“With The Press Of A Button, I Activated A Jet Pack And Popped Into The Air”

I loved video games as a child and have no interest in them as an adult, and I wonder sometimes if that’s because it seems like we live inside one 24/7 now. Our heads are in the cloud, our lives held in devices, and that experiment in anarchy we encounter on the Internet is going to increasingly career back into the physical world, as real and virtual forge a new partnership. What a game it will be.

Even to a non-gamer like myself, No Man’s Sky, a video game universe being built by a small team of designers and coders and artists outside London, sounds amazing. The interplanetary game has an essentially infinite playing field and a butterfly effect of interdependence so profound that even the creators are surprised by the causes and effects. Raffi Khatchadourian of the New Yorker visited the Hello Games offices and brings a remarkable clarity to a runaway ambition that’s not yet fully realized. One example: He lucidly explains how “procedural generation”–producing content algorithmically rather than manually–allows a small independent company to turn out a blockbuster-sized vision. 

As for what I said above about feeling like we’re becoming players inside of a game, Khatchadourian said this in a Reddit AMA tied to his piece: “Your character won’t be defined as it is in many other games. In other words, you won’t have an avatar that you can build. You will be you.” And at the same time, you will not be you, not exactly. In that sense, the game seems appropriate to the moment.

An excerpt from “World Without End“:

We were in a lounge on the second floor of the renovated studio; concept art hung beside a whiteboard covered with Post-its. The furniture was bright, simple, IKEA. Sitting in front of a flat-screen TV the size of a Hummer windshield, [Sean] Murray loaded up a demo of the game that he had created for E3: a solar system of six planets. Hoping to preserve a sense of discovery in the game, he has been elusive about how it will play, but he has shared some details. Every player will begin on a randomly chosen planet at the outer perimeter of a galaxy. The goal is to head toward the center, to uncover a fundamental mystery, but how players do that, or even whether they choose to do so, is open to them. People can mine, trade, fight, or merely explore. As planets are discovered, information about them (including the names of their discoverers) is loaded onto a galactic map that is updated through the Internet. But, because of the game’s near-limitless proportions, players will rarely encounter one another by chance. As they move toward the center, the game will get harder, and the worlds—the terrain, the fauna and flora—will become more alien, more surreal.

Sitting in the lounge, we began on a Pez-colored planet called Oria V. Murray is known for nervously hovering during demos. “I’ll walk around a little, then I’ll let you have the controller for a bit,” he said. I watched as he traversed a field of orange grass, passing cyan ferns and indigo shrubs, down to a lagoon inhabited by dinosaurs and antelope. After three planets and five minutes, he handed me the controller, leaving me in a brilliantly colored dreamscape, with crystal formations, viridescent and sapphire, scattered in clusters on arid earth. Single-leaf flora the height of redwoods swayed like seaweed. I wandered over hills and came to a sea the color of lava and waded in. The sea was devoid of life. With the press of a button, I activated a jet pack and popped into the air. Fog hung across the sea, and Murray pointed to the hazy outline of distant cliffs. “There are some sort of caves over there,” he said, and I headed for them. The No Man’s Sky cosmos was shaped by an ideal form of wildness—mathematical noise—and the caves were as uncharted as any material caves. I climbed into one of them. “Let’s see how big it is,” Murray said.•

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