No Man’s Sky: It Can Be Done

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

One of the concerns I see expressed about No Man’s Sky is that a small team of indie developers like Hello Games just couldn’t do this. I disagree, and in fact think it’s quite likely’ll they’ll succeed.

So you know i’m not wasting your time, I base this theory on:

  • My experience in IT (20+ years).
  • My work as a software project manager (12+ years).
  • My interest in development processes (12+ years).
  • My work in procedural generation (most of my life).
  • My experience as a gamer (most of my life).

So let’s look at the reason I think Hello Games is going to pull this off.

A Focused Game

First of all, no matter how “big” No Man’s Sky seems, if you look at it, it’s an extremely focused piece of development:

  • Exploring large procedural spaces – mostly planets.
  • These spaces have procedural features, including life.
  • Mining and finding resources.
  • Dealing with hostile and non-hostile life.
  • Crafting by combining various resources to change equipment.
  • A focused set of equipment for the characters
  • Interaction with species via various actions, trees, and simple fight/aid mechanics.
  • Space travel.
  • Exchanging of good via trade games.
  • Cataloging findings.
  • All of this is done with a chosen aesthetic.

No Man’s Sky, when you look at it, is somewhere between evolutionary and revolutionary. All the parts have been seen before, its the combination of them that stands out to create a universe.

The game design is very focused – Sean Murray and company have deliberately restrained adding new features.   This means that Murray and Team can pay attention to what they want to deliver exactly. Well-defined features allow for focused development, focused testing, and good delivery. If you know what you want to do, you can deliver it a lot easier.

No Man’s Sky is delivering a very focused experience, which allows for focused development. Speaking of . . .

Focused Initial Development

The first developer on No Man’s Sky was Sean Murray himself, who built the core engine, which he eventually expanded to 4 then 13. This is the way you do core initial development.

Small, tight teams – sometimes an individual – are a great way to start a project. One or a few people, working together (often unmanaged) can deliver a prototype with surprising speed because theyre focusing on getting everything together. They’re not trying to market. They’re not trying to make it run on every machine. They’re not even making the most efficient code. They’re ot havign people constantly try and change things. They don’t have to write patches.

They’re making a start. As one guy I worked with called it – “stick smart guys in a room and feed them pizza.”

This is the kind of arrangement that I’d expect would deliver a decent prototype. It may not be perfect – it may only be a prototype that’s eventually discarded. But it lets you get the basics down.

This is exactly how I’d expect a project like this to start – and be successful. It’s a good core foundation.

Agile Development

So you have a focused plan and a core prototype. How do you polish something like this into a game? It’s procedural, it’s going to have a lot of complexities, and it’s not something you plan easily.

The not-so secret is Agile Development. Basically, tight, integrated development where teams have a large list of goals, but focus on small deliverables that are high priority, deliver quick, and focus on interaction and iteration.

Sean Murray’s team uses classic agile processes. They have a morning meeting, set goals, and do a master build in the evening.  This is all happening in roughly the same space from what I’ve seen in videos, increasing interaction.

Really, what Agile does is acknowledge that planning everything out often fails as you find the flaws to your giant plan as soon as you start. So you set goals and meet them in increments, researching them as needed, and cooperating tightly with your co-workers.  Even if you don’t deliver everything, Agile’s focus on “delivering stuff that works” means you usually get enough – or more than enough – done to meet your goals.

In short, the team at Hello Games is using the exact kind of software processes that would lead to success.

Plenty Of Resources

A team of 13 or so people may seem small, but gaming (and indeed any software development) has a number of resources to call upon.

  • There are services out there to do development or provide code. You can outsource pretty easily if needed. Not sure if the team does it, but it’s an option. There’s a lot of games made by a “team” that really involve many outsourced teams.
  • There are a huge amount of libraries, graphic tools, code engines, and more for development teams to use. You can bet that these have been used by the No Man’s Sky team – just like any other development project.  Few pieces of software are created from scratch in their entirely – and you can bet a lot of media resources aren’t.
  • There’s already lots of procedural games and algorithms and theories, from past Roguelikes to the Superformula. There’s a lot of examples to be used or to at least show what is possible.
  • People network.  You can bet the folks behind NMS were asking friends, fellow coders, and other connections for advice.

In short, there’s all the resources out there the team may need to make NMS a reality – resources other games have leveraged.  In fact . . .

Public Accountability

The NMS team, despite the game’s hype, is remarkably modest.  Sean Murray seems affable and humble.  The game is getting played up, but Hello Games isn’t bragging or strutting around.  It’s refreshing.

At the same time, the NMS team has been very clear about the game and game goals and what it does.  Though there’s occasional assumptions by gamers about the game, it’s easy to find the team being very clear on what they’re doing.

They’re being publicly accountable.  They’re saying what the game is – and if they screw up, it’ll be very obvious.

Frankly, I don’t think anyone does something like this and delivers anything less.

The Conclusion

NMS has focused goals, started right, uses the right management techniques, has resource to call on, and Hello Games has been clear on what they’re doing in a way that holds them accountable.

