@seppli: No offense intended, but you also don't seem to understand the proposed scale of this game either. Sean Murray has said multiple times that the universe is infinite, so anything (even the Milky Way) compared to infinity is close to nothing. It's large enough that no single player will ever see everything, most will only see a small fraction of what's out there. Another thing that has been said is that everything is at a 1:1 scale, so planets are the size of actual planets and the distances between celestial bodies are realistic, a planet the size of the Earth would therefore be considered to be fairly small. If everyone who owns a PS4 played this game and all went to a single planet the size of the earth, it would be hard for a single player to find other players at all unless they all coordinated somehow. People who aren't into astronomy probably will have a hard time imagining how vast a single galaxy is, let alone infinity, it's a concept that the human mind can't fully comprehend; but even in an average galaxy there would be somewhere around 400 billion stars, so even if it took you only a single second to discover each new star, it would still take an individual 10,000 years of non-stop playing to find all of those 400 billion stars, and that's still close to nothing compared to infinity.
There's no promise that each star and planet will feature completely unique ecology or people-like beings (for lack of better terms), but the actual geographical features of the planets could have enough variance to feel realistic, since that would all be generated using fractals which is how realistic terrain has been modelled in 3D space for some time now, it's also how almost everything in nature forms in the real world. In fact, from what i've read, even the ecology could have enough variance to feel realistic and not as predictable and repetitive as many other procedurally generated games have been in the past; they've said that they use a template of a certain animal or plant that's modeled by hand and that object is given a large number of parameters that can be adjusted by the software, similar to the way you create a character in a sports game. So instead of modeling different legs, arms, or heads, etc like most procedurally generated animals in previous games, instead they model certain whole types of creatures or plants, which can then be molded into almost anything like a piece of clay. Furthermore, they've said that certain combinations and formations of things can only occur under certain conditions, mostly based on the atomic make-up of a planet, so we theoretically shouldn't be left with lions with zebra legs, or hippos with turtle shells, or rainbow colored grass or trees, because that sort of thing may not fit within the rules set in this universe.
A lot of the individual features that has been talked about has mostly been done before, just never all together, and i think that's really what makes this so impressive. There's no single thing in particular that seems impossible to me, it's just very impressive that they've seemingly managed to write code that's efficient, yet exact enough to be able to execute all of this in a single game.
This is of course what's being claimed, whether it's true or not is yet to be seen by the general public, but i don't find it too impossible and i'm hoping they pull it off.
To be more on topic, i think if they assigned a randomized name to each player so that instead of seeing their username you see a name that befits some sort of alien being, then that would help with keeping immersed in the experience. As the player, you would still see your own username, but wouldn't have to look at ridiculous usernames. Maybe that could even be made as an option to be turned on and off. I would prefer not to see usernames myself.
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