Interview: No Man’s Sky And Procedural Generation

Are those grass blades generated, or just generatively placed?

No Man’s Sky is a space exploration game by Hello Games in which every dot in the night sky is a star you can actually fly to. This is not the game’s most ambitious claim.

The game’s most ambitious claim – described as “Peter Molyneux-esque” by lead developer Sean Murray – is that the procedural generation of those planets is built “from a real atomic standpoint”. The chemical compounds in a planet’s atmosphere dictates everything from how light refracts from the nearest sun, to the colour of the grass, the minerals in the soil, and the behaviour of creatures.

Yesterday I wrote about what you do in No Man’s Sky, but there’s a lot of understandable skepticism about the game’s claim to generate a galaxy from code. In this lengthy interview, I spoke to the Hello Games team about how they hope to building that galaxy, from the rules of its procedural generation, to the challenges of making a pretty procedural galaxy, and where the boundaries are between generated and authored design.

RPS: Isn’t three programmers with one artist the inverse for how most development teams would be structured?

Sean Murray: The art that you’re seeing, we’re in a really weird place where you don’t… Grant [Duncan, the game’s artist] was just saying a minute ago that he was super skeptical when we started out on this. Grant wants to build things and then see them in game as those things.

Grant: Yeah. In the world of artists, especially videogame artists, you see procedural stuff and you hate it. Because there’s no finesse. There’s no polish, there’s no love gone into it. So when you’re doing environment work in games, you often, especially if you look at Uncharted and those kinds of games, it’s all just–

Sean: You like those skyboxes.

Grant: Everything has been thought about from multiple angles. It’s almost 3D composition. Everything’s placed so you turn and it moves your eye around. Whereas with procedural stuff it’s often just a rolling landscape with a tree plonked on there and these trees plonked, and it just feels random, and not random in a natural, real-world way.

RPS: There’s messages on screen in the trailer, showing the chemicals in the atmosphere and the water. What’s the significance of that?

Sean: If there is a thing that we’re doing, that I think we’re doing well, it is that we have built this from a – this is going to sound really wanky and Peter Molyneux-esque – but from a real atomic standpoint.

We’re using really simple rules that have very complex outcomes and I think that we are producing worlds that have a natural sense of gameplay and a natural sense of structure that is very different to what happens when people normally make a bunch of random terrain. That is where a lot of the original development time went into and a lot of the stress.

Grant had to be really kind of fooled by us into working on it because we would, you know, at the beginning we were like, ‘Oh, we’ll build presets and all this kind of thing’, but actually, coders… [whispering] ‘Push it as far as we can!’.

Grant was making concepts and he would say, ‘Like this!’ And we would say, ‘Yeah! Or infinite number of variations of that.’ And he would say, ‘No, exactly like this. It’s nice when there’s a planet’s there and the sun’s there and…’

We’re now getting to a point where I think, in the trailer, we’re seeing moments where it really does look like exactly like the concept art we were originally using to inspire us. It has moments where it looks like the scifi book covers.

What’s really good about that is those things are there for kind of natural reasons. If there’s a crashed ship, it’s there because a ship has crashed. You know? If there is a trading outpost or wahtever, those things are there for real reasons, and the way the creatures behave around those, and the type of creatures you see are there for real reasons.

Going back to that atomic thing, there’s this weird thing that we’ve found very useful, very powerful, where like Grant said, people think of procedural and they think of random, and I think random is bad. The world isn’t actually random, it’s governed by a set of rules. So the planets that you saw there, the ones that have life, they will have like a lot of them are oxygen based, and that leads to a massive set of things, right? The sky is the colour that it is because it has an atmosphere and that atmosphere refracts light at different wavelengths and that defines its colour.

And that is a fucking nightmare for an artist because they say, ‘I want the sky to be green.’ And it’s like, well, it depends on what the chemical composition is, right? But it leads to things which have a sense of reality to them, and it leads to much more interesting worlds and landscapes and keeps it away from being just all the colour variations of this thing.

Grant: We are still in control of it, especially when it comes to colours. There’s certain things, especially colours, that you never want to see, and if you did see them together then you’d think it was hideous, but we can control what colours things go depending on the rules.

