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No Man's Sky Cosmos

nomanssky.com

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Re: No Man's Sky Cosmos

#301
post #63

I think facts would be helpful for this discussion: 1. Total Revenue - ~$500m-$700m 2. Copies Sold - ~15-20m 3. Steam Review Score: 84.36% 4. 40 Free Major Updates I don't know where the negative comments are coming from. Maybe players who played early. NMS is a great example of a developer who was devoted to their customer base, kept updating the game for free, and saw great market success in return. This is a story…

Also no layoffs, ever. Who would've thought that providing your people stability would lead to a better product.

Re: No Man's Sky Cosmos

#302
post #51

Earlier quoted context omitted.

That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.

A lot of criticism from no man's sky, like this one, comes from a fundamental misunderstanding of what no man's sky is, i fear... No Man's Sky really is just a sandbox game. a sandbox game doesn't need infinitely complex mechanics, it just needs to give you a blank canvas to do what you want to do... minecraft has like what 40 biomes, no man's sky has practically infinite biomes, is that not enough? you can build a u…

Oh, my mistake, now that you've explained it like this it is magically fun for me now.

Re: No Man's Sky Cosmos

#303

Earlier quoted context omitted.

A big name in proc gen is Kate Compton who coined the term "10,000 bowls of oatmeal" to describe this phenomenon of technically unique but not different enough to matter - I googled "10000 bowls of oatmeal" to see if there was a good article and the second link was about it and nms https://www.challies.com/articles/no-mans-sky-and-10000-bowl...

That article is 10 years old. NMS then versus now are two very different games.

And yet it was posted as a reply to someone saying that it still feels like oatmeal.

Re: No Man's Sky Cosmos

#304
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

The best things about the game (and it is a good game at this point, they continued to add to it at a steady pace since launch) are the human written stories. But, once you've exhausted those human stories, it's like wandering around a few billion abandoned malls. Interesting the first few times, but grows boring pretty fast. But also, the worst thing about the human-written stories is that they're often transparentl…

> But, once you've exhausted those human stories, it's like wandering around a few billion abandoned malls. Interesting the first few times, but grows boring pretty fast.

Ironically, that’s how I always imagined actual space exploration to turn out once the initial wonders are exhausted.

Space is huge, yes, and everything is kinda unique, but also not in a meaningful sense. Most of the continued amazement we associate with the idea of space exploration comes from human-written stories that fill space with a human variety that just isn’t there.

Re: No Man's Sky Cosmos

#305

Earlier quoted context omitted.

The best proc gen experience I have had is with minecraft modpack called hexxit. The world is procedural generated, but then there is a library of ~200+ hand built structures/features that are scattered throughout the generated terrain. So you wander through a forest and find a cave into a volcano full of diamongs but guarded by angry dwarves, then head over into the desert and find a castle with a witch king, etc et…

This reminds me of a mod for Rimworld that adds in other people's failed colonies and decays the structure making a real ruins from other people's playthroughs of the game. Awesome concept

I love this, because decay implies a story, evidence of somebody else's specific failure, which procgen can't fake. It's not just clever, it's brilliant!

Minecraft's procgen villages and mines are oatmeal by comparison. Oxygen Not Included generates ruined stuff, but it isn't from other players, and I've never found it interesting -- just a way of handing you some advanced objects you don't have yet. Ruins with no provenance are a loot table with extra steps.

NetHack bones files, The Sims Exchange in 2000, Spore's pollination, Drivatars, and this mod are all the same mechanism, reinvented every few years by people who don't know it has a history or a name.

It has a name. Maxis called it the Pollinated Content System, and Caryl Shaw's job title was Pollinated Content Producer. GDC 2006, "Building Community Around Pollinated Content in Spore":

https://www.gdcvault.com/play/1013402/Building-Community-Aro...

"Massively single player" names the shape of the game. "Pollination" names the mechanism, and it's the better word, because pollen goes where it's needed, carried by something that isn't the plant.

Chaim Gingold wrote: "Why not build creative exchange into the game, rather than as a website that orbits it?" The Sims made you visit a website. Spore made it invisible and automatic. That difference is most of the value, and it's the part every mod-based version of this still hasn't got.

http://www.levitylab.com/blog/2011/02/brief-history-of-spore...

