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No Man's Sky Cosmos

nomanssky.com

431–440 of 459 posts

Re: No Man's Sky Cosmos

#431

Earlier quoted context omitted.

For me it's the asteroids. Having space being so densely populated with procedural asteroids is immediately, irreversibly immersion breaking for me. Like... space would be opaque and life on these plants would immediately cease in a cataclysm of bombardment. This was also one of many gripes I had with Starfield.

I think you gotta set aside some of that to enjoy both as Sci-Fi games, not space sim games. In Sci-Fi, asteroids are close together and you can shoot them for resources or lose an enemy in them like a dark forest, because those things are fun. IRL, they are ridiculously far apart and not nearly as fun. It's always a potential danger to one's enjoyment to know too much about something though. :)

I mean, I do, but there's a reason KSP is so popular despite all the flaws.

Re: No Man's Sky Cosmos

#432
post #389
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 feel like my issue was that every "site" on different planet was the same. Maybe I just hit poor randomisation or something. But I felt that I found exactly same thing just on different coloured environment. Or then things like pirate ships were just the same. Every single time...

No, you didn't hit bad randomization. That's the game. It's just that some people apparently like that or can look at two identical structures with different color tints and convince themselves "Totally different! Game is awesome!".

Re: No Man's Sky Cosmos

#433
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…

The negative comments, including the one I'll make here, are from fans who want the game to be more than it is and see the potential but continually get disappointed with its biggest flaw.

That flaw is that for all the features they bolt on for free, the actual depth never feels that much deeper. It feels like the shallow pond got wider.

The worlds and universe still feel repetitive and empty. There is very little emergent gameplay. Mechanics are not complex compared to simulator sandboxes like E:D or more in depth survival crafter games.

And so you end up with what often feels like a kids toy with the edges filed off. Its very colorful, and they keep giving us me shinier versions for free, but it still feels like playing with Duplo when I want it to be LEGO or K'Nex.

And I say the above with nothing but respect for Sean and the team and what they have accomplished. I will be a launch day LNF player as well.

Re: No Man's Sky Cosmos

#434

Earlier quoted context omitted.

There's a fundamental difference between procedurally generated worlds and how Spore actually works. The creatures, vehicles, and buildings weren't generated -- they were created by other players and exchanged asynchronously, then seeded into your procedurally generated galaxy. Spore is a Massively Single Player Online Game: no real-time multiplayer, but your galaxy fills with other people's content. That's the oppos…

But this doesn't look like it's making any new observations. Spore has some 3D modeling tools and abysmal gameplay that could never persuade anyone to start up a game of Spore. But the models are fun, sure. And other people can find your models, and you can find theirs. So if we recognize that the "gameplay" part of Spore never worked... we're left with Second Life, a much, much older thing. It hasn't been much of a…

The comment I pointed you at answers all of this, but you haven't commented on that, so here it is line by line.

>Spore has some 3D modeling tools

The tools are the least interesting part. The mechanism has a name: Maxis called it the "Pollinated Content System", and Caryl Shaw's job title was "Pollinated Content Producer". What she ran was a server, a database schema, and a matching algorithm that decided which content your galaxy should receive.

The transport isn't a modeling tool either. Creatures compressed to about 3KB, and every piece of content shipped as a 30KB PNG with the game data embedded inside the image. You could email a creature. The picture was the data.

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

>And other people can find your models, and you can find theirs.

No. That is precisely what Spore did not do, and the difference is the subject of my comment. Nobody finds anything. The server builds a model of your aesthetic and requests content to match it:

>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/...

Chaim Gingold: "Why not build creative exchange into the game, rather than as a website that orbits it?" The Sims made you go find things on a website. Spore made it invisible and automatic. "You can find theirs" describes the version Spore replaced.

Placement is the hard part, and it is the part you skipped.

>So if we recognize that the "gameplay" part of Spore never worked...

I said so first, in the comment you replied to: the editor, the sharing system and the community were "the most innovative and successful things about Spore. (As contrasted with the not as well realized gameplay and storytelling design goals.)" We agree on the premise and disagree on what follows.

>we're left with Second Life

We are left with its opposite, because you deleted the property that separates them. Spore is asynchronous: other people's content injected into your private world by a server that picks it and places it, with nobody else in there. Second Life is synchronous: one shared persistent world, land you buy, placement you do by hand.

You can't reach Second Life by removing a feature. You have to add back the one thing Will designed out, and he gave the reason: "without the liabilities, which is that the 14-year-old can kill you or that you've invested all this time in your planet and somebody comes along and blows it up."

Second Life is the control group for the placement problem. Same ingredient, opposite architecture.

