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    No Mans Sky: A Vast Game Crafted by Algorithms.

    Sean Murray, one of the creators of the computer game No Mans Sky, cant guarantee that the virtual universe he is building is infinite, but hes certain that, if it isnt, nobody will ever find out. If you were to visit one virtual planet every second, he says, then our own sun will have died before youd have seen them all.


    No Mans Sky is a video game quite unlike any other. Developed for Sonys PlayStation 4 by an improbably small team (the original four-person crew has grown only to 10 in recent months) at Hello Games, an independent studio in the south of England, its a game that presents a traversable universe in which every rock, flower, tree, creature, and planet has been procedurally generated to create a vast and diverse play area.


    We are attempting to do things that havent been done before, says Murray. No game has made it possible to fly down to a planet, and for it to be planet-sized, and feature life, ecology, lakes, caves, waterfalls, and canyons, then seamlessly fly up through the stratosphere and take to space again. Its a tremendous challenge.


    Procedural generation, whereby a games landscape is generated not by an artists pen but an algorithm, is increasingly prevalent in video games. Most famously Minecraft creates a unique world for each of its players, randomly arranging rocks and lakes from a limited palette of bricks whenever someone begins a new game (see The Secret to a Video Game Phenomenon). But No Mans Sky is far more complex and sophisticated. The tens of millions of planets that comprise the universe are all unique. Each is generated when a player discovers it, and is subject to the laws of its respective solar systems and vulnerable to natural erosion. The multitude of creatures that inhabit the universe dynamically breed and genetically mutate as time progresses. This is virtual world building on an unprecedented scale (see video below).


    This presents numerous technological challenges, not least of which is how to test a universe of such scale during its development the team is currently using virtual testersautomated bots that wander around taking screenshots which are then sent back to the team for viewing. Additionally, while No Mans Sky might have an infinite-sized universe, there arent an infinite number of players. To avoid the problem of a kind of virtual loneliness, where a player might never encounter another person on his or her travels, the game starts every new player in the same galaxy (albeit on his or her own planet) with a shared initial goal of traveling to its center. Later in the game, players can meet up, fight, trade, mine, and explore. Ultimately we dont know whether people will work, congregate, or disperse, Murray says. I know players dont like to be told that we dont know what will happen, but thats what is exciting to us: the game is a vast experiment.


    The game also bears the weight of unrivaled expectation. At the E3 video game conference in Los Angeles in June, no other game met with such applause. It is the game of many childhood science fiction dreams. For Murray, that is truer than for most. He was born in Ireland, but the family lived on a farm in the Australian outback, away from civilization. At night you could see the vastness of space, he says. Meanwhile, we were responsible for our own electricity and survival. We were completely cut off. It had an impact on me that I carry through life.


    Murray formed Hello Games in 2009 with three friends, all of whom had previously worked at major studios. Hello Games first title, Joe Danger, let players control a stuntman. The game was, according to Murray, annoyingly successful in the sense that it locked him and his friends into a cycle of sequels that they had formed the company to escape. During the next few years the team made four Joe Danger games for seven different platforms. Then I had a midlife game development crisis, says Murray. It changes your mindset when a single games development represents a significant chunk of life.


    Murray decided it was time to embark upon the game hed imagined as a child, a game about frontiership and existence on the edge of the unexplored. We talked about the feeling of landing on a planet and effectively being the first person to discover it, not knowing what was out there, he says. In this era in which footage of every game is recorded and uploaded to YouTube, we wanted a game where, even if you watched every video, it still wouldnt be spoiled for you.


    When players discover a new planet, climb that planets tallest peak, or identify a new species of plant or animal, they are able to upload the discovery to the games servers, their name forever associated with the location, like a digital Christopher Columbus or Neil Armstrong. Players will even be able to mark the planet as toxic or radioactive, or indicate what kind of life is there and then that then appears on everyones map, says Murray.




    Experimentation has been a watchword throughout the games production. Originally the game was entirely randomly generated. Only around 1 percent of the time would it create something that looked natural, interesting, and pleasing to the eye; the rest of the time it was a mess and, in some cases where the sky, the water, and the terrain were all the same color, unplayable, Murray says.

