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  • Old Guild Username: Euclid
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    1. Euclid 11 yrs ago

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OH SHIT THIS THREAD SO HYPE RIGHT NOW
Yes.
It would make things less boring. Also, I'm bored.

Let's all be hype men for a little bit.
Survival mechanics and crafting are going to happen, as far as I know. Whether or not base building is a thing is something left unknown currently.


The video above is a teaser for the upcoming game No Man's Sky, a new project by Guildford-based independent game developer studio Hello Games. In December of 2013, this teaser was revealed at the VGX Awards, an awards show dedicated to video games and their developers that was broadcast on Spike TV. It is, essentially, a procedurally generated open-universe exploration game and, quite frankly, possibly the largest ever, boasting a game world that would take longer for one to even barely come into complete contact with every inch than it would take for our own real sun to die out. How long is that, you might ask?

Almost 585 billion years. Numerical notation: 585,000,000,000. The sun is theorized to burn out and turn into a red giant in approximately 5 billion years. Sean Murray, lead developer at Hello Games, said that it would take 585 billion years to visit the entirety of NMS' "universe" if you visited each and every planet for just one second. To barely scratch the amount of content the game is to contain, it would take 117 times longer than it would take for the sun in our solar system to die. So, how many planets are supposed to be in the game?

18,446,744,073,709,551,616. Almost 18.5 quintillion That is a lot of planets for just one game.

The universe of No Man's Sky is said to be persistent for all players, meaning that every player will experience the same universe, and much (if not all) of it will be uncharted territory, even to the developers themselves, so how will it be possible to keep an entire universe running in-game? Well, with procedural generation. In video games, procedural generation means that artwork and objects are generated into the game algorithmically, rather than having all of it created manually, then prerendered into the game. If it were done manually, the game would probably have a giant installation file, one unrivaled in size for quite a long time. It would also mean that the game would never get done; not in our lifetime, anyway, and I highly doubt that anyone would spend decades on just developing one game. Let's go a little more in-depth with this process.

The developers explained that the generation process would work as if there's a spherical area around each player. To that player, everything within that area is generated according to specific inputs to the game's algorithms. Everything outside of that area doesn't exist. When a player moves from one area to the next, the code -- and everything generated from those input values -- is basically deleted; lost. However, that code isn't entirely lost. Since the algorithms rely on specific inputs to generate what is needed, simply traveling back to an area that the player left will reinstate the code and bring back what was initially generated. This ensures a persistent universe, and not something shaped completely at random. This also ensures that not all of the code is running at once for any one player, especially when it doesn't need to be. If it did, the CPU required to run something of that size is, at this point, probably unfathomable for anyone that owns anything short of a supercomputer.

Let's backtrack to that blistering number of planets. 18.5 quintillion planets. How is this possible? The developers use a 64-bit number to generate the number of planets in the game. Since each bit is binary, and inputs can only consist of ones and zeroes, that's two different inputs. Since there's 64 bits to the number, it would be like multiplying 2 to the 64th power, or 2*2*2*2~ and so on, up to 64 times. The number of planets in the game comes up as a result just a little less than what the result would be if you multiplied 2 to the 64th power; trust me, I've checked, and so can you.

So how much fresh and interesting content can be put into the game? That's really up to the artist(s) to decide. To quote Sean Murray: "I feel this is a game we're going to be working on for a long time." Does this mean that they'll keep adding fresh content to keep us interested, long after the game's release? It's uncertain.

There's still much left unknown about No Man's Sky and, being a fan of the game myself, I can't wait to see what Hello Games has in store, but it begs to wonder how much is too much. There are so many planets in the game; uncharted, unexplored. What's to stop the game from generating a planet and everything on it that is identical to another planet in every single way, except for its color? What if it's completely identical? Can the developers produce enough objects to stop this from happening and, if so, how long will it take? Will they lose their playerbase before that can happen? A lot of these questions remain unanswered, and I suppose getting bored with a game like this all depends on the players themselves.

How do you feel about games of gigantic size? How long can you play one before you get bored, if you ever get bored in the first place? What does it take to keep you interested and engaged in what is mostly a game about exploration? Let me know; I'd love to read your views.
Not much of an intro post, admittedly. Wanted to keep it short and just drop in (seamlessly, I hope).
"I quit."

"You... quit?"

James stood at the table, a large duffel bag resting on top with all his things inside. He didn't bring much; he never had that much he chose to bring in the first place. His boss, Rob, stood in the doorway, eyebrows furrowed in disbelief. He was losing his greatest asset to the team. They stared for what seemed like a while before James moved again, smiling as he placed the last of his things into the bag. "Yeah," he stated, a sense of completion in his voice. "I quit."

Rob was concerned. "But, why, James?"

"It's just..." James trailed off for a moment, thinking about what he said during his times at the radio station. Ever since the rise of the Syndicate, people poked and prodded at him for an opinion, a voice of opposition against the coming tyranny, as if his voice was going to be the one to give them courage. He knew better. They'd need something more than courage to stand against a group that dangerous. They'd need to be a Conduit.

"Look," James replied, zipping up the duffel bag and slinging it over his shoulder. "This place is great. You guys are great; the best I could've hoped for, but my time here is done. I've got to move on." He walked past Rob into the hallway, only getting a few more steps before his boss turned and addressed him again.

"It's the Syndicate, isn't it?"

James stopped in the middle of the hallway, looking at the floor. Rob moved forward and grabbed his ex-employee by the shoulder. "I know you're scared, James. I am, too. Ever since they showed their face, a lot of people have been terrified of what could happen, but if the Conduits would step up and face these monsters, then we all might have chance at surviving."

James thought about the Syndicate, the Rogue Conduits, and the ones like himself that were simply just trying to get by. Curdun Cay rocked them all pretty hard, he was sure. Having been trained by Augustine, and for what? Domination? Fear? Destruction?

"I'll see you around, Rob. Try not to sing the radio station into the ground. We both know you're not the greatest." They both shared a laugh at the joke; whether or not it was the last, James didn't know, but as he left the station, he was left wondering how the city, and the lives within, would be shaped over the coming days.

He found himself on his couch the next day, the time passing him by unknowingly. He halfmindedly plucked the strings on his guitar, staring up at the ceiling and thinking about nothing in particular. The Syndicate threat was rising, and he didn't know where. Supposing it was a much worse decision, James rose from the couch and decided to go sightseeing once again. In a few months' time, he had been fortunate enough to witness some pretty neat things during his travels around New York City, but there were still many things left unseen. One such attraction that had been on his mind was the Museum of Natural History.

It wasn't long before he was standing in the main lobby, a cone filled with strawberry ice cream in his hand and a pair of headphones on his ears, like always. He sung quietly to himself, pausing every so often to lap at the dessert he held. Looking around, he started walking, taking in various exhibits with a smile.
I'd like to get in on this, if there are still any spots left.

EDIT: In case it is, here's a character sheet I worked on. I noticed that someone else tried this, but never finished it, so I wanted to try my hand at it. Hopefully, it's alright.

Everybody's always takin' naps in my pillow fort.

*cleans up the trash left around, mumbling*
User Name: Euclid
Join Date: N/A
Writing Level: Casual/Advanced

Genres/Categories:
- Science Fiction
- Survival
- Mystery
- Modern
- Drama
- Adventure
- Metahuman/Superpowered
- Post-Apocalypse
- Alternate Universe
- Realistic
- Slice of Life
- Thriller


Active Roleplays:
- None, yet.


Current Interest Checks:
- Check back in a bit.


Past RPs:
- I don't remember.
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