Nomad1
Tupac KONY and GOAT
From the moment Murray unveiled a hastily built trailer for No Man’s Sky, in late 2013, on the Spike TV network, anticipation for the game has taken on an aspect of delirium. For a big-budget franchise like Grand Theft Auto—what people in the industry call a triple-A game—an “announcement trailer” typically features carefully scripted, action-filled vignettes that present a simulacrum of actual play. The No Man’s Sky trailer, which was homemade, featured a minute or so of the actual game: a recording of Murray exploring a planet, beginning undersea, then boarding a ship, flying into space, and engaging in combat. The footage communicated nothing concrete about the game play, but the graphics were rendered with an artistic finesse rarely seen in games, and the arc of Murray’s journey—the unbroken sweep from ocean to land to heavens—implied an unprecedented range of possible discovery.
Other video-game developers advised Murray not to release the trailer, fearing that it was too vague and unconventional, and for days he deliberated. But Murray is not short on self-assurance, and he believed that the footage evoked a near-universal childhood experience: gazing up at the stars and wondering what space might be like. He decided to fly to Los Angeles and present the trailer himself, on the air. “Sean strikes me as incredibly driven and ambitious, but he is also polite and sweet about it,” Joe Shrewsbury, whose band, 65daysofstatic, is writing the game’s soundtrack, told me. Murray, who describes himself as an introvert, says that studio lights terrify him—in keeping with a habit of self-effacement that another colleague described as “the nervous-guy shtick.”
On the Spike TV set, Murray looked downward, as if shielding his eyes, but he also projected fanboy enthusiasm. “It is a huge game,” he said. “I can’t really do it justice. We wanted to make a game about exploration, and we wanted to make something that was real.” Nearly all video games rely on digital façades, drawn by artists, to give the illusion of an explorable world that is far larger than it really is, but No Man’s Sky will contain no such contrivance. Murray’s trailer featured luxuriant scenes of crashed ships on arctic terrain, giant sandworms—a galaxy of exotic dangers. “That planet on the horizon, which you see on the trailer, that’s a real place,” he said on the set. At the time, Murray was working on the game with only three other people, and when he told the show’s hosts they reacted incredulously. “If it is nighttime, and you are in space, and you see stars, those are real stars,” he added. “Those are suns, and they have planets around them—and you can go and visit them.”
When I first met with Murray, at his studio, earlier this year, he had just flown back from the North American headquarters of Sony PlayStation, in California. He had a long relationship with Sony. A few days before he unveiled the No Man’s Sky trailer, in 2013, he had distributed versions of it to people in the industry, and Sony had been immediately interested. “I sent Sean a barrage of texts,” Shahid Ahmad, a director of strategic content at Sony PlayStation, told me. “I said, ‘We need to get this on PlayStation. Tell me what you need.’ ”
Two weeks later, on Christmas Eve, a tributary of the Thames overflowed in Guildford, flooding the Hello Games studio. Murray rushed over and found laptops floating in waist-deep water; tens of thousands of dollars’ worth of equipment was destroyed. Sony’s offer of assistance remained, but Murray told me that he did not ask for funding. Unlike Hollywood, the video-game industry is marked by a vast chasm between big-budget productions and independent ones, and he had learned with Joe Danger that a small studio could easily become beholden to a distributor. Instead, he requested Sony’s help in securing a place for No Man’s Sky at the Electronic Entertainment Expo, or E3, the largest gaming trade show in America. No independently produced title had ever been featured on the main stage, but, as he recalled, “I said—and this was really $#@!y—‘We want to own E3.’ They were, like, ‘That’s not going to happen,’ but we pushed for it. We traded working for them for being onstage.” (Ahmad told me that the hesitation was largely logistical: “E3 takes time to plan.”)
Sony agreed, and also decided to throw its resources into promoting No Man’s Sky as a top title—an unprecedented gesture for an unfinished product by a tiny studio. The video-game industry now rivals Hollywood; by one estimate, it generated more than eighty billion dollars in revenue last year, and marketing budgets for triple-A games have become comparable to those of blockbuster films. Sony’s marketing strategy for No Man’s Sky suggests that it expects the game to make hundreds of millions of dollars; this year, Sony will promote it alongside half a dozen mega-titles, including the latest installment of the Batman franchise. Adam Boyes, a vice-president at Sony PlayStation, described it to me as “potentially one of the biggest games in the history of our industry.”
All Murray has to do now is deliver. Last year, when an interviewer asked him when the universe would be ready, he said, “We are this super-small team, and we are making this ridiculously ambitious game, and all we are going to do in telling people when it is going to come out, probably, is disappoint them.” Sony’s participation meant that timing for the game’s launch had to be firmly decided, but No Man’s Sky is not an easy project to rush. Because of its algorithmic structure, nearly everything in it is interconnected: changes to the handling of a ship can affect the way insects fly. The universe must be developed holistically; sometimes it must be deconstructed entirely, then reassembled. Before I arrived, Murray warned me, “The game is on the operating table, so you will see it in parts. Other games will have the benefit of having a level that plays really well, while the studio works on other levels. We don’t have that.” The previous “builds” of No Man’s Sky that he had publicly shown—the ones that had generated so much excitement—contained choreographed elements. Features that might have been light-years apart were pressed closer together; animals were invisibly corralled so that they could be reliably encountered. Shifts in the weather that would normally follow the rhythm of atmospheric change were cued to insure that they happened during a demo. Imagine trying to convey life on Earth in minutes: shortcuts would have to be taken.
http://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourianEach planet had a distinct biome. On one, we encountered a friendly-looking piscine-cetacean hybrid with a bulbous head. (Even aggressive creatures in the game do not look grotesque.) In another, granular soil the color of baked salt was embedded with red coral; a planet hung in the sky, and a hovering robot traversed the horizon. “Those are drones,” Murray said. “They will attack you if they find you killing animals or illegally mining resources.” On a grassy planet, doe-eyed antelope with zebra legs grazed around us. Mist rose off the grass as I headed down a ravine shaded by trees. “This is a place where no one has been before,” Murray said. The biome was Earth-like in light and in color, naturalistic. As I descended, the ravine deepened until rock façades took shape on either side. In spite of the work’s semi-finished state, the world was absorbing. “I’m sorry there’s no game-play element on this planet yet,” Murray said. His mind turned from the screen in front of us—the six planets, tidily assembled for the demo—to the full version of No Man’s Sky on the operating table on the studio’s first floor, below us. Until many improvements were fully realized, the whole of it would inevitably look worse than what we were seeing. “You can lose sight that it once looked like this,” he said.
This version of the game—a frequent reference point for the studio—was a reminder of a public promise: the presentation that Murray had given at E3, where he stood on a huge stage with images of No Man’s Sky projected onto ninety-foot screens. “There were five thousand people in the audience, and at least five million watching at home,” he told me. “I sat backstage, and, before walking out, I had a feeling that I could go to sleep—just turn around and go.” One of the studio’s programmers who was with Murray backstage recalled, “Sean got whiter and whiter—he was just catatonic.” To overcome his nerves, Murray focussed his mind on the story of the game, beginning with the studio’s origins. He told me, “By the time I walked out, I could have burst into tears, because what I was going to say was that this is basically the game I’ve always wanted to make.”
https://thescene.com/watch/thenewyorker/commentary-the-universe-of-no-man-s-sky

Brehs I don't fukk with that minecraft garbage but if we are talking about hype and cult following then this game can turn the industry onto its head. A small indie dev getting that sony stimulus package

They better handle this right cuz this is a first day cop for me