That ship will be procedurally generated, but its cockpit won't be.

RPS: Do you have rules that say make certain atmospheric make-ups more likely, dependent on the look you want?

Sean: [The atmosphere] actually leads to what minerals are in the landscape and it creates things which naturally are pleasing to your eye, because they follow the rules of the universe that you understand. So you don’t suddenly get everything being completely red, because that doesn’t generally exist. And trees get the shape of leaves, and the colour of them sort of matches what’s there in the terrain.

So there are natural rules that we use, and we do have control. Oxygen based systems went in recently, and that was something something I was working on for a while, to get quite Earth-like things and pretty much everything in the trailer is of that type.

RPS: If everything is connected, when you want to add something new to that world, does that have this huge ripple effect? Does it make it easier to add stuff?

Sean: We were thinking about how to talk to people about it and Hazel said this thing at lunch the other day. What people don’t realise generally is that we actually have different universes on different machines. When it will release, it will be the one that we will release, but until then every time we boot it up to make changes, it’s different, right? You destroy millions before you settle on that one. That kind of breaks people’s brains to think about, and it’s a weird way of working.

But as we go through that maze of ideas and options, we are getting closer and closer to something that feels right for us, and we’re going, ‘That’s amazing, oh my god,’ ‘I found this,’ ‘check this out, that’s happening because of this.’ It is emergent for us and when it releases, we won’t have seen everything. Not by a long, long shot, and no one ever will. No one will ever be able to visit the entire game.

Dave: The first time we see people sharing videos of, ‘Check out this crazy thing I just found’, and not to be like, ‘oh, I meant to fix that.’

Sean: Like red sky with red ground.

Dave: But it won’t be a bug! It’ll just be like, oh, right, I guess that would happen.

Sean: So there is an extent to which there is authorship, obviously. And there is a large extent to which we are designing this. A very large extent. That is where all the work will go. We are designing a set of rules, we’re not designing a game, and I think Minecraft or DayZ, that’s how those feel to me.

We don’t want you to land somewhere and be like, ohh, they’ve put that there and that there, because we just don’t have control over that in the same way, and we don’t know where you’re going to land, and you will visit that same planet at night or day. There is all sorts of mind-bending things like that which you find, when you’re recording a trailer. Like your planet is rotating as you stand on it and that’s going to change where planets are in relation to you on the horizon, or when you fly up into space. Those are things we haven’t had to deal with in a game before that are a little bit mind-blowing but that we’re getting used to.

RPS: The ships are also procedurally generated?

Sean: Yes, but ish, right? So your cockpit isn’t. Your cockpit at the moment remains the same and it’s the ship that gets upgraded around it. So the cockpit is kind of a lifepod. Your ship can be destroyed but that can’t be.

RPS: You’re using procedural stuff for the art and the world and the bedrock, but do you procedurally generate mechanical stuff, like puzzles?

Sean: There’s a thing that Dave [Ream, Hello Games’ Creative Director] and I were talking about. We have rooms that are procedurally generated, but I wanted to make them like little dungeons and occasionally put them in there. So that’s something that we’ve been talking about that I really like the idea of.

I think the thing for Dave that he has to deal with unlike other games is that, say that shark [in the trailer], we were trying to record that video and we knew that he was down there, but just occasionally. So we’re going to record this bit, in the water, and sometimes he doesn’t show up. Sometimes he does and he just attacks you.

Things behave differently, and that is a weird thing when you’re trying to do the handling of the gun or the aiming or something like that, because you are no longer in a situation where you can say ‘I’ll only ever be attacked by one person or three or they’ll take their turn’. There are elements of that but a good system can do that anyway.

Dave: It’s all those simple rules, that all make sense, in such a way that it always responds to all those situations in a nice way.

This stuff is cool, but no guarantee of fun.

RPS: Do you spend a lot of time dealing with edge cases?

Sean: There’s a really interesting thing I remember from the early days with Hazel [McKendrick, coder on No Man’s Sky] where we were trying to get rock colours right and it was just random, and we were panicking. Occasionally it would look nice, but most of the time it was ‘Holy Fuck’.

