No Man’s Sky: The Need For Procedural History

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

I’m hyped for No Man’s Sky, the space exploration game that uses math to give us a procedural universe – since it’s all constructed from equations, the game has quintillions of possible world to explore.  On the rare time two people find the same world, it would be the same for both due to – math.

But as I’ve read and watched the news on NMS, there’s also talk of the lore of the game.  The story, the meaning.  The developer Hello Games has been very cagey on it, for obvious reasons – they don’t want to spoil the “story” in the game.

This lore, however, is already designed as far as we know.  That brings up something I think it a potential disadvantage in NMS – and in many procedural/random games.  A lot of the “story” is disconnected from the way the setting is made.  The lore is set, and at best sets the stage for the generation of the world – or at worst isn’t just connected anyway.

This means in many cases the randomness of the world is sort of meaningless even if there’s some meaning in the components.  There’s no history, just algorithms.  Why is the dungeon built the way it is?  Why are these artifacts on this world?  I see little to no attention paid to not just generating a setting but the meaning behind it – the history – in many a game.

Like it or not, a lot of these procedural games are about making something that seems “right” but doesn’t have much real history.  Now I love procedural games, I can get into them, but I admit this flaw, and I think the art is limited by this disconnection.  There’s no “real history,” just a shadow play of numbers.

But this also gives us an insight into what future procedural games could be.

What if large chunks of their history, their backstory, are generated?  What if, in turn this history affects the generated environments.  What if this history is part of the lore characters find, from the names of places to the powers of procedurally generated items?  Perhaps the characters themselves are connected to some procedurally generated lore.

Some examples.

  • Imagine an NMS-like-game where the basic expansion patterns/conflicts of various species are procedurally generated – and in turn the effects on certain worlds and areas is created.  Places between two peaceful species have great trade.  Worlds right at areas of conflicts may have graveyards of crashed spaceships.  Bits of history can be worked in, again procedural – you don’t just salvage equipment from a downed ship, but find out when and why it fell.
  • A procedural dungeon crawler could have history generated depending on what the origin is.  If there’s a gate from the netherworld burrowing up from underground, later levels would be older and more hellish.  Perhaps earlier heroes went in to battle and fell, so each treasure has meaning.
  • A game of global domination (or galactic domination) could start not just with the usual empty planet/galaxy trope but one filled with existing politics and peoples – with histories (and relations).  The games become not just standard 4X experiences, but ones of discovering – and manipulating, a rich history.
  • Such games would be not just fun like any good random/procedural game, but also far more compelling.  Rich, unique lore exists -perhaps even if only until roguelike permadeath means you start a new dungeon.  That lore in turn is meaningful because it explains and tells you something about the world.  The tale comes to life because the history has a living quality, not one made static or one bolted onto a randomizer.

Procedural history is procedural meaning, and that brings the game further to life.

Maybe NMS will inspire enough people to do even more procedural work, some will look at procedural history for their games.

– Steve

No Man’s Sky – Release The Coding

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

Last time I speculated on what would come next for No Man’s Sky. My take is that though it may have a good life (5-10 years) it’s going to end eventually. The comparative lack of interactivity is probably the killer.

My friend Serdar noted something that jumped the gun a bit in my analysis of the future – namely, that the studio should consider releasing the code. I was going that direction and wanted to expand on it.

So at some point I think NMS will end-of-life, and I’m leaning towards five years. But in that time – and at that time – Hello Games could do a few things.

First, I think they should release a planet generator that allows people to tweak various parameters – or randomize it. Serdar referred to the idea as a generator for Roger Dean Album Covers. I heartily concur. People might even pay a few bucks for it.

Secondly, the above planet generator? Pair it with some non-interactive exploration and music. After seeing what could be done on Panoramical, imagine what it’d be like to just jam to procedural music and scrolling alien landscapes?

Third, and foremost, at some point they should release all or most of the code of the game. Maybe license it, maybe free. Have the final legacy of No Man’s Sky (which will truly be foundational if it’s what they say it is), be the launching of even more children. It would doubly cement Hello Games legacy, and give innumerable people and groups and games a boost.

