Hello Games has created its own periodic table of elements for the universe of No Man’s Sky ... This allows them to generate 1.8 quintillion planets that are all different from one another and built governing the inherent logic set forth. [...]
“It is no longer about designing a final object or a product, but about designing or configuring the system or the process of their formation—the underlying code, algorithm, or procedure that can generate not just one but multiple outcomes.”
— killscreen.com
More from the games chest on Archinect:
4 Comments
I really like the game, but the claim of infinite variety is dubious at best. In practice, planets and their systems are more of a riff on themes more than anything else.
Agreed, Mr Wiggin. Procedure generation can make infinite possible, bot not infinitely unique. I was disappointed with how little there actually is to do on those infinite planets. Hopefully the updates they roll out will add some meaningful content.
Procedural generation of sorts is not entirely new. Back in the 1980s, there was Elite.
https://en.wikipedia.org/wiki/Elite_(video_game)
Another game was Starflight which was akin to Elite and was also another early example of games using procedurally generated content (planets, life forms, etc.) and also one of the earliest examples of a "sandbox game"... or in some cases the term "open world" is used. I believe these two terms are although related are technically different terms. One refers to the attributes of game play in that a player has freedom in deciding how to carry on objectives and such. Open world refers to being able to free roam the game universe.
Starflight was among the early examples of both sandbox & open world game design concepts and also among early examples of procedurally generated game world design. Three concepts that would be used even to this day.
Starflight
I am referencing a Wikipedia entry to point you to what I am referring to. I have this video game.
https://en.wikipedia.org/wiki/Starflight
There is a game called Spelunky that consists of manually defined blocks of space that the computer then places with more blocks to create larger caves. It’s really pretty counter to the parametric mindset, but very in-line with architecture (kit of parts) which I love. I think this is going to be a big thing in architecture in the future
Block this user
Are you sure you want to block this user and hide all related comments throughout the site?
Archinect
This is your first comment on Archinect. Your comment will be visible once approved.