And you actually dig into it a bit and you actually find, rocks can only form in this way, and they can only be made from certain elements, and you won’t find certain combinations of things. There are rules that govern that sort of thing. So that red planet with red sky or whatever, if it does exist, I would like to think that we won’t be like, ‘Oh fuck!’ That’s what generally happens at the moment, where it makes sense, ‘Oh, because of that and that’. There will always be bugs, but what I mean is there will always be weirdness that we look at and think, ‘isn’t that nice’.

RPS: What kind of worlds does the create right now?

Sean: Probably one of the biggest challenges has been, and I hinted at that earlier, but in the early days the things that we made didn’t play well. That was the biggest thing. Our environments look a little bit like handmade environments. Not massively, but a little bit. This is just a really mechanical thing, but if you make a certain kind of mountain, then the mechanics to traverse that become really weird. If you make certain shapes, then they don’t naturally fall into what you want.

I think the ultimate for me is probably Zelda, which is box-size and then dressed up afterwards, and that is on some basic level what we’re trying to do, is create worlds and heights and distances between features that you look at and think, ‘Yeah, I feel like going over there,’ and… how do I, and when I fall down I need to go all the way back up and all that kind of thing?

It’s a really hard thing to solve. But one of the things is that, and this is probably the biggest thing, is that the planets are stepping stones on your journey, so in some ways they’re not important. They are important to you, but it is not that you are trying to set up camp and live there forever. There’s reasons why you might really love a particular planet and keep it to yourself but ultimately the way that people will play it, the way I’d like them to play it, is those will be stepping stones along your route and they will be stop off points and you are an adventurer going forth.

Everyone talks about Minecraft. The thing that people don’t really talk about, I think, is the moment I loved Minecraft was I just dug down and then there was a cave underneath. It’s the simplest thing in the world, but no one can deny the feeling you get when that happens. You know that they’re underneath everywhere, and that everyone is having the same experience, but there’s something… ‘Hey guys, check it out.’ It’s probably the best example of a game which is randomly generated but really the game doesn’t feel random. It’s not about the landscapes in a weird way, but it really adds to the game that they’re procedural, which is what we’re going for.

Remember to read our preview from yesterday to learn more about what you do in No Man’s Sky.


  1. bongosabbath says:

    It’s like MirrorMoon EP: Super Awesome Deluxe Edition. And I’m very, very much okay with that. Hopefully any combat will be light or *crosses fingers* optional. A focus on exploration and perhaps collecting rare trinkets would be great.

    • Llewyn says:

      About Mirrormoon… as (presumably) a player of it, what’s the situation with its weird shared persistent galaxy thing? Is it possible to shut that out completely and have a purely personal galaxy? I found it bizarrely hard to tell from all the things I’ve read about it.

      • Geebs says:

        I have a theory as to why Mirrormoon hasn’t been terribly commercially sucessful, which is that putting “EP” after your game’s title makes normal, right minded people want to punch you in the nuts.

        • VelvetFistIronGlove says:

          I for one haven’t bought it yet (despite it being on my “looks interesting” list) because I couldn’t figure out what kind of game it is.

          • AbigailBuccaneer says:

            It’s a procedurally generated puzzle game where you have to figure out the rules, and if you are the first person to solve a puzzle, you get to name that planet/moon.

      • Skabooga says:

        You have the option when you start your game of whether you would like to have it be a shared game that uploads information whenever you have an internet connection or a completely independent world with no influence from anyone else.

        At the moment, as far as I can figure out, the only way other players influence the shared world I’m playing in is when they name a planet that they’ve newly discovered, and that name shows up on my starmap. But if you play single player, even that will be prevented.

        Then again, the game is somewhat purposefully arcane, so there might be other ways of interaction that I have not yet uncovered due to my extraordinary denseness.

        • macc says:

          Nope, i don’t think so, the multiplayer is more than that, see the following quote (previous article).

          “The game will start out not so dangerous, but as you try to journey to the centre of the galaxy, things will mutate a lot more and will make your gameplay experience much more dangerous. Undertaking that trip will require lots of preparation. It will require you to, without going into too much detail, build up your character, build up your ship. You will have to co-operate with other people to make that journey. “

          • AbigailBuccaneer says:

            Well, I clearly didn’t play enough of it to understand it.

