I can't get excited for this... I just see bullshit.
180000000000000000000000000000000000000000 planets!!! LOL... wtf it's jsut random generation with presets.
As far as pure exploration/relaxation goes, I love Fuel and occasionally just drive around for some time. Love this game... SO I still should be interested in NMS.. we will see soon I guess
3080, ps5, lg oled
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
Or Elite back in the 1980's I suppose, cruder or well simpler generation algorithm but still about the same, procedural generated content via some bits of code resulting in a "universe" although what worked back then well these days it's probably not the most fun to explore depending on how complex said algorithm is and how buggy or broken some generated planets can be, they can't really test them all with that many different ones I guess.
(Then again even a singular solar system with a dozen or so planets would take ages to hand craft in any real detail if you don't make them super tiny let alone all the art assets and such required to make them unique and different.)
And what's with "18 quintillion planets" ?Who the fuck needs that many?To do exactly what?
On paper its cool, i mean you will feel like an actual explorer that lands on something that probably no one else has seen, so it will feel unique to you in a way that is not similar to something which is handcrafted and not something of chance. But in reality those planets will be pretty similar i think, the same ideas, just with new graphics. Some might be more populated than others, some planets will be friendlier than others, so pretty meh..
Futurama would be a good inspiration for a game like this. You go to different planets to deliver stuff, can be shady business or legal, you can take a peek inside the package and risk getting into trouble for doing so.. Sometimes you might have to land on a planet because you need to fix something on your ship, that would be the more unlinear side of the game. I could write a book of ideas for such a game
The problem is that generated content needs a lot of clever coding to keep interesting. What makes games fun, is unique and unexpected encounters that are memorable and generically coded stuff tends to lack this.
It reminds me of Spore where the monsters were randomly generated too but I couldn't for the life of my remember how a single race looked like. On the other hand, I can remember in detail how many races of many games looked like because they were amazingly designed. You can't bypass the human's creative ability by letting a computer pick from a dozen settings to make up a random situation. It's a cheap and fake way to add content and all it does, is create a sense of futility because a game that is endless, starts feeling pointless VERY quickly.
I guess it will be interesting for a good few hours, maybe more than that if you enjoy space games and the explore/upgrade cycle without it becoming too much of a grind. Very curious to see if their years of effort on this one work out or if it fails BIG.
Coming on 9th August offiially - maybe too optimistic to hope for a scene release a week earlier than that, but I'm hopeful of somewhere around then
it's on GOG, should be rls'd the same minute as the game
Not sure maybe it must connect to a server or something to play.
Been wanting to say this for a while
Pretty sure we'll have to log in even to play offline.
From what I've read, you only need to be logged in if you want to be able to upload details of new planets/creatures to the server database - the game will still work on an offline basis. It sounds cool being able to name planets/creatures in that way, but I can live without it because let's face it, after we see 'n' number of variations on a theme I suspect the novelty will soon wear off. Especially given the (to all intents and purposes) infinite number of these
If I really love the game I might look out for the PS4 disc version 2nd hand - suspect a load of PS4 gamers will buy and trade-in very rapidly bearing in mind the type of game it is.
Game is going to be shite. No question. I feel sorry for the devs a bit, but surely some of them must have asked 'so, we have this awesome procedural universe. What we putting it it?', to be met with silence and 'that' look from the seniors.
When are developers going to understand that Mine craft is passe now, and we already have Space Engineers and Elite Dangerous, and that yet another space survival game is no longer cool?
PC gaming is just dying a slow, wheezy death.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Pretty much, been feeling like buying a 1080, but then realizing that there isn't really that much I want to play. Whats the point of buying a super expensive gpu just to enjoy 1-2 games a year.
Unfortunately, the way the world is, all publishers care about is bottom line profit. Publishers go by very few rules when it comes to games these days:
* It MUST have pretty graphics (at least for demos and screenshots - performance is unimportant)
* It MUST be relatively easy to play - no complex rules or controls.
* It MUST have DLC available from day one.
* It MUST have content held back for future 'expansions' or 'DLC'.
* It MUST be as good on console as it is on PC. Parity is key.
* Exclusivity is priority. IF it can be, it will be.
* Complicated pre-order packages are important. Customers must feel like they;re missing out if the buy the cheapest package. Customers must also not be able to get everything in one package - miss some stuff out on all top packages and introduce them as paid DLC later on.
Nothing else is important. Sure, some slip the net; usually established series' like Uncharted, although lets face it, it is very linear, and easy to play.
Gameplay, plot, depth... none of this matters to AAA publishers. Features such as these take too long, and they want to be working on the sequel the moment they know they've sold enough to justify it.
Innovation is not acceptable unless it doesn't complicate the game.
The sad thing is, with very few exceptions, that is how the gaming industry has been for almost a decade. VR might shuffle things up a little, but I'm betting that there won't be a AAA game specifically for VR for at least 2 years, and I also bet it will only be a version of an existing IP.
