I'm hyped for this gamers side it'll fulfill the promise muse of the Orginal Elite.
I was 8 or 9 when Elite first appeared on the BBC B computer, loading it from a tape and thinking it amazing that there were 8 galaxies & 2000 star systems all contained in 32k - yes, kilobytes.
It was followed, later, by Frontier, and during that time there were games like Mercenary & Mercenary 2: Escape from Targ, & Starglider 2 which all explored seamless planet-space-planet flight, land structures you could investigate & get out and walk around in the case of Mercenary 2.
NMS has its roots deep in the history of 8 & 16-bit home computing in the UK. Sean's gaming history matches mine and no doubt lots of other older British gamers, so for me this game is as much about revisiting my gaming childhood as it will be about exploring what looks to be an amazing universe, but ncovering lore and being the MC in my own SF adventure story.
I wholeheartedly agree with your sentiments.
There's a wonderful tradition of innovation from the UK, especially during those home computer days. It's that fresh new excitement filled with experimentation at the dawn of a new medium or technology (olden DIY electronics days, early 80s music video beginnings etc.), and 80s home computers were kind of in a bubble of their own, so there was a massive disregard (a lack of knowledge and experience really) of tight, well defined gameplay staples already somewhat set by Japanese game devs, but that's what allowed devs from the UK and parts of Europe to create a different sensibility and approach to game design. The results weren't often great, but there was diversity and it was a good example that things can be done differently, new genres were invented, and more importantly, that the world is always better with more diversity and different outlooks on things.
I feel the gaming industry might've gone in a different direction (not necessarily worse or better, just different) if that whole bubble didn't burst. But on the other hand, that creative spirit lived on and actually influenced the industry a great deal, something that's maybe not mentioned enough nowadays.
I'm not from the UK and I'm definitely not making favorites by any stretch, and there are
plenty of insanely talented and influential people and studios from all over the world (and suspiciously a lot from the Nordic countries
), but when you look at even an incomplete list of UK based (and spawned) devs, what they've created and how they've influenced the industry, it's a pretty nice resume (sorry in advance for glaring omissions and errors, it's late):
- Argonaut Games - Starglider, FX Fighter, Star Fox, the Super FX hardware, Croc, Alien: Resurrection, BRender software (used on Carmageddon, Croc, FX Fighter, Independence War)
- Bizarre Creations - Project Gotham Racing, Geometry Wars, Blur
- Bullfrog - say what you will about Peter Molyneux, but back in the day these folks made Populous, Syndicate, Magic Carpet, Theme Park and Theme Hospital and Dungeon Keeper. Pete went and founded Lionhead, but some ex-Bullfroggers founded Mucky Foot Productions and made Urban Chaos and Startopia.
- Codemasters - shit... Dizzy, Micro Machines, TOCA, Colin McRae, Dirt, I think F1 2009 onwards
- Core Design - Rick Dangerous, Tomb Raider, Fighting Force
- Creative Assembly - mainly the Total War series
- Criterion Games - Burnout and a few later NFS titles
- Evolution Studios - WRC, MotorStorm and Driveclub
- Free Radical - TimeSplitters, Second Sight, Haze, Crysis 2 & 3 multiplayer
- Lionhead Studios - Pete again, this time with Black & White and Fable
- Media Molecule - LittleBigPlanet, Tearaway, upcoming Dreams
- Psygnosis/SCE Studio Liverpool - Armour-Geddon, The Adventures of Lomax, Colony Wars, G-Police, Wipeout, various F1s
- Rare - man... Jetpac, Sabre Wulf, Knight Lore, R.C. Pro Am, Battletoads, Donkey Kong Country, Killer Instinct, Blast Corps, Goldeneye 007, Banjo-Kazooie, Perfect Dark, Conker's Bad Fur Day, Kameo, Viva Pinata, upcoming Sea of Thieves
- Rebellion - Alien vs Predator (Jaguar) and Alien versus Predator (PC), Sniper Elite
- Reflections - Shadow of the Beast, Destruction Derby, Driver, various work on Just Dance, Watch Dogs, The Crew, Tom Clancy's The Division, then Grow Home and the upcoming Grow Up
- Rockstar Games/DMA Design - Lemmings, Hired Guns, Space Station Silicon Valley, Body Harvest, Wild Metal Country, Grand Theft Auto, The Warriors, Manhunt, Red Dead Redemption, Max Payne 3
- Rocksteady Studios - a lot of Argonaut staff came to Rocksteady, made Urban Chaos: Riot Response and the Batman Arkham series
- SIE London/Team Soho/Psygnosis Camden - Team Buddies, EyeToy R&D, SingStar, PlayStation Home, The Playroom, PlayStation VR Worlds
- Sumo Digital/Gremlin Interactive/Infogrames Sheffield - plenty of history like the Top Gear games, newer games include OutRun 2006, Sonic & Sega All-Stars Racing & Transformed, LittleBigPlanet 3, Dead Island 2
- Team 17 - Alien Breed, Body Blows, Superfrog, Worms
- Traveller's Tales - Sonic 3D Blast and Sonic R, Crash Bandicoot: The Wrath of Cortex and Twinsanity, Lego games and the founder, Jon Burton actually directed Lego Batman: The Movie DC Super Heroes Unite
So what I mean by posting this list that took more time to compile while writing this post than I care to admit, is that
what Hello Games are attempting to pull off with No Man's Sky is coming from the same creative pool that spawned the aforementioned wonderful, insanely talented developers, games and technology. They are standing on the shoulders of giants, and I think are inspired by the same spirit of innovation that was ever so present in the early days of game development.
The approach to the technology, sound design, sources of inspiration, it's all been influenced by a design philosophy that's not very present in the games industry these days. Who in their right mind creates a sound generator/synth that simulates the physics of natural voice generation in real time and puts it in a game? Apart from Relic's Homeworld, who's ever really attempted to capture the classic sci-fi look and sensibilities? Or the "weird" keeping information under wraps in today's day and age. There isn't a publisher in the last two decades that would give a developer a shot at creating a big procedural universe with easily approachable gameplay (Spore wasn't really seamless, not to mention other issues), nor was there really a valid attempt from any developer to do it with the amount of detail and fidelity that's apparently in NMS (big props for Elite: Dangerous though).
So I think this game will have a decent amount of "eurojank" in it, but it will finally allow me to relive, or rather finally realize the dreams and visions I had when playing Mercenary or the original Elite. I've played my fair share of space sims, and 90% of them were all about military conflicts, giant, gray and dull steel hulks of metal and the usual problems of Earth and mankind. The dominating sci-fi style, for the past two decades at least, in all media, has been a lot closer to Starship Troopers and the new Battlestar Galactica (not that there's anything wrong with them), than to Star Trek TNG, 2001: A Space Odyssey or Asimov's Foundation series. I've honestly been sick of it for a long time now, so hearing Sean speak about their sources of inspiration, seeing the artbooks in their studio and looking at the gameplay footage of NMS, it's like finally someone remembering all of the good stuff that nobody's touching for some reason.
So as I've said many times before, to me, No Man's Sky is a lot more than a game - it's a technical achievement, a creative feat, a personal genre favorite of mine (both regarding sci-fi and game genres) and one of the few "dream game" projects ever attempted in the history of this industry.
And it also might end up being a shitty game.