Placement is the hard part, and it's the part nobody proposing these mods has thought about yet. Spore's server pulled content in as needed to keep the ecosystem balanced, and the game built a model of your taste to decide what to ask for. Will, in the February 2007 PopSci interview:

>We're basically building a model of the player's aesthetic. So if you keep picking things from the shopping catalog that are like super-cute, Disney-like, then it will start offering you and downloading more stuff that matches your aesthetic... And when it makes a request to the server it's taking that into account, so the world will slowly start to represent your aesthetic choices.

https://www.popsci.com/entertainment-gaming/article/2007-02/...

Caryl Shaw, whose actual job this was:

>I have a team that works on the server like the database schema who figure out the algorithms to do the matching so that the content that you get make sense for your game and you don't have to download hundreds and thousands of mega bytes of content. You only get the kind of stuff that makes sense for your game.

https://www.animationxpress.com/interviews/exclusive-intervi...

That one mechanism answers Avicebron's "co-evolve the ecosystems", ratelimitsteve's "geography never affects the animals", and analog8374's curation problem, all at once.

Curation comes free. Download counts rank quality better than a designer can, because thousands of people are each picking for their own taste instead of one person guessing at everyone's. The "tedious lot of work" analog8374 describes is work the community does unpaid, and does better!

Payload size is why any of this is possible. Spore creatures compressed to about 3KB; 1KB of source expanded to 5MB of content, a 5000:1 ratio. Better than that: every piece of pollinated content was a "card" -- a 30KB PNG with the game data embedded inside the image file. You could email a creature. You could post one on a forum and somebody could drag it straight into their game. The picture was the data. A decayed Factorio base or Minecraft settlement is a small diff, not a 30GB folder.

https://www.gamedeveloper.com/game-platforms/gdc-i-spore-i-p...

Why it keeps dying: the mechanism is cheap to build and expensive to maintain, and it generates no recurring revenue, so it's always first on the chopping block.

Drivatars rotted. The Sims Exchange is gone (but I'm working on solving that problem). Spore's servers are somehow still up, which I always assumed was because there's nobody left at EA who knows how to log in and turn them off.

Now that EA belongs to the Saudi Public Investment Fund (93.4%) and Jared Kushner, the failure mode I worry about isn't a forgotten password.

The PIF's chairman is Mohammed bin Salman. In 2018 his people met the Washington Post columnist Jamal Khashoggi at the Saudi consulate in Istanbul with a bone saw and a forensic pathologist who had explained the plan on tape twelve minutes before Khashoggi walked in: "After I dismember it, you will wrap the parts into plastic bags, put them in suitcases and take them out." He left the building in five suitcases and his remains have never been found. Three days later they sent the consulate car to a car wash. The Saudi government's account changed five times in three weeks; the New York Times ran it under the headline "Khashoggi's Death Is Explained by the Saudis in Five Acts (and Counting)". In 2021 the US declassified its assessment that bin Salman approved the operation. Every word of that is one search away, and reality is worse than any joke I can make about it.

So the thing I actually worry about is not Spore. Nobody is going to convene a meeting about Spore. It's The Sims. Saudi Arabia's media regulator banned Final Fantasy XVI from the kingdom in 2023 over Square Enix's "complete refusal to modify the content to suit the region", and made Roblox switch off voice and text chat and delete over 300,000 games. The Sims 4 has shipped gender-independent clothing since 2016, sexual orientation as a character setting since July 2022, and since patch 140 in January 2023, chest binders under Tops > Tanks and top surgery scars under Body > Body Scars. Go look, it's in the base game. A regime that could not tolerate one man writing newspaper columns is not going to tolerate two little cartoon women getting married in a suburban house you built for them. That content is a rounding error in EA's revenue and an existential affront to the people who now sign EA's checks, cutting it costs nothing and buys goodwill in Riyadh, and the $700 million a year in cost reductions gives them a reason to say it was about money. I am writing this down with dates and menu paths so that when it happens, nobody gets to say it wasn't foreseeable.

But I digress...

"The knowledge is lost in the depths of the netcode" is the symptom. Nobody being paid to own it is the cause.

And generative models are trained to produce the conditional average, so pointing one at the oatmeal problem gets you oatmeal faster and in greater volume. The only fix anyone has ever demonstrated is a person who cares about one specific creature.

Kate Compton says 10,000 bowls of oatmeal. Phil Hartman on SNL got there in 1989, and it was a lot more than 30,000.

