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

Activities For The Civic Geek: Get Historic

Love your fandom, love your geekdom? Get involved in archiving and preserving history.

History is important to all of us – to understand the past, to know where we came from, to predict where were going. Preserving history and recording history are important for that very reason. With our preserved and recorded history, we loose something.

So go and preserve and record the history of your geekdom.

With a little research, you can probably find some organizations, group, or club that’ll let you make an effort to expose future generations (or much younger generations) to the history of your given geekery:

  • There’s collections that preserve fandom artifacts like ‘zones.
  • There’s archival museums and organizations that keep track of rare artifacts like video game memorabilia.
  • There’s living museums, where people can see displays or even inexact with things like old games and toys.
  • There’s almost certainly organizations, mailing lists, and groups dedicated to recording history about given subjects.

You can probably find some way to help keep the history of your favorite geekery – and preserve it for others to study and learn from. From making donations of money to donations of artifacts, from recording history to pointing people towards useful research, you can do a lot so we can all learn later.

Or learn now . . .

Resources

  • Comics
    • Cartoon Art Museum – A museum for all forms of cartoon art, performing preservation, displays, events, and more. Established in 1984, it has a permanent home in San Francisco.
    • Digital Comics Museum – An enormous archive of researched, curated, public domain golden age comics available free – and always open for donations and assistance!
    • Wonder Woman Museum – A museum dedicated to Wonder Woman – and sponsors various charities as well.
  • Computing
    • Computer History Museum – A Silicon-Valley based museum of comptuer history, complete with exhibits, programs, and many volunteer opportunities.
    • International Internet Preservation Consortium – An international organization focusing on improving tools, standards, and practices of web archiving and preserving information. Reports, events, and memberships are available.
    • Internet Memory Foundation – A non-profit focusing on preserving the internet for heritage and cultural purposes, and develops a lot of technologies and projects. There’s opportunities to get involved.
  • General
  • Pinball
  • Video Games
    • Atari Party – A Californian organization that hosts events with hands-on use of classic Atari game consoles. Always looking for volunteers – and you can always found your own!
    • California Extreme – A convention of video game and pinball enthusiasts where the actual machines are brought into one big arcade. Includes panels and other events – and accepts volunteers.
    • Digital Games Museum – An archive of games and game memorabilia that does shows and displays. Based in San Jose, California, but open to support from anywhere.
    • The International Arcade Museum – A giant database of games that you can help with! Also contains huge archives of past relevant magazines and more. They even hope to build a physical museum someday!
    • Video Game History Museum – A video game history museum that covers a wide variety of subjects, histories, games, and focuses

 

  • Steven Savage

A Way With Worlds: God, Darwin, History

Easter Island Head Sculpture

Many, many years ago, I noticed American politics often boiled down to blaming things on God, Darwin, Or History. Later it came to me that, in some ways, worldbuilders did this as well.

These are three crutches we use rather poorly in our worldbuilding. Three excuses that let us hand-wave good worldbuilding and thinking, and shovel torpes in. We may not even realize we do it.

(Though if you think about it you’re probably being a bit lazy. It’s OK, everyone is now and then.)

Let’s look at how these excuses get us lazy – and make poor worldbuilding.

God

The Devil is in the Details, but it seems God (and any supernatural element really) is really great for rewriting the details for no good reasons . Supernatural and religious elements in our worlds often lead us to some pretty poor choices.

“Because I Believe”: Perhaps the worst form of abuse is when people shoehorn in their own religious beliefs without repercussion or worldbuilding. Yes, religious fiction is oft infamous for this, but it happens outside of that sphere – and in religious fiction that’s kind of the point. Your beliefs may be so close to you you don’t know you’re doing it – until you realize you’ve stopped building your world and started dropping the theology without thinking if it fits.

“It’s magic, what more do you want?”: “It’s magic” can be a descriptive term, or it can be an accurate description of how poorly a setting is made – you’re just yelling “it’s magic” as an anwser. The supernatural is not an excuse to not design your world – it’s something you have to design. Otherwise it’s just a reason to write what you want.