Me, despite some concerns about the game that I’ve stated, I think Hello Games is going to deliver.
– Steve

Civic Diary 5/20/2016

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

Hello everyone, welcome to my weekly look at my attempts to be more civicly engaged.

And . . . not a lot has happened.

One job ended last week, a new job began this week, and I’ve got some vacation coming up. I’ve had a lot on my mind obviously.

Which is probably a good lesson in this entire quest to be more civicly engaged – it’s not a simple, linear process. You will get interrupted. You will need to take a break. You will have Other Stuff To Do.

I confess to some pangs of guilt as I’m busy working on this, and it’s opened up a whole new world to me – but also I realize that’s the way it is. The desire to do this is real, and it won’t go away just because I’m spending a week getting a new job.  Or anything else.

I think that’s one of the most important things of being civcly engaged is that it has to come from a “real” place. A desire for change. A desire to connect. A desire to find out what you should and can do. But you can’t fake it or do it out of guilt, it’ll be false and exhausting.

A lot of really civicly active people I see are passionate. They’re for real. This is part of what they live and breathe – and when you try to do this as well that’s what you’re evolving towards.

However I do have a few findings.

  • Still planning to attend a local political meeting in June to understand how I can get involved in GOTV. That’s gonna be a big step for me.
  • I like the place I live, and I figure next year I’ll give a look at being on a city board. I’m being realistic here as I have a lot on my plate – three books and then some. I also want to learn more about it, but the idea calls to me.
  • By following the news more I’m realizing how much does not get said. Did you realize the guy’s behind Ben and Jerry’s have been involved in protests supporting better voting rights?  They’re part of Democracy Awakening. That they got a arrested at a protest? That they’re releasing an ice cream in celebration of it? Exactly, you didn’t hear about it.  The news is not always what you think.
  • I’ve become far more aware of how ideas, often insane ones, spread throughout political consciousness. If you told me a few months ago people would be freaking out about transsexuals in bathrooms, I’d figure it’d be confined to some religious group or a single state.
  • That guide to activism I’m reading, The Little Book of Revolution, is very helpful, and I thoroughly recommend it – even as I’m still finishing it. I’m going to have to reread it a second time to develop more of a plan, but it’s fantastic.
  • By now my reviews of political news and activism ideas is pretty regular. That always keeps “tweaking” me to move forward – it’s building structure on top of the passion.
  • As people continue to rail against the political establishment – mostly Trump supporters but also some Sanders supporters – it’s clear a lot of people don’t get that an establishment gets things done. Organization is how things happen, and if you don’t like the establishment your choices are to influence, take over, or replace.
  • As much as I support protest, that’s only part of it. Protest can inspire, it can disrupt, it can influence, it can get people to organize. But it seems people value protest for protest’s sake (mostly angry screaming) and that’s even counterproductive.

I suspect I’m not going to be having a lot of deep civil insights the next week or two. But I’m going to keep posting these.

I think I like this as I’m doing this publicly to hold myself accountable. If I screw up, I screw up in front of the world (well, on a blog and anywhere from 30-150 readers). It’s nicely sobering.

Besides, the choices I make do affect the world.

– Steve

Job Skills For The Future – Scheduling

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

So as I explore Job Skills you’ll need in the future, as the Geek Job Guru that I am, let’s talk about one no one thinks about and everyone is usually awful at.

Scheduling.

No, REALLY.

Let’s be honest right now basic scheduling of meeting, events, software launches, etc. is almost always an excruciating experience.  Why? Most people are terrible at it.  Recently I got to talk to someone who had been quadruple booked for a meeting, which I think wins him some kind of award.

So right now people are really bad at scheduling.  They don’t plan, they don’t think, they don’t check the responses.  They don’t think about launching software before a weekend.   Yes I’m bitter.

So being good at scheduling and planning events sounds like a job skill that everyone bloody well needs now.  And they do.  Trust me.

But now I want you to add what we’ve talked about previously, about working with people in other cultures and time zones and so on.  Scheduling becomes even more important in the future – says the guy who often works with India teams.

Now I want you to imagine critical technologies becoming more and more intertwined, where every software launch has more far-reaching effect every release.

I want you to imagine publicity issues of launching a book just an hour ahead or behind in this wired world.  Now ask how that’ll change.

Good scheduling is definitely a skill people could use more of now, but one that is going to be far, far more vital in the future.  But I’d also take now, thanks very much.

I think this is important enough that scheduling and planning as a basic skillset is something talented people will actually need to call out in resumes.  Note it among your planning skills, or your software launch skills, or your media release skills – but note it.

As for getting better at it, I’d recommend this:

  • Just general awareness will go far.  Take some time to watch how you schedule and plan.
  • A basic project management or planning guide or class will work wonders. Pick up a book, take a class if you can.  Get some knowledge yu can use.
  • If your company or team is bad at it, schedule (ha) a meeting to discuss how it can be done better.  You’ll learn more and you’ll look good taking initiative.

I can’t emphasize how much people need this skill now, and how important it’s going to get over time.  Remember, I belong to a profession, Project Management, that just exists to coordinate things – we exist for a reason.

Your Scheduling skills have good reason to exist too.

– Steve