Gamespot's procedurally generated No Man's Sky daily previews/reveals! 7/7 to 7/10
when are we going to see "funnest game world ever created"?NO MAN'S SKY: THE BIGGEST GAME WORLD EVER CREATED
when are we going to see "funnest game world ever created"?
Oh my God @ those article titles. They're hyping this game to the cosmo's.
Havent seen people latch on to a game story like this in years. I guess you combine a really impressive original premise, with the super indie vibe, and an infectiously likeable lead programmer then you get this.
Not to mention the fact they were flooded and that Sean has admitted in this interview that the flood did in fact set them back. It's a great story.
Has there really been anything this creative in a while? Believe and want this to be amazing. I see some asking where's the fun? Where's this?
If you watched the last video posted on the Playstation channel you get more and more ideas on what they want to do and why it's not pivotal for them to show you everything and certainly they have time to show more.
The scaling sounds great and unique but it is kinda hard to call one procedurally generated world larger than another when in theory they are both infinitely generated.
Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
Same even though it's the general gameplay stuff I can't wait to see the first video left me rooting for the team.It is. I just watched that 13m video. I'm already hooked but I'm rooting for these guys hard core hearing their story and ambition.
Man, No Man's Sky with Project Morpheus could honestly be revolutionary.Well...
Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
I'm just hoping it doesn't turn into another Spore.
Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
There's been plenty of procedurally generated games in the recent past: Minecraft, Proteus, Spore, the whole rougelike genre, etc.
Even outside of that field there's been plenty of equally creative stuff in the recent past, like the whole indie scene, with Braid, Fez, World of Goo, Papers Please, The Stanley Parable, Super Time Force, etc. Also some not really indie gems such as Pushmo/Crashmo, Portal, Lost in Shadow, Journey, The Unfinished Swan, Sound Shapes, etc.
Point is: I don't want to shit on No Man's Sky, I was stunned by the first reveal, it still looks very exciting (even though like many others I'm worried by the lack of gameplay diversity in what they've shown so far) it's just that now it's been hyped too much, it has become some sort of paragon of anti-AAA gaming. From the amount of hype it's getting it's basically the indie answer to Titanfall.
Whether a team creates a procedural system that can make a whole universe of vibrant and exciting planets to explore, or meticulously crafts one planet by placing every tree and rock by hand, both require artistry for the game to look, feel and work right for the mechanics that are built around it. Also I saw some pretty crazy and impressive environments in Minecraft, as simple as the graphics in that game are.Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
There's been plenty of procedurally generated games in the recent past: Minecraft, Proteus, Spore, the whole rougelike genre, etc.
Even outside of that field there's been plenty of equally creative stuff in the recent past, like the whole indie scene, with Braid, Fez, World of Goo, Papers Please, The Stanley Parable, Super Time Force, etc. Also some not really indie gems such as Pushmo/Crashmo, Portal, Lost in Shadow, Journey, The Unfinished Swan, Sound Shapes, etc.
Point is: I don't want to shit on No Man's Sky, I was stunned by the first reveal, it still looks very exciting (even though like many others I'm worried by the lack of gameplay diversity in what they've shown so far) it's just that now it's been hyped too much, it has become some sort of paragon of anti-AAA gaming. From the amount of hype it's getting it's basically the indie answer to Titanfall.
Also, I'm not much of a Gamespot fan after Gerstmann-gate, but I'm REALLY beginning to like Danny O'Dwyer.
It must be according to plan as i have similar feelings. We are puppets of the evil empire.
Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
There's been plenty of procedurally generated games in the recent past: Minecraft, Proteus, Spore, the whole rougelike genre, etc.
Even outside of that field there's been plenty of equally creative stuff in the recent past, like the whole indie scene, with Braid, Fez, World of Goo, Papers Please, The Stanley Parable, Super Time Force, etc. Also some not really indie gems such as Pushmo/Crashmo, Portal, Lost in Shadow, Journey, The Unfinished Swan, Sound Shapes, etc.
Point is: I don't want to shit on No Man's Sky, I was stunned by the first reveal, it still looks very exciting (even though like many others I'm worried by the lack of gameplay diversity in what they've shown so far) it's just that now it's been hyped too much, it has become some sort of paragon of anti-AAA gaming. From the amount of hype it's getting it's basically the indie answer to Titanfall.
Does designing a system that can craft worlds on its own not qualify as creative?
Also the sheer fact they went with highly colorful art style instead of the typical realism space games usually shoot for shows creativity to me. Couple that with the fact that it's designed primarily around exploration which isn't a major focus in a lot of games and No Man's Sky starts to look very unique to me.
Anyway don't worry about the hype. It's ok to be excited about games, it's why we're all here.
TitanFall did little to entice me like this and TF is pretty shallow compared to what's been discussed in this game. It's embarrassing to even compare this to TF.
The guy said "Has there really been anything this creative in a while?", I used those games to show there have been plenty of creative games in the recent past, I'm not comparing NMS to anything, just stating that seeing it as the game that is singlehandely saving gaming is going a lil' too far. The idea is good, the art style is great, the vibes are excellent, but it's not some unique gem you can't find anywhere else on the planet, there have been other space simulators, other procedurally generated games, other equally creative games. I was pointing out that the hype surrounding this is kind of disproportioned.Agree with the rest of your post. But you can't downplay the creativity that this game exudes by simply quoting other brilliant games. There is heck of a lot of creative work that needs to go into making a procedurally generated world that can strike a sense of awe the way NMS did in its reveals. The community gets hyped over things that commonly resonate with everyone's tastes. We won't know if the game will live up to it or not until we see more. Until then, there is no need to compare with other unrelated games.
