Comme je l'ai déjà écrit ici, l'un des aspects que je préfère du jeu Star Wars: Old Republic, c'est la possibilité de visiter et d'explorer des planètes aux environnements variés. Toutefois, les deux dizaines de planètes qui y sont présentées semblent bien peu face à ce nouveau jeu qui sortira en 2016:
Your ship shudders as it hits the planet’s atmosphere. Through yellow clouds, you snatch glimpses of the surface. A herd of alien creatures runs across a desert.
As you land, you spot something on the horizon. Is that a rock formation or a building? Only one way to find out. You step down from the ship – and become the first person ever to set foot on the planet. You won’t stay long. There are too many other worlds to see.
Due for release in June 2016, No Man’s Sky is the most hotly anticipated video game for years. Developed by Hello Games in Guildford, UK, its promise is dizzying: a virtual universe of 18 billion billion planets, each one unique, each waiting to be explored. No Man’s Sky will be an almost boundless playground.
Hello Games has harnessed the power of procedural generation, using computers to churn out variations of a world-building template. Seeded with human designs – space stations, mountain ranges, dinosaur-like animals, shrubs – algorithms then generate different versions. The result is a game filled with creations that can surprise even its developers. It will be so vast that most will never be seen.
“The result is a game filled with creations that surprise even its developers”
In its scope and detail, No Man’s Sky is unprecedented. For many, it marks an end point: an entire universe conjured by machines. Yet it is also a beginning. Games are shedding their scripted narratives and hand-crafted worlds in favour of endless possibility.
But will it be enough? The numbers may dazzle but ultimately, if one blue rainforest blurs into another, who cares if there are trillions more? This is the challenge computer-generated games face. No Man’s Sky will be a high-water mark, but it will also lay the foundation on which future games will be built – games with not only 18 billion billion worlds, but the computer-generated stories and characters to fill them.
Je suis très, très intrigué.