Wind's Howling
Member
As if GAF is the only gaming forum on the internet.
As if I am going to check his posts on other forums.
As if GAF is the only gaming forum on the internet.
Pretty funny coming into this thread after reading the OT.
Sounds like you're discussing different games.
Haven't played it yet myself.
Watched giant bomb's 2 hour quick look. Some parts seem neat but I don't think there is enough to the game to keep me engaged.
If there's even a tiny fraction of an explorer inside your body you should definitely just try this
But I think as long as you're in it for the space tourism, then it seems like a wonderful game from that perspective.
The only relevant aspect is the divide between a small game built around some tech, and expectations of players about that tech.
What is disappointing for Jim Sterling and for most people is not "No Man's Sky", it's what "random generation" can do for you.
There are no magic tricks, nor amazing, endless gameplay that can be produced by a simple algorithm.
Is it a 15 people team? Okay, then it delivers a world that has a depth that can be made by 15 people. You cannot magically expand it to some juggernaut.
The bottom line: a randomly generated world takes just as long to make as an handcrafted one. It has the exact same work-hours to fun ratio. So if you make a really huge game it's only consequent that the good things in that huge world are spread out very thinly.
Re jims impresions
Sounds like NMS is a concept that had to be turned into a AAA video game by employing a "laid back" crafting and inventory managment skinner box.
You see, this is the problem I have with the game; Exploring has nothing to do with how many planets you are able to generate with an algorithm.
Anyone else feeling very limited in what you can do? The run/walk speed is so slow and you have like 4 seconds of stamina. It makes exploring not very fun. And then each time you take off in your ship it uses 25% of the fuel.
There's just been a LOT of walking around looking for those fucking isotope flowers, especially when I had to make a warp core.
It's not shit, it's just more or less another survival/crafting game in a universe that feels like cardboard.
The PS4 reactions (crashing and especially FOV) are very worrying. I could barely play the Witness for 5 minutes before getting a headache and I suspect this will be even worse.
This game is not going to be for everyone and even Sean acknowledges this.
We will see mixed scores across the board. People who will love or hate it.
If there's even a tiny fraction of an explorer inside your body you should definitely just try this. No reason to judge it based on reviews. Try and rent it and see if you will like it.
The gameplay videos show exactly what you can expect with a few surprises here and there. If you stay realistic you will probably enjoy it.
They are adding in FOV options. (read that in Sean's AMA over on reddit)
It's a hugely impressive feat for a 15 man team to develop a game of this scale.
I don't think Sony expected gameplay to come from a procedurally generated algorithm.
I read the US Gamer review and the gameplay is kind of what I expected ever since that first showing. That its mostly resource collecting and crafting in the early game and its a little shallow.
That's the problem I had with the game the whole time from all the previews. The core of the technology, the procedural generation of the galaxy is the exciting part, but the gameplay loops seem like barriers to progress. It just feels like the game forces the player to collect 500 of these minerals for crafting before being able to build an upgrade part to jump to the next planet or system.
But I think as long as you're in it for the space tourism, then it seems like a wonderful game from that perspective.
Also Kat Bailey is not exactly the best person to review this type of game, no disrespect to her, I think she emphasizes interesting game mechanics, and i'm not sure this game values that over its galaxy generation aspects.
People expect something different.
But the game has a very small "scale". That's why people say it's "overhyped". People expect something different.
Nope, it's players who expect that and feel let down.
There's good use of randomly generated content and stupid use. This game appears to use the second kind.
What's the difference between "good" and "stupid" version of this random generation application?
It's pretty easy to explain: good use makes gameplay DEPEND on the environment. It means that a different environment requires a different strategy from the player. You don't go always through the same moves, because every time the environment changes it requires an adapted strategy. You start in a different environment? Then what you do dynamically changes, you have to make new plans.
What's the stupid use? When you just add cosmetic variations. Make this rock of a different shape, of a different color, but you shoot at it to produce the exact same resource. This planed has a bluish palette, the previous one a greenish one, but the means of interacting with them is essentially the same.