Even indie groups are starting to act like top publishers. Unity and Lumberyard is giving small groups the opportunity to write great games, yet is being squandered due to the lure of making money quickly. Steam, while a boon for devs, is also a bit of a honeytrap - taking a huge wad of the game profits means that developers want to get as much cash as they can as quickly as possible. When a game is as hyped up as NMS is, you KNOW it is going to sell quite well. Steam will promote the fuck out of it, and it will sell hundreds of thousands of copies. Everyone makes good money, the game will be forgotten about in a few months from now and everyone except the customer is happy.
Maybe if Valve imposed a 2 year delay before a game can be sold AFTER being greenlit, then devs would work on adding quality to a game... but that'll never happen.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Definitely all true Kaltern..
To be honest though I was half expecting the post to end with the "..that's why you must support innovative publisher-free projects such as *inserts Star Armada KS link*"
Unfortunately, the way the world is, all publishers care about is bottom line profit. Publishers go by very few rules when it comes to games these days:
* It MUST have pretty graphics (at least for demos and screenshots - performance is unimportant)
* It MUST be relatively easy to play - no complex rules or controls.
* It MUST have DLC available from day one.
* It MUST have content held back for future 'expansions' or 'DLC'.
* It MUST be as good on console as it is on PC. Parity is key.
* Exclusivity is priority. IF it can be, it will be.
* Complicated pre-order packages are important. Customers must feel like they;re missing out if the buy the cheapest package. Customers must also not be able to get everything in one package - miss some stuff out on all top packages and introduce them as paid DLC later on.
Nothing else is important. Sure, some slip the net; usually established series' like Uncharted, although lets face it, it is very linear, and easy to play.
Gameplay, plot, depth... none of this matters to AAA publishers. Features such as these take too long, and they want to be working on the sequel the moment they know they've sold enough to justify it.
Innovation is not acceptable unless it doesn't complicate the game.
The sad thing is, with very few exceptions, that is how the gaming industry has been for almost a decade. VR might shuffle things up a little, but I'm betting that there won't be a AAA game specifically for VR for at least 2 years, and I also bet it will only be a version of an existing IP.
Even indie groups are starting to act like top publishers. Unity and Lumberyard is giving small groups the opportunity to write great games, yet is being squandered due to the lure of making money quickly. Steam, while a boon for devs, is also a bit of a honeytrap - taking a huge wad of the game profits means that developers want to get as much cash as they can as quickly as possible. When a game is as hyped up as NMS is, you KNOW it is going to sell quite well. Steam will promote the fuck out of it, and it will sell hundreds of thousands of copies. Everyone makes good money, the game will be forgotten about in a few months from now and everyone except the customer is happy.
Maybe if Valve imposed a 2 year delay before a game can be sold AFTER being greenlit, then devs would work on adding quality to a game... but that'll never happen.
I fail to see how this is different than before. There's just more games coming out, with a few of them good while the rest shit. Nothing new really. I cannot remember any gold age where devs/publishers were saints and all the games were polished.
Unfortunately, the way the world is, all publishers care about is bottom line profit. Publishers go by very few rules when it comes to games these days:
* It MUST have pretty graphics (at least for demos and screenshots - performance is unimportant)
* It MUST be relatively easy to play - no complex rules or controls.
* It MUST have DLC available from day one.
* It MUST have content held back for future 'expansions' or 'DLC'.
* It MUST be as good on console as it is on PC. Parity is key.
* Exclusivity is priority. IF it can be, it will be.
* Complicated pre-order packages are important. Customers must feel like they;re missing out if the buy the cheapest package. Customers must also not be able to get everything in one package - miss some stuff out on all top packages and introduce them as paid DLC later on.
Nothing else is important. Sure, some slip the net; usually established series' like Uncharted, although lets face it, it is very linear, and easy to play.
Gameplay, plot, depth... none of this matters to AAA publishers. Features such as these take too long, and they want to be working on the sequel the moment they know they've sold enough to justify it.
Innovation is not acceptable unless it doesn't complicate the game.
The sad thing is, with very few exceptions, that is how the gaming industry has been for almost a decade. VR might shuffle things up a little, but I'm betting that there won't be a AAA game specifically for VR for at least 2 years, and I also bet it will only be a version of an existing IP.
Even indie groups are starting to act like top publishers. Unity and Lumberyard is giving small groups the opportunity to write great games, yet is being squandered due to the lure of making money quickly. Steam, while a boon for devs, is also a bit of a honeytrap - taking a huge wad of the game profits means that developers want to get as much cash as they can as quickly as possible. When a game is as hyped up as NMS is, you KNOW it is going to sell quite well. Steam will promote the fuck out of it, and it will sell hundreds of thousands of copies. Everyone makes good money, the game will be forgotten about in a few months from now and everyone except the customer is happy.
