Tina Amini has an interesting interview with Sean Murray and David Ream, and creative director of No Man's Sky developer Hello Games, respectively that reveals a lot about the work behind the game. Really good insight into how they put the trailer together, the software creation tools they are using that allow variety in the environments and species. Here are three quotes but go read the whole thing.
"Everyone gets the same universe," Murray said. "It's just a really big universe. It contains every possible variation but it is the universe and it's the same for everyone. None of this exists on the disc, none of it exists in the cloud. It's just generated on the fly. When you get there it's always generated the same way every time."
The palette that we're using is, to me, the palette of, like, sci-fi book covers. And that's how the game looks. Like, when you look up at that dinosaur and there's a planet there and there's some birds flying past and stuff. It looks like a book cover and that's what we always set out for. We started out with four of us prototyping it. We actually covered all the walls with book covers and just sat there...it was almost depressive. But it was really good."
"It's really art-directed," Ream chimed in. "Some people think a lot of this procedural stuff is going to be boring and bland because it's not generated by people. And that's the whole difference here. Grant, the art director, he's recreating things that we love. Palette schemes, shapes and forms that he loves. Which means every creature here is interesting."
Murray and the rest of Hello Games are trying to make a very different kind of game. When I asked Murray what string of various genres might come close to explaining their game, he said he hadn't even thought about it. He reminisced about old school games and how "wild and open-ended" they were, even if they did look terrible, according to him.
"People are just so used to that type of game that it becomes hard for them to go back to something that's a bit more free," Murray said. "For us, perhaps we're the generation who grew up with Mario and so we understand levels and missions and quests. So a lot of the questions we get from journalists are about that. How does the mission structure work? How does your rank work? That kind of thing.
"The main people that I talk to who are fans are often the generation that's grown up with Minecraft and they don't have those preconceptions. They don't ask any of those questions. They actually assume that it's just all gonna be there and have that freedom. It seems really outdated, almost, to get that question. How many levels? Or, how do quests work? Well, we won't have any quests."
http://kotaku.com/how-a-seemingly-impossible-game-is-possible-1592820595