No Man’s Sky: Procedural Gaming and Procedural Materials

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

As I wait for No Man’s Sky (if I disappear for a week in June, you know why), I’ve been analyzing the game, what it means, and what it tells us about procedural entertainment. Today I’d like to focus on crafting.

I love crafting. I enjoyed the Atelier series of games, finding new alchemical potions. I love Starbound‘s crafting (OK, maybe I’ll vanish in July too). You can guess that Minecraft was a revelation. This all goes back to Demon’s Winter, a vastly underrated DOS game that let you build magic items.

With No Man’s Sky, the huge emphasis on crafting has me intrigued. The thrill of finding elements, the joy of a discovered blueprint, the fun of creating the right components. I love the challenge of building the ideal loadout, and NMS is going to give me that and all of the exploration and resource collecting. I’m looking forward to it.

I will be the guy staying on one crap planet for hours because of a wealth of ruins filled with schematics. Trust me.

No Man’s Sky provides a mixture of real and made-up elements, a nice nod to both recognizability and to the proper sci-fi feel. But as I’ve watched the game, I’ve come to realize there’s another, missed opportunity that other games should take up.

Procedural elements.

Imagine a game like NMS (or NMS II, which again I feel is possible) that has procedural elements. The joy of discovery is not just felt on finding a new world or a new blueprint, a strange crystal or interesting rock formation could hold an element no one else has seen. There could be elements even the creators hadn’t foreseen, out there, lurking.

Sci-Fi and fantasy is often about strange and unusual materials. Let’s see more of that in games.

Of course to make them useful and understandable, procedural elements would need to be handled in certain ways. here’s my thoughts on it:

Where They Fit

Procedural elements would have to work into an existing crafting structure. The elements have to have some recognizable use despite their procedural nature. This would likely mean:

  • The crafting structure recognizes general classes of elements (builds weapons, catalyst, etc) and procedural elements fit a general class but have unique cases. “Iron” is the same all over, but that procedural deposit of “Dekelite” has unique traits, thought both can be used to build weapons.
  • Thecrafting structure recognizes specific elements, and procedural elements can “substitute” for regular ones and bring certain benefits. Thus “Chromatic Polytanium” may substitute for “Copper,” but any scanning device built with it has extra bonuses.
  • Items that are used to power/supply other items may provide unique bonuses. A unique element that provides energy may, perhaps, deliver double the fuel value of a common one.

Unique Traits

It’d be pretty easy to make procedural elements that seem very samey, so work would have to be done to vary them. The need for variance would depend on how often they’d be encountered, of course (more on that later). But traits may vary along such areas as:

  • Specific use.
  • Elements they substitute/are used for.
  • Bonuses and combinations of bonuses.
  • Disadvantages and tradeoffs.
  • Additional effects (perhaps if you make a potion with this element it always confers invisibility)
  • Physical traits (even different colors or weights).

A game that uses procedural elements should have enough variances that they’re actually interesting, unique, ad surprising. Otherwise it might not be worth implementing.

But done right it could be amazing. Imagine traipsing through a fantasy forest to discover a rare gem deposit whose naturally holy traits repel demons and confer charisma. Imagine exploring a distant world to find a fuel source that boosts your hyperdrive beyond capacity – but will wear down your spaceship.  Each finding is something unique, wondrous.

When You Can, Add Story

I’ve written about the need for procedural games to have pproceduralhistory. Same goes for procedural elements – I can’t say it’s required, but having “more” to the elements than a name and trait may be neat.

Maybe a procedural element in a fantasy game exists because a certain area is irradiated with magic. A procedural element in a SF game may have unusual energy properties because it was formed on a planet near the sun. Add something tomake the elements meaningful.

Or at least give us some flavor text for fun. Something to help us build our own story.

Oh and make sure the names are appropriate. I’d much rather find Chromatic Steel with it’s ability to make swords tht dazzle with rainbow light than a similar element called Furbonanium. Only use nonsense if it fits.

Don’t Overdo it

Finally, unless procedural elements are a theme of the game (and it may be), don’t overdo them. If you want these elements to stand out, then they have to stand out.

