The Late Show with Stephen Colbert hosting No Man's Sky demo next week
Want to see more of No Man's Sky? You'll need to tune into next week's Late Show with Stephen Colbert as the show will have Hello Games' Sean Murray.
No Man’s Sky will be making its late night appearance as The Late Show with Stephen Colbert will be hosting Hello Games’ founder Sean Murray on Friday, October 2.
Murray’s appearance is being categorized as an interview with a demonstration, meaning we should expect to see some more of No Man’s Sky in action. Those tuning in will also be able to enjoy interviews with Morgan Freeman and Ruth Wilson.
We’ve learned a great deal regarding No Man’s Sky over the past few months as we know it’ll release on both PC and PlayStation 4 at the same time and it may support Oculus Rift and Project Morpheus. It’s great to see Hello Games getting the recognition it deserves for its upcoming exploration game, and we’re hoping next week’s interview comes with a release date announcement.
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Daniel Perez posted a new article, The Late Show with Stephen Colbert hosting No Man's Sky demo next week
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Did.. you play Spore? This looks like the space epoc of Spore, but with first person interaction and various increases in scope that are not that impressive really.
Spore used some procedural/random generation of solar systems (occurs right when you first visit a solar system, generates planets, etc) and parts were pulled "from the cloud" so to speak, other player's buildings and creatures, so every solar system and planet was a unique combination of various bits and pieces. There were more solar systems in the game than you could possibly explore in less than many hundreds or thousands of hours of play at least. Not sure the number, but it was a whole galaxy. I gotta assume maybe many thousands, maybe tens of thousands. Every new game would have freshly generated solar systems, too, so it wasn't really finite in that respect.
This just seems a shift by using some more advanced procedural stuff, maybe it stores a bit more information per world, or not having a real galaxy cap, but 7 years, HDD space is cheaper and servers are easier to stand up, don't see it as that ground breaking.
I still don't understand the point of the game. The worlds themselves don't look all that interesting. You can shoot some rocks and stuff appears you collect. I assume that just buys you fuel or more ships or something, so you go to more worlds and do the same thing over and over? What's the point ?
Other stuff that's almost a dead rip off of Spore from NMS's wiki:
Procedural generated space exploration game. Same as Spore's final space epoc.
No explicit "goal" to "beat the game", really just about exploration mainly.
Soft "goal" or challenge to get to the center of the galaxy.
You collect resources to upgrade your ship. Spore was sort of based on cheevos instead of resources, but it's still an "explore so you can explore more" gameplay arc with ship upgrades expanding how effective you are at exploring (Spore you have to upgrade your warp drives to make larger sol to sol jumps for instance, or get better terraforming abilities)
Some activity attracts "the sentinels". Spore had a special race around the center of the galaxy that was hostile and protected it. Or, alternately, if you tend to nuke planets you piss off any of the various races in the galaxy, similar to NMS ability to pill off the indigenous life.
You upload your finds to the cloud for others to see. Spore let you create buildings, vehicles, and creatures into the cloud and they'd automatically appear in others' game campaigns.-
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No, no sculpting or building to my knowledge. I don't think it would even make sense to do have that feature. There are games for that already and the main thing with NMS is exploration. There's nearly infinite ground to cover and I get the impression he doesn't want people chilling on one planet the whole time.
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There is a central goal. It's called the Atlas and it's at the center of the Galaxy. Upgrading and everything is meant to help you get there. They haven't divulged more than that but Sean has stressed that you can play the game however you want.
IGN did a big thing on it. There's an economy as well. You can go watch that and find out a lot.
Here are the cool things I like:
-survival FPS
-infinite exploration of planets
-discover new forms of life
-upgrade, ship, suit, and guns and make your way to the center of the universe where there will be more people
-gun combat, dog fighting
-crafting
-economy/trade
-build alliances, get rep.
That's just the main stuff. The whole is greater than the sum of its parts. It's all that stuff together that sounds fun to me.
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at some point, likely very quickly, the exploration will get boring because looking at 1 planet that's blue with osterich lookin aliens and another planet that's green and has rhino lookin aliens will get boring. we haven't really seen much of any gameplay that makes exploring stuff seem worthwhile. i'm still curious to see some reviews.
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This is my real concern. There needs to be some sort of actual gameplay hook to keep people interested.
Procedural generation doesn't really add gameplay, and this is exactly the mistaken assumption Spore made, and the same promise gamers latched onto as being so amazing. Instead, we found procedural generation just adds some rather superficial variety to the world. I feel we already learned this lesson.
Spore's gameplay petered out quickly once you got to the space epoc. There was a slow trickle of upgrades to your space ship, but nothing really interesting happened. You could terraform or nuke planets for 500+ hours if you wanted, but it was all the same shit over and over with different colors and topology.
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Whatever, I'm ready
http://i.imgur.com/wTlRVsZ.jpg
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The crux of a procedural generated world is how intelligently you use the procedural seed to create variance. If you are creating the seed to solely randomly roll for vegetation type and sky color, that is a low variance, but if you used the seed to generate warring factions over a unique resource, that suddenly sounds more interesting. Civ has enough variables to create interesting variance and so does nethack (and from what i know, dwarf fortress), but there are plenty of other games where the procedural variance is not interesting enough or cause your gameplay experience to be different. I'm not sure where no mans sky will end up. I haven't played galak-z yet but they did lots of procedural generation too for another modern example.
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I'd think if they were merely slapping a procedural algorithm on top of a pretty game world, we would already have this by now. The fact that they're taking so long leads me to believe this is going to be an extremely polished release - not to mention one of the most original action/exploration titles in SO long.
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Intellectually challenging? I like turn-based RTS and spatial puzzle games like Fez, Portal, Paper Mario, etc.
Clever platformers are always a good bet for a nice combo of mental and physical. Also any other genre when the story is great and the innovation level is high. Special mention goes to Catharine, which has its goofy aspects, but overall really works hard to hit all the bases from story to visuals to puzzle-y twitchy gameplay.
For total gelling out, Rez is still one of my favorites, because the music and imagery perfectly blend with the gameplay, which can be as challenging or as easy as you're in the mood to make it, plus it even manages some emotional impact in the "story". No better total synesthesia game out there, though many have tried and come near.
I get the feeling No Man's Sky will be a little skewed towards the visuals, but if it can bring gameplay at the level of something like Pixeljunk Eden, I'll be content!
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