I would argue it's a different kind of creativity than hand-crafted worlds, but no less valid.
Does designing a system that can craft worlds on its own not qualify as creative?
People keep saying this but the games don't seem similar at all except the fact that they're procedurally generated. One is a life creation simulator where you play God, the other is you as a starfighter pilot able to fly around, shoot shit, and explore life that already exists which you are not crafting yourself.
I don't really see the comparison at all.
Hmm, I don't know why they are showing so much of the game when the game is still a year out.
I don't think they should have shown the game last year, it was just so early.
Also I'm beginning to think with so much hype, this 'indie' game will be full price. $59.99. What do you all think?
That's fair. But TitanFall actually turned out good too, don't forget.Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
There's been plenty of procedurally generated games in the recent past: Minecraft, Proteus, Spore, the whole rougelike genre, etc.
Even outside of that field there's been plenty of equally creative stuff in the recent past, like the whole indie scene, with Braid, Fez, World of Goo, Papers Please, The Stanley Parable, Super Time Force, etc. Also some not really indie gems such as Pushmo/Crashmo, Portal, Lost in Shadow, Journey, The Unfinished Swan, Sound Shapes, etc.
Point is: I don't want to shit on No Man's Sky, I was stunned by the first reveal, it still looks very exciting (even though like many others I'm worried by the lack of gameplay diversity in what they've shown so far) it's just that now it's been hyped too much, it has become some sort of paragon of anti-AAA gaming. From the amount of hype it's getting it's basically the indie answer to Titanfall.
I'm not talking of the hype on the boards, that's quite understandable. I meant the artificially built hype from the press. Considering it's an indie, the game's been hugely and thoroughly covered from media outlets. That kind of hype can actually be damaging to the game itself, they may end up overselling it, which would be a shame, because it would meet with severe backlash at launch or be kind of a letdown anyway, given the expectations. Which brings me to:
No it's not embarassing at all, quite spot on if you ask me. I used Titanfall as an example of mass produced hype from the media: this game is becoming this year's Titanfall: this is the most talked about game coming out of E3, with articles stating it has "won" E3, features and interviews with the creators, etc. All based around a bunch of minutes of pre-recorded gameplay, just like last year's Titanfall IIRC.
So in those regards No Man's Sky is the indie's Titanfall. I fear it may not meet the crazy expectations.
The guy said "Has there really been anything this creative in a while?", I used those games to show there have been plenty of creative games in the recent past, I'm not comparing NMS to anything, just stating that seeing it as the game that is singlehandely saving gaming is going a lil' too far. The idea is good, the art style is great, the vibes are excellent, but it's not some unique gem you can't find anywhere else on the planet, there have been other space simulators, other procedurally generated games, other equally creative games. I was pointing out that the hype surrounding this is kind of disproportioned.
That's something worth debating, and my original statement was more of an extreme to show what I meant.
I agree it involves some sort of creativity, especially in the art department, because the assets the system uses aren't gonna paint and animate themselves. However I can't help but think that the creativity involved is less than in other games, because all developers have to create assets anyway, but they also have to create interesting worlds with those afterwards, arranging the pieces in a meaningful way; in this case it's the system that takes care of that.
About creating the system itself, well, I'm not sure if I'd put it under creativity, surely not "artistic" creativity, I see it more like an impressive tech achievement than anything else. If the system works well it shows the programmers are very good at what they do, they know how to bend those lines of code to do their will, so I see it more like a job well done, than something creative in itself.
I disagree completely. The hype for No Mans Sky is genuine and a direct result of the videos shown at VGX and E3. The media isn't generating hype for this game, it's responding to our desire for more information on this game. We want more coverage, and they are delivering.
It's a complete opposite scenario from Titanfall.
People aren't comparing the gameplay, but the huge amount of promises and ambition evident in the Spore previews that was completely undone in the launch version. Hopefully won't be the case with No Man's Sky, happy to remain optimistic for now.
and it wasn't for titanfall?
I'm sure it'll be on PC in a year or two like the Joe Danger games did, relax man.
Isn't procedurally generated stuff actually almost the opposite of creativity? The algorithms do most of the "creative" work by rearraging assets and stuff, no?
Programming is absolutly creative work. There is no "Making No Man's Sky for Dummies" textbook that these devs are following. Creating content procedurally is just A LOT HARDER than doing it by hand which is why the results usually aren't anywhere near as good.
Axass said:About creating the system itself, well, I'm not sure if I'd put it under creativity, surely not "artistic" creativity, I see it more like an impressive tech achievement than anything else. If the system works well it shows the programmers are very good at what they do, they know how to bend those lines of code to do their will, so I see it more like a job well done, than something creative in itself.
In one of the interviews, either Sean Murray or the art guy say that at the heart of NMS is a 'black box of math'.
Restate my assumptions:
One, Mathematics is the language of nature.
Two, Everything around us can be represented and understood through numbers.
Three: If you graph the numbers of any system, patterns emerge.
Therefore, there are patterns everywhere in nature.
Evidence: The cycling of disease epidemics;the wax and wane of caribou populations; sun spot cycles; the rise and fall of the Nile.