In any game of reasonable gameplay (20-40 hours) odds should be that only 1 or 2 procedural elements are found unless that’s a core part of the game. An element like this should be fascinating, amazng, perhaps game-changing – and overdoing it reduces the wonder.

That moment you find that rare deposit should be one you remember for the rest of the game.

So that’s my take on where NMS’ offspring should go – and a lesson we can learn from the current development of NMS. If a game focuses on the wonder of discovery and crafting, why not surprise your audience with procedural elements. Give people that unique experience that is personal – and perhaps theirs and theirs alone.

 

– Steve

Job Skills For The Future – Another Language

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

As you’ve been following along, I’m discussing what job skills are important in the future. Having covered culture knowledge, let’s lay down the hard truth about the future.

Knowing another language is going to be more important for future careers It’s becoming more important now.

Let’s take a look at the current state of things:

  • In Silicon Valley I see calls for specifically Bi-lingual jobs, with hints of it elsewhere in the US. My friends who have skills beyond English – be they professional or not – are at a distinct advantage here (and elsewhere to judge by the assorted recruiter emails).
  • If you’re in any international business, have any international customers, or just work in certain locations, speaking additional languages can help.  If nothing else you might not speak someone else’s language, but you might have a second language in common.
  • Company buyouts, acquisitions, new partnerships inevitably require you to deal with people from around the world. New vendors may not be n your state, your country, or your continent. All my previous writing on the importance of Vendor Management and Culture Knowledge being important in the future? Now you see where Language skills make those abilities even more powerful.

By the way, there’s no equivalent of the Star Trek Universal Translator yet.  I’m not holding my breath.

Right now having a language other than English is a big advantage, if not just a requirement. None of the trends above seem to be reversing, so it’s going to become more and more of an advantage – and a requirement.

My prediction is that knowing another language outside of English, with at least basic fluency, is going to be a major job skill for the future. It will give you a very big edge over others, and for more jobs it will either be required, or be something you expect to get.

I don’t see any hope of this trend reversing. If you’re young and/or have time to learn a new language, you can gain quite an advantage in the future.

 

– Steve

Civic Diary 5/13/2016

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

And welcome to my weekly examination of how I’m doing in being a better citizen.

For those of you just joining, I was inspired by Anil Dash to find a way to be more regularly civicly engaged.  This is the result – a weekly diary to keep myself accountable and inspire people.

My big focus initially had been A) Following my assorted representatives, B) Following and joining relevant organizations, and C) Making efforts to at least write my representatives on issues, and of course D) Voting.  That was a start.

I’ve been thinking over how there’s two kinds of civic engagement – Strong (highly organized, vertical organizations like political parties, PACs, and political orgs), and Weak (more local, distributed, casual efforts that, like the power of weak links in networking, having profound effects by accumulation).  I did a lot more Weak work but not enough Strong work.

The simple fact of the matter is if you want to be civicly engaged, really make a difference, you have to get involved in some of the organizations out there.  So now I’m wrestling with what’s appropriate for me.  I’m waiting until June or so before I really try to answer this – but i’m leaning towards voter registration drives.

Now my latest findings:

  • First people are awful at talking about politics, and our media doesn’t help – we argue, we snipe, but we don’t engage.  I’d heard about The Little Book of Revolution by David Akadjian and Maiez Mehdi, a guide to talking to people about politics.  I’m reading it now and it’s really thought provoking – I’ll share more later.  Short form is it’s got great advice on engaging people and getting them involved – and it’s very goal-oriented.
  • I’ve started following my local political party (Democrats, natch) and plan to attend a local meeting to get a feel for getting involved politically.  Again just following a group on Twitter reveals a wealth of information.  My default interest, as you may guess, is GOTV.
  • Your local political parties provide a ton of ways to get involved.  Ever sat on a board?  Raised funds?  There’s a lot you can do – though how local (or national) you want to get may affect your options.
  • My local Democratic club had contact info for both Clinton and Sanders supporters, which was pretty cool.
  • I’m seeing the importance of “Weak Links” as well.  Just running events for a club really makes a difference for people.  Organizing people matters perhaps as much as anything else.

So that’s it for now.  Any insights on your end?

Started your civic diary yet?

– Steve