“Unload The Truckload Of Tropes”: It’s also easy to write God, demons, whatever by simply dumping in pop culture concepts and walking away. They’re expected, either due to the beliefs of the audience or due to tropes being so common. Of course that means that you’re not building – you’ve made your setting a landfill of the gods.

As a worldbuilder God, the supernatural, whatever, is not an excuse to avoid worldbuilding. It is a reason to work harder since you have more to do – and more to avoid.

Deus Ex Machina – the God out of the Machine – was a description of the method of using mechanical contrivance in plays to materialize a god (and possibly wrap up inconvenient elements). The somewhat derogatory use of the term obviously came about because some playwrights overdid it – don’t follow in their footsteps.

Suggestion: Review your religious and supernatural elements more closely to be aware of what you’re doing. Maybe you are writing religious fiction, so get it right. Maybe you need tho think out a magic system more.

Darwin

If we’re not blaming things on God, it seems CHarles Darwin is the next up in the excuse parade. Now as much as evolution is scientific and studied and real, it’s still used as an excuse and might as well be magic.

These are the plays Darwin becomes an excuse for us to stop worldbuilding.

“That’s Just Evolution!”: “Well that’s how they evolved,” and throwing out one or two world elements is sadly common in worldbuilding. It’s using evolution as a device where you feed one or two scientific facts into and you hope it pops out an explanation that people believe. And they may – until they realize, say “this world had tall trees so everyone evolved elastic limbs” is really very lame and misses more realistic complexities.

“Cruel To Be Crueler”: Also common is the idea that you can say “survival of the fittest” and then explain away anything from moral to evolutionary issues. “Survival of the fittest” (never coined by Darwin) is a simplistic summary of evolution that misses the complexity of development. Really this is usually just an excuse for cruelty or violence.

I also found that the Darwin excuse of worldbuilding, just throwing out a few things and blaming evolution, leads to stereotyping of races. “Oh, this race is violent as their planet was harsh” turns the race into a stereotype, and I’ve already covered that quite enough thank you!

Suggestion: Study up on your science if evolution is an important part of your world. Not only does it make you a better and more accurate writer, it gives you IDEAS.

History

I love history. I love learning. I am all for reading history and watching documentaries to help with worldbuilding.  You can research times and people and places and events to get ideas for your world. I recommend it.

(running documentaries and such while I do other things is a favorite way to get history by osmosis. Rick Steeb’s travelogues were an influence on my writing at one point).

Except . . . history can be misused and becomes an excuse. Here’s cases to avoid.

“Just like it really happened”: Look, yes, it may be tempted to duplicate a previous event totally, but it’s got problems. First, it may be obvious and people will notice.  Secondly you’ll probably do it wrong unless you’re an expert and people will notice. Don’t copy and paste history, it’s easy to screw up and takes people out of your worldsetting if it’s not really well done.

(Note if you’re writing historical fiction, go for it.)

“This is just like X”: When you directly lift part of history and drop it into your world then it stands out like a sore thumb. History isn’t something you can transplant seamlessly, and if you’re just taking an idea here or there your world will seem patchwork.

“But this happened”: One fo the final “sins” of misusing history is to use a historical event as an excuse in your worldbuilding. “Because X happened in the real world, Y happened in mine.” This might be true, there might be parallels – but if all you have is a parallel with no underlying reason, that’s all you have. You should explain the similar occurrence in your world with more than a footnote – otherwise it’s just dropped in there.

History is a great tool for worldbuilding, but I recommend using it as a learning tool and a tool for ideas. Learn about cause and effect, find examples, find parallels. Just be careful about transplanting huge chunks – or excising your actions.

I also note that if you use history, remember you may get it WRONG. YOu may not understand as much as you think you do.

And your readers or players will see it.

Suggestion: When you read a history book or watch documentary, pick some things out of your usual comfort zones. It helsp shake up your imagination, broadens you, and keeps you from settling in too comfortably. You’ll also get ideas.

Learn But Watch

So go ahead, learn from theology, science, history. Just don’t drop whole chunks of poorly-understood ideas into your worlds. Don’t use them as excuses not to build more of a world.

Because people will realize it.

And I may need to write another column on it.

Respectfully,

– Steven Savage
http://www.musehack.com/
http://www.informotron.com/
http://www.seventhsanctum.com/