NMS could truly be world-changing. However there’s one more thing . . .

I think there will inevitably have to be a No Man’s Sky Next. No Man’s Sky-er. The Noer and the Manner Skye. Whatever.

Hello Games is going to learn an enormous amount of lessons from this. They will learn more about their code. They will learn more about players. They will release patches and updates and experience the limits of what their engine can do. They will, in short, be equipped to create a sequel that would outstrip what the original could do.

So, with NMS having a probable limited lifespan, my thoughts are this:

  1. Begin research for No Man’s Sky Next immediately.
  2. After a year or two release the “Roger Deanifier.” It’d also probably give any cooperative coders and 365 days of static a boost yes, I want them to team up with the guy behind Panormalical, OK?
  3. 3) As things calm down, begin work on No Man’s Sky Next – using the current NMS as a bit of a testbed.
  4. 4) When ready to release No Man’s Sky Next, drop the code of the original game on the internet.

Would releasing the code empower competitors? Doubtlessly, but you can be pretty sure they have and will have plenty. Releasing the code just cements the possibility of it.

And of course if done right, NMS Next would live on far longer than the first, becoming a doubtlessly deserved fixture.

– Steve

No Man’s Sky – What’s Next?

(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)

As noted due to my interest with No Man’s Sky I’m blogging about it as it fits my interests in computers, media, and of course procedural generation!

I’m looking forward to No Man’s Sky. I expect it to be a hit. I expect it to be huge. I’ve also wondered that after that “huge hitness” what’s next for i?

This is worth asking because if NMS is a hit, what happens afterwards may be a model for other, similar properties. NMS’ broad scope and procedural content make it stand out – but as there’s many procedural games with broad scope out there and/or coming.

Or in short, I assume what happens to NMS may provide a template for future games and concurrent ones.  I want to try and guess now.

Here’s a few things I see:

* GO LONG TERM: It sounds like NMS is going to be around for awhile, and with a galaxy to explore there’s certainly many places to go. We’ve seen long-term games with broad content have endurance (Minecraft, Terraria) and others with similar ambitions (Starbound). NMS is something I can see people playing obsessively, though . . .
* NEEDS MORE: Even hough I’m jazzed for it, I’m not sure the current content set would keep me playing regularly beyond 3-6 months. I think NMS will need to add more content and features over time to maintain interest, else it’ll be for dedicated explorers (which may be the goal).  Dedicated explorers would probably play this for 1-3 years.
* MAY ENTER PUBLIC CONSCIOUSNESS: NMS has been on Colbert, been in the news, it’s got the kind of buzz that could make it become “A thing” like Minecraft – something everyone hears about and many try. If successful, it will inspire others to try the same thing (much as Minecraft did), and may give it a longer life.  That will also inspire imitators (I imagine at some point procedural games will become comparatively common).  That gives it more life.
* WILL LIKELY GO TO ALL PLATFORMS: If NMS is the big hit that I suspect it is, I think there will be an obvious effort to get it to other platforms (I’m at least sure Microsoft will want it on X-Box, but I think the X_box will become a sealed PC next iteration so it might not be an issue). There’s no reason not to extend it, and I imagine there’s demand.  (The fact Starbound is on X-Box intrigues me)
* HOW FAR CAN IT GO? The limit of NMS is that its own limits work against it. Hard/impossible to find people. No/little building or influence. As big a booster as I am I’m not sure how far NMS will go before it seems that there’s not as much interest. People do like interaction and exploring and pimping out equipment isn’t like building castles.  I also wonder how much they can add on to a game with so much procedurally balanced content.

My prediction on NMS is that it’s got up to 5 years of life in it, but I can’t see it bearing large expansions.

However, an interesting question is how it could not be expanded on, but retrofitted.  With all that code and all that work, it might be better if Hello Games focused on No Man’s Sky II and made it truly long-term.

– Steve