"The tens of millions of planets that comprise the universe are all unique." We will probably never know, but I wonder if the reality of our own universe is that any life on other habitable planets will look remarkably similar to that here on Earth; given the parameters within which a sustainable biosphere are possible quite narrow. There might be some local variation but nothing that would be particularly mind-boggl…
Exploring No Man’s Sky, A Computer Game Forged by Algorithms
71–80 of 123 posts
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#72The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
A totally different type of procedurally-generated content: The physical card game, Dominion. It is a deck-building game, where players play cards to generate cash to buy cards that go into the deck that they are playing out of (which cycles endlessly). There are 6 boring and fundamental cards that are present in every game, and 10 'kingdom' cards which do interesting and clever things. The 10 kingdom cards that are…
I would probably call it emergent, in that the designers likely could not test the entire state space of all strategies.
What's impressive, in light of that, is that the game ends up balanced, or at least not fundamentally broken.
To your point though, is that the "content" (cards) introduces mechanics. Most procedural gameplay content doesn't necessarily introduce mechanics. That's why it's easy to feel "boring".
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#73The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
A totally different type of procedurally-generated content: The physical card game, Dominion. It is a deck-building game, where players play cards to generate cash to buy cards that go into the deck that they are playing out of (which cycles endlessly). There are 6 boring and fundamental cards that are present in every game, and 10 'kingdom' cards which do interesting and clever things. The 10 kingdom cards that are…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#74I was impressed by the demo until I saw the very flat explosions that just faded out quickly, which took me out of the illusion immediately. Perhaps that's just a pre-production thing. Impressive product even if the article is sort of gushy and breathless...when I was playing Elite back in the 1980s the planets were just a circle with a smaller circle rotating on it for perspective XD
Did you know Elite is going to have a sequel end of this year? Planets looks a little better this time around: http://img4.wikia.nocookie.net/__cb20140618220148/elite-dang... http://img2.wikia.nocookie.net/__cb20140618220220/elite-dang... http://i1242.photobucket.com/albums/gg522/frobitz/ed-rings-8...
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#75The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
> The issue with a lot of procedurally-generated content is that overall things become same-y Yes. It's easy for a developer to say "trillions of possible combinations" or "every x is unique with a high degree of certainty" but those statements mean very little without seeing the end product. Creating vast numbers of combinations is completely trivial. E.g. http://jsfiddle.net/JpZ7s/3/ which has ~10 million possible…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#76Earlier quoted context omitted.
A totally different type of procedurally-generated content: The physical card game, Dominion. It is a deck-building game, where players play cards to generate cash to buy cards that go into the deck that they are playing out of (which cycles endlessly). There are 6 boring and fundamental cards that are present in every game, and 10 'kingdom' cards which do interesting and clever things. The 10 kingdom cards that are…
I wouldn't say that's procedural content, I would say that it's emergent, or even less impressively, combinatorial. I would probably call it emergent, in that the designers likely could not test the entire state space of all strategies. What's impressive, in light of that, is that the game ends up balanced, or at least not fundamentally broken. To your point though, is that the "content" (cards) introduces mechanics.…
If you played "a game like Dominion, except each player had their own independent set of Kingdom cards," it would be big-time not balanced. Like, kingdom sets aren't balanced against each other.
Or perhaps you meant that it's balanced like "a given card tends to be about as good as a given other card." But that's just... not very true. In any Kingdom, there are typically a few must-buys and a few must-not-buys, and there are cards that are almost never good buys and cards that are almost always good buys.
Source: played a few thousand games of Dominion on isotropic back when that was a thing.
Disclaimer: Haven't played Dominion since Hinterlands, so this may not still be accurate.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#77The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
Imagine a tactical warfare game that drew from actual military upsets. I think this would avoid the same-yness problem.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#78I get the gist of how Minecraft is constructed: just a bunch of blocks with algorithms which hide certain blocks when they aren't in the player's view. Are there any articles about how an engine like this is built? It is an extreme level of procedural generation (apparently), but the graphics aren't blocky and as abstract, but rather pretty impressive. In a similar vein is Eskil Steenberg's Love [1], but this is on a…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#79Earlier quoted context omitted.
Did you know Elite is going to have a sequel end of this year? Planets looks a little better this time around: http://img4.wikia.nocookie.net/__cb20140618220148/elite-dang... http://img2.wikia.nocookie.net/__cb20140618220220/elite-dang... http://i1242.photobucket.com/albums/gg522/frobitz/ed-rings-8...
I have been trying to resist the temptation to purchase the beta edition :)
Only about a week to go till the next update to the Beta and I'm looking forward to it - oh and premium beta entitles me to lifetime expansions so I reckon it's good value for money.
Go for it - you won't regret it ;)
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#80Earlier quoted context omitted.
No, what would be interesting is everything that you said with the addition of relativistic-speed travel. Take round trips near (or over, depending on your reference) the speed of light and watch how things evolve.
My god, the Loading times would be unbearable.