>a much, much older thing

2003 versus 2008: that's just five years, hardly "much, much older". The genuinely much older ancestors are Lucasfilm's Habitat in 1986 and LambdaMOO in 1990 for shared worlds, and NetHack bones files and The Sims Exchange in 2000 for pollination. My point is that you and other people keep forgetting or never knew the full history.

>this doesn't look like it's making any new observations

My comment's third paragraph says this mechanism has been "reinvented every few years by people who don't know it has a history or a name." Telling me it's old is agreement filed as objection, making my point for me.

The observations in there: the matching and placement layer is the invention, not the editor. Curation comes free, because download counts rank quality better than a designer can, since thousands of people each pick for their own taste instead of one person guessing at everyone's. And this keeps dying because nobody is paid to own it.

>abysmal gameplay that could never persuade anyone to start up a game of Spore

One million copies and 25 million uploaded creations in the first 17 days. 100 million creations by May 2009, averaging 307,000 a day, 31,017,761 of them creatures, more than 19 times the number of known species on Earth. Two million copies in three weeks; EEDAR put lifetime sales near 2.8 million, or 3.2 million counting the Creature Creator.

https://web.archive.org/web/20251207022405/https://ir.ea.com...

Spore's TTP (Time To Penis) was negative. The Spore team coined the term, and Chaim optimized the tools so well that it went negative: players, testers and "children" were building and sharing penis-shaped creature monsters during the pre-release beta phase, before the Creature Creator was even officially launched to the public. The first public use of the term was Margaret Robertson's GDC 2009 talk "SPORE's Wake: What Seriously Happened?", at 38:00, and Engadget wrote it up the same day:

https://www.gdcvault.com/play/1317/

https://web.archive.org/web/20191115084555/https://www.engad...

It then got referenced several times in the hilarious series that parodies a game development company, "Mythic Quest":

https://www.youtube.com/watch?v=3_xqyIMwbew

And the Creature Creator shipped standalone for $10 in June 2008, three months before the game: an editor sold as a product with no gameplay attached, which had over three million creatures uploaded before the game existed. One million of those came in its first week. At E3 that July, Will noted that fans had created 1,589,000 creatures in about 18 days, the same as the number of known species on Earth, and put that at doing God's work at 38% efficiency.

This is the same playbook we used before for The Sims which was released in 2000: I implemented the character animation system, pipeline, and a standalone tool called SimShow, which we released in 1999, before the game was released, that enabled players to create their own skins. So just like Spore, there was already lots of user created content for The Sims on the day it was released.

https://www.geocities.ws/shayla_jade/simshow.html

Here's a more recent reimagination of SimShow that runs in the browser:

https://vitamoo.space/

>This tutorial is to help familiarize you with using Sim Show and it's uses. "Sim Show" is used to help preview the skins you've made for your sims.

Then After The Sims was released, I published The Sims Transmogrifier to enable players to create their own objects:

https://www.thesimstransmogrifier.com/TransmogrifierDocument...

>What Transmogrifier Is: Transmogrifier is simple tool that enables many people to create their own content for The Sims. Like SimShow, it is limited in scope, so that it's easy to use. Transmogrifier lets you edit the text of the catalog product description, change the price, and most importantly it exports and imports all of the sprite images, so you can edit them with paint programs like Photoshop or Paint Shop Pro.

Your separation of editor from game is right, and it runs the opposite way from your conclusion. The mechanism stood up without the gameplay. The gameplay is what needed carrying.

>It hasn't been much of a success.

620,000 monthly actives as of December 2025. A $650 million a year internal economy. Linden Lab has spent $1.3 billion building it and paid about $1.1 billion to creators, keeping 10% and giving creators 90%. Spend per active user around $190 a year against Roblox's $12. Average resident tenure about 14 years. 23 years old, still running, and investors have never taken money out.

https://gamesbeat.com/linden-lab-has-spent-1-3b-building-sec...

Call that unimpressive if you like, but look at what it does to your argument. You say stripping the gameplay off Spore leaves Second Life. If it leaves a 23-year-old platform that has paid a billion dollars to the people who make the content, the stripped version is the part that works. Which is what I said.

The right inference from "great editor, weak game" is not that the editor is worthless. It's run it again with a good game. People did. Super Mario Maker: 7.2 million courses by May 2016, played over 600 million times, on 3.5 million units sold, and roughly 68.6 million courses uploaded across its life. Then LittleBigPlanet, Dreams, Animal Crossing dream addresses, Drivatars, Steam Workshop. This model has never failed because players didn't want to make or share things.