Stop settling for oatmeal. There's fiber, and then there's high fiber!

https://www.youtube.com/watch?v=Ku42Iszh9KM

Re: No Man's Sky Cosmos

#306
post #43

Earlier quoted context omitted.

no matter what, that always happens with this game. Any news about it causes the people who played for 10 minutes at launch however long ago come back to tell you how much they didn't like it.

I have 65 hours logged on Steam, am I allowed to say that I have also bounced off of several updates and find the game empty and lacking meaningful goals? It's simultaneously an amazing achievement, worth the money I paid, a redemption story for Hello Games, and yet disappointing in a way that e.g. BOTW is not. One of these years I plan to dive back in again, hoping to find that the sum of all the updates has provide…

I have over 3500 hours logged on Steam for NMS, and at 65 hours you have barely scratched the surface. Like many open world sandbox games, you have to make yourself goals. If you want a nice guided "start here" to "finish there" type game NMS is not for you.

Re: No Man's Sky Cosmos

#307
post #51

Earlier quoted context omitted.

That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.

I still think it's a remarkable success story and they can and should be incredibly proud of what they've built. But this vision of what is meant by cosmic depth and expansiveness seems to tragically miss the point. Compare it to even our own solar system where even so much as a new high-res photo of the hexagon storm on Saturn comes with stunning new and specific detail, or the "heart" on Pluto, we're practically am…

I think Elite Dangerous had this same issue, at least the years after it was released when I played it. You have this whole to-scale galaxy to explore, but the vast majority of them contain no story, no life, no space stations, no other players, and are just similar rocks and noble gas bags over and over. Once you've seen about 100 systems, you've seen them all. Which is likely what our real galaxy is like, too.

The game is 2 million light years wide, but a meter deep.

Re: No Man's Sky Cosmos

#308
post #292
post #51

Earlier quoted context omitted.

That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.

Isn't Mincecraft basically that? I've never played it, so would be curious to hear from someone who's played both. From the outside both look very dull/soulless and yet people spend hours playing Minecraft building things - just engaging with their imaginations

Building in Minecraft is a very different beast than building in NMS though. The prebuilt cabins and machines of NMS aren't the rabbit hole of redstone engineering that Minecraft has.

Re: No Man's Sky Cosmos

#309

Earlier quoted context omitted.

I think people are regurgitating takes from early in the game's development - the game of the last few years is absolutely nothing like the early one and I agree, there is a surprising amount of stuff to do.

> I think people are regurgitating takes from early in the game's development... Some are, sure. But -I say as someone who enjoys the game for what it is and still pops in every now and again to mess around with it- there's not much game in the game. Like BoBaitlyn said, it's a sandbox game. It has always been a sandbox game, and there are some folks who spend a few minutes fucking around with the sand in the box, go…

I can see your viewpoint. Some people don’t like sandbox games. that’s fine, I actually hate them, but this game’s additions led me into it gently in a way I’d never interact with say, a minecraft game. However, this is like, a sandbox game on steroids. There’s a strong mmo component of grouping, more being added (per this topic), and playing however you want to is entirely possible. In that regard I consider it one of the better sandboxes I’ve played lately, and I have played hundreds of hours of games like star citizen. I’d wish star citizen approached the game loop similarly.

Re: No Man's Sky Cosmos

#310
post #51

Earlier quoted context omitted.

That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.

A lot of criticism from no man's sky, like this one, comes from a fundamental misunderstanding of what no man's sky is, i fear... No Man's Sky really is just a sandbox game. a sandbox game doesn't need infinitely complex mechanics, it just needs to give you a blank canvas to do what you want to do... minecraft has like what 40 biomes, no man's sky has practically infinite biomes, is that not enough? you can build a u…

Yeah this is my experience as well. At first it felt empty, but then I sort of realized it’s not a quest game it’s a building game and it’s all about building bases and ships and what not, and they’re added progressively more ways to build and customize the world. And there are explorations - there are some truly bizarre biomes but they are rare. The variants that feel repetitive are falling along some average world characteristic - probably not too dissimilar to the universe at large. It takes time to find the weird ones.

If you’re looking for a scripted arc, wrong game by construction.

I think the multiplayer aspect is a bit weaker than it could be, maybe improved more recently, but it is a something that Minecraft has done well

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