No Man’s Sky: My Concerns

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

With No Man’s Sky (NMS), the giant procedural space game coming out, I am gladly analyzing as A) I game, and B) I love procedural generation. So let’s turn back all my speculation on what could be and focus on what could go wrong.

As much as I am enthused about it, I can see areas where the game could have problems. I’m going to explore these areas, so we can review how right/wrong I was – which should be useful to measure both my predictive abilities and how the NMS team works!

Now to make this more useful, I’m going to rank the chances these things could go wrong as Red (at least 50% chance), Yellow (50-25%) and Green (under 25%).  These are not necessary interest-killers or will make it a bad game – but it would be a problem for enjoying it and experiencing the game.

Now let me get predicting:

High-pressure Survival Grind (Red): NMS is a survival game, but my concern is that the game is going to mix high-pressure survival with tedious grind – you’ll be on the edge of your seat all the time, but the edge is going to feel the same and never end. That’ll get both stressful and boring, and that would be an interest-killer.

Hopscotch (Red): Planets may be procedural and bursting with detail, but I’m also concerned that planets could be clusters of neat stuff separated by not so neat. This means hat exploring a planet is really a game of scanning-and-flying hopscotch that will also turn into a kind of grind. My concern is that this would not be optional but required to really experience the game.

Pacing (Red): You start out with little equipment on a distant world, have to survive, and eventually build your technology and resources.  Sounds standard, but unless the game is carefully designed, you could experience highly erratic pacing – most likely a slow start but a surprisingly fast end if you max out equipment (see below).  I also see potential pacing issues in different worlds and goals making it extremely hard to predict what one has to do to achieve a goal – because of the procedural generation.

Every Planet Different – And The Same (Yellow): I’m pretty confident the planets themselves will vary interesting, but not quite confident every planet will be different enough to warrant interest in exploring it a lot. I could be wrong (which I why this is yellow), and the NMS team seems to want to avoid this, but I can’t shake the concern. It seems like there’s a lot of impressive math, but what I’ve seen suggests some relatively standardized environments and all planets are single-environment. That can get boring – it’ll be new then quickly seem the same.

Stretches Of Boredom (Yellow): I don’t mind a bit of boredom or peace. But one of my concerns about NMS is that it’ll have uncontrollable stretches of boredom, stuck on dull worlds and sectors of space.  Good visuals and environments will alleviate or eliminate this (yes, you spent 30 minutes looking for a mineral but it looks awesome).

Topped Off (Yellow): There’s supposed to be all sorts of ships and blueprints to find, but I’d be concerned the game could have some people max out their equipment and the like too early – loosing challenge and initiative. It’s procedural, so it may be hard to put pacing into the game.  This is part of my larger concern about Pacing (above).

The Hunt (Yellow): Certain items, equipment, minerals may be vital for parts of the game, for equipment – but for some players they may be out of reach (again, due to procedural generation). If it’s not something people can find/buy/substitute for in a reasonable amount of time the game may be frustrating.

Same Old Equipment (Yellow): We get various ships, suits, and Omnitools, but from what I see they’re mostly about premade traits and various plugin spaces. Not sure they’re going to be that interesting after awhile.  Are you going to go that far to get an Omnitool that moves a plugin space to one grid cell further rightward?

It Doesn’t Hold Together (Green): Though I trust Hello Games on the Lore, I’m concerned that it won’t be experienced enough, in enough context, to keep interest. The game may not need a story, but it’s sense of experience requires Lore.  The whole thing could not cohere, have no sense of “there.”

Different, But Not Different Enough (Green): I’m mostly confident Hello Games can deliver varied worlds – but not entirely convinced it’ll be different enough for a whole game.  I’m concerned that past a certain point – say about 70% of the way – things will start looking too much alike.  I’m aware we’ve only seen a limited subset of worlds, but I’m not totally convinced.  Yzheleuz and Phlek do give me some hope.  This is one of my lesser concerns, but if planets aren’t different enough from each other and individual planets are large stretch of “same” (above) it’d get boring fast.

So there’s my concerns, roughly boiling down to:

  • Most concerned about serious pacing/challenge issues
  • Mildly concerned about equipment, resources, and variance on a planet.
  • Slightly concerned about lore coherence and worlds varied enough.

What concerns do you have?

– 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