    So the team began to create simple rules, such as the distance from a sun at which it is likely that there will be moisture, he explains. From that we decide there will be rivers, lakes, erosion, and weather, all of which is dependent on what the liquid is made from. The color of the water in the atmosphere will derive from what the liquid is; we model the refractions to give you a modeled atmosphere.


    Similarly, the quality of light will depend on whether the solar system has a yellow sun or, for example, a red giant or red dwarf. These are simple rules, but combined they produce something that seems natural, recognizable to our eyes. We have come from a place where everything was random and messy to something which is procedural and emergent, but still pleasingly chaotic in the mathematical sense. Things happen with cause and effect, but they are unpredictable for us.


    At the blockbuster studios in which he once worked, 300-person teams would have to build content from scratch. Now, thanks to the increased power of PCs and video game consoles, a relatively tiny team is able to create unimaginable scope. In this sense, Hello Games may be on the cusp not only of a new universe, but also of an entirely new way of creating games. When I look at game development in general I think the cost of creating content is the real problem, he says. The sheer amount of assets that artists must build to furnish a world is what forces so many safe creative bets.

    Likewise, you cant have 300 people working experimentally. Game development is often more like building a skyscraper that has form and definition but is ultimately quite similar to what is around it. It never sat right with me to be in a huge warehouse with hundreds of people making a game. That is not the way it should beand now it doesnt have to be.
    http://www.technologyreview.com/news...by-algorithms/

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  3. #2
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    If this game delivers like I am hoping, then we are all in for a real treat! Hopefully it will have support for Project Morpheus as well!

    -=[ PSN ID: Tha_MonkeyClaw ]=-

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    This is pretty crazy.

    Hopefully it delivers.
    Be Together - Not the same.



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    I am cautiously optimistic. I am just not sure what there is that will keep me coming back. Exploring is fun for the first 10 worlds but that can only last so long for me personally

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    I have some concerns, but the scope of this game has me excited.

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    The algorithm part is a huge letdown. AI will never replace an artist's creative ambitions. Most games that depend on levels being generated on the fly end up being a generic mess (Daylight, anyone?)



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    Double post
    Last edited by Lexad; 07-24-2014 at 00:12. Reason: double post

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    Quote Originally Posted by Wrath View Post
    The algorithm part is a huge letdown. AI will never replace an artist's creative ambitions. Most games that depend on levels being generated on the fly end up being a generic mess (Daylight, anyone?)
    I don't think you can compare the two here though- No Man's Sky isn't many levels being generated on the fly, it is simply ONE level that's generated. No doubt planets will be similar but it doesn't have to mean they're to be "generic messes". Minecraft, for instance, is pretty amazing and the 'levels' are auto-generated.

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    Quote Originally Posted by Wrath View Post
    The algorithm part is a huge letdown. AI will never replace an artist's creative ambitions. Most games that depend on levels being generated on the fly end up being a generic mess (Daylight, anyone?)
    Not quite the same thing.
    No Man’s Sky is far more complex and sophisticated. The tens of millions of planets that comprise the universe are all unique. Each is generated when a player discovers it, and is subject to the laws of its respective solar systems and vulnerable to natural erosion. The multitude of creatures that inhabit the universe dynamically breed and genetically mutate as time progresses. This is virtual world building on an unprecedented scale (see video below

  12. #10
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    Quote Originally Posted by Wrath View Post
    The algorithm part is a huge letdown. AI will never replace an artist's creative ambitions. Most games that depend on levels being generated on the fly end up being a generic mess (Daylight, anyone?)
    There no other way a game of this size could be done. Otherwise it would be an infinite team and requiring infinite time.

    Personally I am very intrigued by the game and I really hope they can pull it off.

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    That's interesting about the animals evolving over time. I wonder what the time scale is in-game? They talked about erosion as well. If you sit on one planet for an hour in real time does that equal 10 years let's say in-game?

    It would be interesting to take some pictures on your very first planet and then much later on after you've reached the center of the universe you go back to your first planet and see how much has changed.

    Focus. Control. Conviction. Resolve. A true ace lacks none of these attributes. Nothing can deter you from the task at hand except your own fears. This is your sky.

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