Maybe if Valve imposed a 2 year delay before a game can be sold AFTER being greenlit, then devs would work on adding quality to a game... but that'll never happen.
I fail to see how this is different than before. There's just more games coming out, with a few of them good while the rest shit. Nothing new really. I cannot remember any gold age where devs/publishers were saints and all the games were polished.
Yeah it was always like this, Dude is just getting older and starts to notice it now (Nostalgia plays a role as well the past always looks better compared the present the older we get) happens to all of us at some point.
Dutch Company Claims No Man's Sky Uses Its 'Superformula' Without Permission Dutch company Genicap says it owns the license on No Man's Sky's 'Superformula'.
Quote:
A Dutch company is claiming Hello Games is using its 'superformula' without permission in the developer's upcoming game, No Man's Sky.
The Dutch Telegraph (as picked up by NeoGaf and confirmed with Google Translate) reports that Tilburg-based company Genicap owns the 'superformula' Hello Games is using to generate the billions of planets in No Man's Sky. The kicker? Hello Games reportedly doesn't have a license to use it.
“We haven't provided a license to Hello Games,” Genicap's Jeroen Sparrow told the publication. "We certainly don't want to stop the launch, but if the formula is used we'll need to have a talk.”
According to Sparrow, Genicap has reached out to Hello Games multiple times without response.
This isn't the first time a 'superformula' has been mentioned in association with No Man's Sky. In an interview with The New Yorker last year, Hello Games' Sean Murray openly said that an equation, published in 2003 by Belgian plant geneticist Johan Gielis, was the key to unlocking the unique procedural generation in the game. Gielis called this equation his 'superformula', a term which Murray adopted.
However, as noted by a NeoGaf sleuth, Gielis is the Chief Research Officer at Genicap - which you can see on its 'About Us page - and has owned a patent on the formula since 2000.
...
This isn't the first time a 'superformula' has been mentioned in association with No Man's Sky. In an interview with The New Yorker last year, Hello Games' Sean Murray openly said that an equation, published in 2003 by Belgian plant geneticist Johan Gielis, was the key to unlocking the unique procedural generation in the game. Gielis called this equation his 'superformula', a term which Murray adopted.
However, as noted by a NeoGaf sleuth, Gielis is the Chief Research Officer at Genicap - which you can see on its 'About Us page - and has owned a patent on the formula since 2000.
Whoops, I guess?
Thought it might have been some patent trolling attempt but that last part makes it a bit unlikely and it doesn't help if one of the developers spoke openly about using something like that by that same person, whom had it patented since 16 years back and is part of the company now suing them...
EDIT: Might see a out of court "settlement" though (Hush money or whatever, bribe or call it what you will. )
Yeah it was always like this, Dude is just getting older and starts to notice it now (Nostalgia plays a role as well the past always looks better compared the present the older we get) happens to all of us at some point.
Wiser, please, I'm never getting old
I disagree with the whole nostalgia thing tho. There have been many, many games over the last 20 years which have been superb and stood the test of time. I won't sit here and name them all, but two that immediately spring to mind are Freespace 1 + 2, which in my mind, were epic games with superb story (especially 1) and top notch gameplay with excellent AI (excluding your wingmen - how is it possible to die so much!).
Compared to the space games of today, it's like it never existed.
People find today's CoD games very boring and just another reskin. But doesn't that say the original CoD games were really very good? Battlefield 4, while good, just wasn't innovative enough to be vastly different from 3, or 2.
The point here, is that publishers are just not trying any more, they don't need to. Games in a series will be milked to the bitter end, to extract as much easy profit as possible. I would love to say I have very high hopes for the next CoD game - but I fear that is just optimism on the back of the travesty of Star Citizen - I bet CoD just plays like the other 5 before it, but with lazors.
The ONLY game I can honestly sit here and say was worth the 'hype' is Witcher 3. It is not without fault, but you can see the amount of effort that has been put into that game to make it the masterpiece it is. Oddly it sold incredibly well. And it had no DRM. Yet even this game was still subject to 'parity', which still covers it with a cloud of could-have-been.
To close, there is not one single game that is being developed I have any excitement for. My age and experience has nothing to do with my ability to enjoy gaming. I'm just not willing to settle for the next cookie cutter game with slightly different graphics in order to make money. Only a few years ago, and I still had the slim flicker of hope as I waiting for news of Watchdogs, or GTA, only to be utterly disappointed. After numerous 'could have been's', that flicker has all but gone out.
I'm not grumpy, nor overly negative. I'm just very sad that my chosen pasttime has been ruined by the same thing that is ruining every aspect of human life; greed. Until something happens to change this, games are going to get worse and worse until we find that a game such as the original Dragon's Lair has more gameplay than the top AAA games of 2020.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
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