It fails the same way every time, and those two make my point rather than yours. Mario Maker's online services went offline in April 2024. LittleBigPlanet 3's servers were pulled in January 2024 "temporarily," then kept off indefinitely that April, wiping 16 years of player levels with no warning:

https://www.theverge.com/2024/4/22/24137357/sony-is-abruptly...

Drivatars rotted. The Sims Exchange is gone. Spore's servers are somehow still up. Cheap to build, expensive to maintain, no recurring revenue, so it's always first on the chopping block. "The knowledge is lost in the depths of the netcode" is the symptom. Nobody being paid to own it is the cause.

That's the argument. It was never about the modeling tools.

Re: No Man's Sky Cosmos

#435

Earlier quoted context omitted.

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…

Its notable that you dichotomise using the promises of another unreleased game from the same people. Depth was part of the original NMS promise. Obviously NMS's original marketing was bonkers and capitalised on saying technically true things in ways to mislead large numbers of people.

> Obviously NMS's original marketing was bonkers and capitalised on saying technically true things in ways to mislead large numbers of people.

I don't think they intentionally misled people. It's not that different to how Spore was marketed during development - a wildly-overconfident dev team promised a living breathing simulated universe, and at some point they had to actually ship the portion they had managed to get working, and most of the complex systems landed on the cutting floor to meet the final deadline.

Re: No Man's Sky Cosmos

#436
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…

The issue is that it is a procgen game, with separate systems that rarely interact with each other and you never get an actual emergent gameplay.

No matter the biome, no matter the planet you just tick check-boxes which systems are enabled or not, but their combinations do not give you anything special back.

No matter what environment is generated you play in very similar way.

Elite: Dangerous suffers from the exactly the same issue. There's tons of interesting systems, yet you will do one thing of your choosing, that will play in the same way all the time. Like a theme park, while the game promises you a simulation.

Re: No Man's Sky Cosmos

#437
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

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...

I think it's very important to distinguish procedural generation as only one component required for emergent, unpredictable gameplay. If you lean on it too heavily then yes, you will just have 10,000 variations on plain oatmeal. The other ingredients that go on top of procedural generation are what gives it flavour (to torture the metaphor a bit). The next step after proc gen should be physical simulation, systems like erosion, continental drift, insolation, volcanism, etc. will produce much more interesting terrain. Several more layers of simulation can be added depending on the game but for a game like NMS an evolution system and a goal oriented AI behaviour simulation would be appropriate perhaps with some kind of history and population simulation for artifacts and colonies.

The problem with adding simulation is that it's computationally expensive. There are ways you could disguise the loading times, especially in a game with space travel, such as travel times required to reach new star systems but anything that runs in real time like animal or NPC behaviour is a hard problem to solve.

Dwarf Fortress is the paragon of this that everyone points to, for good reason, but Dark Days Ahead is also a good example. I'd like to see something equivalent done for a sci-fi space travel game but I'm not aware of any truly successful attempts.

Re: No Man's Sky Cosmos

#438
post #437

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...

I think it's very important to distinguish procedural generation as only one component required for emergent, unpredictable gameplay. If you lean on it too heavily then yes, you will just have 10,000 variations on plain oatmeal. The other ingredients that go on top of procedural generation are what gives it flavour (to torture the metaphor a bit). The next step after proc gen should be physical simulation, systems li…

There are some amazing examples of procedural generation though, such as Minecraft terrain and the orcs from Middle Earth: Shadow of Mordor.

Re: No Man's Sky Cosmos

#439

Earlier quoted context omitted.

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…

> minecraft has like what 40 biomes, no man's sky has practically infinite biomes, is that not enough? Hah. Sorry but what kind of Minecraft do you play? In mine the biomes become unrecognizable because I build on top of them. What can you build in no man's sky? Nothing, judging by most reviews/comments.

You can build bases on the ground, under water, in a freighter or now in space. There’s a ton of building possibilities

Re: No Man's Sky Cosmos

#440

at the time of posting, i think every top-level comment except one is negative. so, i'd like to balance it by saying that i have never seen a better executed turnaround than what the no man's sky team did. they cratered their reputation on launch, worked hard and long to restore it, and then continued to offer free updates long after they needed to. lots of respect there. (i will reward the effort by purchasing their…

If I went by the prevailing sentiment on HN/reddit, I wouldn't have: worked at FAANGs, bought Teslas and used FSD, had kids, bought a Bambu 3d printer, used Apple products, stayed in America to start a family, and so on. Each of these things have made my life meaningfully better. So I'll be buying No Man's Sky partly due to the complaining here and I'm sure I'll enjoy the hell out of it.

Not sure if online people are just always negative about everything or I happen to be cherry-picking instances where they were wrong, but going against the grain has worked great for me so far.

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