This and Destiny, would never of predicted such games 20 years ago, just stunning.
CCP must be worried about Eve Valkyrie
Holy crap that that infinite worlds trailer.
This is going to be amazing. Any word on if this is a PS4 exclusive or are platforms still unknown beyond PS4?
I believe they said things get much more alien and crazy the closer to the center you get, and all they've shown is stuff at the edge (where you begin).So far, it mostly looks like a palette swap of Earth flora and fauna. I'm hoping to see some more truly alien environments at some point.
Cautiously ecstatic right now.
Impressive. But ...
Many people here say the goal of the game is exploration. Not sure how interesting that is going to be with the procedurally generated environments.
Look at (real life) nature, it's "procedurally generated". There are some very impressive sights to behold, but ... 99% of it is boring crap. -_-
That's why when you go on vacation, you have a tour guide to guide you from one interesting locale to the next - skipping all the stuff that isn't interesting.
Oh god yes yes yes seriously?Morpheus-compatible apparently. There's going to be people dying from lack of food and bedsores.
Description
No Mans Sky is a game about exploration and survival in an infinite procedurally generated universe.
History
No Man's Sky has been in our heads for a very long time. In fact, it has its roots in Sean Murray's experiences growing up on a ranch in the Australian outback. It was the true middle of nowhere, where if something went wrong you were told to just stay where you were and light a fire at an exact time every day, and hope that someone would find you. The night sky was filled with more stars than youve ever seen, and we've all thought that this is exactly where videogames would go, videogames that contained the whole universe, and youd be able to visit it all. No Man's Sky takes that jump - it's the game we've always wanted to make.
Features
- A TRULY OPEN UNIVERSE If you can see it, you can go there. You can fly seamlessly from the surface of a planet to another, and every star in the sky is a sun that you can visit.
- EXPLORATION IS SEEING THINGS THAT NO-ONE ELSE HAS EVER SEEN BEFORE Every creature, geological formation, plant and spaceship is unique.
- SURVIVE ON A DANGEROUS FRONTIER You are alone and vulnerable, and will face threat everywhere, from deep space to thick forests, barren deserts to dark oceans.
- BUILD FOR AN EPIC JOURNEY Collect precious materials and trade them for better spacecraft and upgrades for your suit and equipment.
- PARALLEL UNIVERSES Choose to share your discoveries with other players, or not. You will never see another player, but you could make your mark on their worlds as well as your own.
As the description says, this is a game about exploration and survival. You are out in a hostile universe all alone trying to survive off of the land. Think of it like the Lewis and Clark Expedition.
From the game's press sheet:
http://no-mans-sky.com/press/sheet.php?p=no_man's_sky#credits
I don't think you understand how procedural generation works.
While things are created "at random", they can decide what factors are added/toggled when an area is created. Fauna, monsters, animals, etc. I doubt it'll ever be boring.
PC/PS4 only atm.
Have they talked about multi-player for this game yet ?
So far the game i'm more interested in for this E3.
I believe they said things get much more alien and crazy the closer to the center you get, and all they've shown is stuff at the edge (where you begin).
I know how it works. I have played Minecraft.
As a whole, I don't believe it will be all that interesting compared to an artist crafted experience. With artists, you have people doing quality control. Anything that is "boring" ends up on the cutting room floor.
This can be mitigated by having more sophisticated algorithms. For example there is no reason why you can't create a routine that evaluates the 'boringness' of the content being created and use that as a filter on the generated content. For instance, terrain is generally more interesting if it varies in elevation. Things are also more interesting if they don't repeat a pattern. It's like how I generally create custom looks for characters in an RPG if possible. I just keep generating random looks until I find one I like.
Another option is to create templates around which content can be randomly generated. Continuing with terrain, you'd collect attributes of interesting places like volcanoes, canyons, waterfalls, mountain types... If it were me, I'd scour every geology image I could find both real and imaginary and catalog the 'cool' ones. Once you get a nice long list of these you can randomly choose some to create interesting places and generate more random places in between. This shouldn't matter since players are going to go to the more interesting places anyway.
I know how it works. I have played Minecraft.
As a whole, I don't believe it will be all that interesting compared to an artist crafted experience. With artists, you have people doing quality control. Anything that is "boring" ends up on the cutting room floor.
You have to hand it to Sony. I hope them giving Hello some cash for exclusivity helped them get on their feet.
Look at (real life) nature, it's "procedurally generated". There are some very impressive sights to behold, but ... 99% of it is boring crap. -_-
That's why when you go on vacation, you have a tour guide to guide you from one interesting locale to the next - skipping all the stuff that isn't interesting.