The stuff you find in No Man Sky appears to be interchangeable. It looks different, but functionally it plays the same role.
This is the "stupid" use of random generation.
But the game has a very small "scale". That's why people say it's "overhyped". People expect something different.
Nope, it's players who expect that and feel let down.
There's good use of randomly generated content and stupid use. This game appears to use the second kind.
What's the difference between "good" and "stupid" version of this random generation application?
It's pretty easy to explain: good use makes gameplay DEPEND on the environment. It means that a different environment requires a different strategy from the player. You don't go always through the same moves, because every time the environment changes it requires an adapted strategy. You start in a different environment? Then what you do dynamically changes, you have to make new plans.
What's the stupid use? When you just add cosmetic variations. Make this rock of a different shape, of a different color, but you shoot at it to produce the exact same resource. This planed has a bluish palette, the previous one a greenish one, but the means of interacting with them is essentially the same.
The stuff you find in No Man Sky appears to be interchangeable. It looks different, but functionally it plays the same role.
This is the "stupid" use of random generation. Where the blocks look always different, but always retain the same function.
Watched giant bomb's 2 hour quick look. Some parts seem neat but I don't think there is enough to the game to keep me engaged.
It is not random, it is procedurally generated. But please do continue your diatribe on stupidity.
Dang.
That's what I don't understand, it was pretty obvious from all their previews that walk/run was not fast enough to make the game fun (tolerable?). And it doesn't make sense there isn't some sort of all purpose vehicle you can drive around to make exploring easier. They could just make it so that all spaceships purchased include some sort of ATV in the boot.
I hope he/she wasn't serious..His whole post defines stupidity pretty well on its own![]()
The price hasn't hurt it all actually..Jimsterling's video...pretty much confirmed what I expected the game to be.
The price will hurt the overall opinions, but there really doesn't seem to be much to chew on in NMS at all. Animal Lego.
I don't understand the overhype issue either. What has Sony done to overhype it? Show more trailers?
Here's the first time I switched planets. Holy hell, the rush!
https://www.youtube.com/watch?v=jdxh1TUPWaA
The PS4 reactions (crashing and especially FOV) are very worrying. I could barely play the Witness for 5 minutes before getting a headache and I suspect this will be even worse.
That's the point I'm trying to make, but people are too stubborn to understand it.
The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.
Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.
That's the point I'm trying to make, but people are too stubborn to understand it.
The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.
Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.
That's the point I'm trying to make, but people are too stubborn to understand it.
The overhype isn't a "fault" of Sony, or the dev team, or the players. The overhype is the result of expectations embedded within the "procedural generation" tech.
Every game that relies heavily on procedural generation ends up with similar overhype. Before this one Spore went exactly through the same pattern.
Wasn't stated whether that was just for PC or PS4 as well.
His whole post defines stupidity pretty well on its own![]()
People are getting hung up about about the difference of "randomly generated" and "procedurally generated".
Procedurally generated is deterministic with algorithm(s), you can seed it and if you put in the same seed (assuming core algorithm remains the same), it'll output the same procedural generation.
However, procedural generation does have randomisation in it - it's a core aspect of it, you have weights that you put into the algorithm, a lot of these weights are randomised values too, or "static" values that feed into something else that uses it to produce a randomised value, etc, if you use things like perlin noise that's random... but when you combine mathematics in certain ways, you can use it for specific results you want. For example, a common way to generate heightmaps for procedural planets is through perlin noise, it's a very old, very easy trick (no idea if NMS does it), but that alone will not help you create something that is enjoyable. It's just a randomised heightmap, now you have algorithms that use the randomised values from that and "join" them together appropriately, creating rivers, creating overhangs, canyons, etc. Some people just say everything below 0.3 or whatever in the noise is "water" but it doesn't look good, you need procecural generation to turn that randomisation into something more coherent (i.e noise won't create you overhangs by itself for example, you need to have algorithms to scalp the landscape from the noise better for that).
My point is, at the end of the day randomisation is a core part of it, you just take the randomised values and do something more intricate with them and connect them in interesting ways.