No Man’s Sky: a vast game crafted by algorithms

No Man’s Sky is a video game quite unlike any other. Developed for Sony’s PlayStation 4 by an improbably small team (the original four-person crew has grown only to 10 in recent months) at Hello Games, an independent studio in the south of England, it’s a game that presents a traversable universe in which every rock, flower, tree, creature, and planet has been “procedurally generated” to create a vast and diverse play area.

“We are attempting to do things that haven’t been done before,” says Murray. “No game has made it possible to fly down to a planet, and for it to be planet-sized, and feature life, ecology, lakes, caves, waterfalls, and canyons, then seamlessly fly up through the stratosphere and take to space again. It’s a tremendous challenge.”

Minecraft comes to mind – obviously – but No Man’s sky goes much, much further. You’re looking at a procedurally generated universe with millions of individual, unique planets and individual, unique ecosystems, each evolving over time.

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