deliver as much as the trailer promises?

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?

[+] javajosh|12 years ago|reply
I dislike this kind of news coverage very much. It is designed to tease rather than inform. Although, I have to admit I was intrigued less by the claim that the game procedurally generates every atom, and more by the question it begs of how you'd actually generate every atom.

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.

[+] Houshalter|12 years ago|reply
I think they mean atom as in, the smallest unit that everything is built out of, not the scientific atom. I.e. not a single polygon is placed by a human artist and the sets aren't pre-designed with just some random variation.

But looking at the demo that doesn't seem to be true either.

[+] usernew1817|12 years ago|reply
This game came out of nowhere, the VGX show was basically being hyped of AAA titles, but no one was expecting an indie title to get as much hype as it's getting right now. I think the next gen consoles are making it much easier for devs to develop on, though frustratingly its still far more difficult to publish on console then mobile, mainly because you need to first be approved into the developer program before they even consider letting you publish games. Regardless, it seems to be moving in the right direction, although somewhat slow.
[+] xioxox|12 years ago|reply
It reminds me a lot of Starglider 2. That was a great game from the 80s, which let you fly between several different planets to complete a set of missions. The graphics and gameplay were pretty amazing at the time on the Atari ST and the Amiga. One minute you'd be navigating around a set of tunnels deep inside a planet, and the next you'd be chasing whales in the outer envelope of a gas giant. It was some stunning game design and coding. I've not seen anything quite like it since.
[+] raingrove|12 years ago|reply
Cool Video! By the way, in the video, by "Hydrogen Dioxide", I am pretty sure they actually meant actually meant H2O - "Dihydrogen Monoxide" or simply "Water".
[+] yconst|12 years ago|reply
Looks quite cool and such. But what do you actually do in this game? I mean, in what ways do you interact with your environment?
[+] bencoder|12 years ago|reply
Reminds me of an old "game" I used to play called Noctis: http://en.wikipedia.org/wiki/Noctis
[+] MrBra|12 years ago|reply
Too bad Noctis programmer went through an hard time... Last time I checked his website he had blogged about some kind of depression that arised from always trying to be perfectionist. And you can see this if you consider he was about to write everything from scratch for his next version of noctis. He started coding something like a new assembler language (if I remember correclty) which would have later be used to code the game in.
[+] TulliusCicero|12 years ago|reply
Neat tech, but the problem with procedurally generated games with large worlds is that the core game mechanics are often bland or shallow, and the content can come across as very samey.
[+] namuol|12 years ago|reply
How can you even begin to judge the gameplay from the teaser video?
[+] Johnwbh|12 years ago|reply
Reminds me a bit of Spore, but hopefully not so disappointing.
[+] axilmar|12 years ago|reply
“If you see the stars, those are real stars. They have their own planets around them, and you can go there”

There goes my dream.