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No Man's Sky

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,163
Location
Platypus Planet
THE MACHINE IS IN MOTION, NO ONE CAN STOP IT NOW


lyvb1yarx08x.png
That was fast
HAefezH.png
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Those are preorders a month before the game...... not even GTA 5 was at 1st place on preorders on steam month before release..... day 1 it will blow everything away.
 

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Should we start taking bets on how many copies this will sell? Or on the metacritic user score?
 
Joined
Mar 3, 2010
Messages
9,487
Location
Italy
but still it's selling.
it's selling hot air, in the middle of the sahara. it's selling.
*that* is a huge problem already.
 

bylam

Funcom
Developer
Joined
Oct 30, 2006
Messages
715
Those are preorders a month before the game...... not even GTA 5 was at 1st place on preorders on steam month before release..... day 1 it will blow everything away.

Though it might be worth pointing out that GTA V had been out on consoles for almost 2 years at that point.

I think No Man's Sky will do very well, considering the budget and team size, but I suspect a significant backlash even if it is a good game. The hype is just too strong.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,583
its not like there's anything else released in august, everyone will try it .
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
, but I suspect a significant backlash even if it is a good game. The hype is just too strong.


It might get only from the people who don't know anything about it, procedural generated planets are one thing, they have much fewer variables. But species? Aliens defined by their randomly generated environments? Impossible. Make a ecosystem for each planet ONE player explores? There'd be millions upon millions of different species. Each different and unique? That's a game of its own, and if this game accomplishes that, well it's a break through not just for gaming.
 

bylam

Funcom
Developer
Joined
Oct 30, 2006
Messages
715
, but I suspect a significant backlash even if it is a good game. The hype is just too strong.


It might get only from the people who don't know anything about it, procedural generated planets are one thing, they have much fewer variables. But species? Aliens defined by their randomly generated environments? Impossible. Make a ecosystem for each planet ONE player explores? There'd be millions upon millions of different species. Each different and unique? That's a game of its own, and if this game accomplishes that, well it's a break through not just for gaming.

I think it goes beyond that. Mechanics also define the gaming experience and you can have all the awesome content in the world, but if your mechanics don't hold up for a long time, the game feels boring anyway. Think the planet exploration in Mass Effect.

For me, it is that part of the equation that makes me skeptical. I am not worried that they will have content and a lot of it, I am worried that their mechanics will become rote and uninteresting after a period. Dislike Spore as you will, but they understood this and kept changing things up to try and keep it interesting.
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Also NMS is 6gb, most of it is audio

Procedural generation. :roll:

Procedurally generated audio when?

I thought they said the music was procedurally generated, although that may just have been the Makabb news filter.

NMS does indeed have procedural audio (ambience + animal sounds afaik) + standard ost.


Whenever you’re in space, or on a planet, or underwater, or in a cave, that physical state will be attached to its own audio state. I want to use the seed values that create the planets to seed the music. We’ll know what the biosphere is, what the habitat is, and we’ll know how much danger there is. That information is there to use if we want to, and it’ll all act as a driver for the ambient music


So we’ve created our own sort of plug-in, which basically models vocal tracts, and within that we can say it’s got big features, it’s got a big neck, and it’s screaming because it’s angry. Then, the creature’s parameters are mapped onto the game. All the creature sounds you’ve seen in the trailers so far, they’ve been created by our prototype plug-ins, so I’ve always done this from day one.
 

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