        • Llewyn says:

          @Skabooga: Thank you, exactly what I needed to know. I can happily buy it now without fear of falling in love with it but hating that immersion-breaker.

          @macc: Skabooga’s answering a question about Mirrormoon, not talking about No Man’s Sky.

    • Dr Krepz says:

      You’re the kind of player I will hunt, kill and teabag.

  2. amateurviking says:

    Yes but when Graham, when?


  3. DickSocrates says:

    I understand. I think… no, I don’t.

  4. Kubrick Stare Nun says:

    “graPhics suxz coxz!!!11!1!!1!1! Look liek PS one game not nextgen!!!!!!!!!!!!!!! fUk U indi n00bs!!!1! CoD fro teh wins!11”

  5. cqdemal says:

    That trailer gave me cautious optimism and curiosity. These two RPS pieces have made me I’m unhealthily excited.

    • Slazia says:

      Yup, definitely looks interesting. I love games that try to do things differently. Definitely interested in this.

      I hope they have a system to alter the procedural generation algorithms when they find bugs. So if they do find something bad, they can patch it out without destroying any of the planets that have already been discovered.

  6. Jayson82 says:

    The planets are nice and all but what about those space stations and ships?

    Whats up with them?
    Can you land on the station, get out and roam around?
    Can you own your own station?
    What about those capital ships we see in the trailer can they be owned?

    These questions we need more lol

    Anyhow where is there webpage? If they don’t have one imagine the hits there missing out on.

  7. Alexspeed says:

    Now will this come for PC or not, because if it will be a console exclusive i will never play it.

    • KevinLew says:

      This question has already been asked on their official Twitter feed, and there’s no question that they have been asked this also in e-mail. Even on the official game website, there’s no information about which platform will support it.

      There’s only one other indie game that I can think of off-hand that did this–that is, show a playable tech demo and have no platforms announced with it–Supergiant Games’s Transistor. This is when you know that you have a huge hit: You don’t pick a platform on purpose, and then the platforms fight for your business.

      They won’t announce platforms until later. I’d think that at least Microsoft, Sony, Valve, and EA have already sent requests to talk about platform support and potential exclusivity. It almost certainly won’t be released on all platforms, and Hello Games is still being courted about which platform(s) will get it.

      • CookPassBabtridge says:

        Everyone’s Gone To The Rapture kind of did this sadly.

        EDIT: Ah ninja’d by DatonKallandor below

    • wz says:

      Until it comes to PC I won’t end up playing either, as this game isn’t quite enough to justify it.

      If the devs want the large amount of money that presumably comes console exclusivity, here are some alternatives that could see them launch on PC/SteamBox:

      1. They could kickstart it. A demo of a single planet or solar system will surely get them what ever funds they require to complete the project. They might get enough coverage to self publish if it’s successful – they get to keep all publishing/copyright and quality of the game gets them a lot of sales, hence profit.

      2. Valve should pay them for a much shorter period of exclusivity than is common – say 6 months. Either Steam, SteamBox or SteamBox/PC exclusivity – given SteamBox is opensource is terms of software and hardware designs ends might justify the means in terms of introducing people to opensource OS/TV compatible PCs.

      Valve has said they aren’t interested in SteamBox exclusivity, but if it means rescuing a game from console exclusivity, it’s a lot better than the alternative.

  8. Germanicus says:

    Does it include the Déjà vu DLC…sorry :)

  9. Seafort says:

    Is this definitely coming out on PC on release or just consoles like the last games by Hello Games?

    I don’t want to be waiting 2-3 years for the game to come out on PC after you’ve hyped the game up with these articles and find out it’s console exclusive at launch.

    • DantronLesotho says:

      I doubt RPS would be giving it this much coverage if it wasn’t intended to hit the PC first.

      • DatonKallandor says:

        Everybody’s going to the Rapture says hello. Alan Wake too. Even Halo pops in to wave.
        Until it actually comes out on PC, there is no guarantee it ever does. And when the Devs don’t even say it’s going to be on PC, it’s wrong to suspect it will.
        Giving them this kind of coverage is disingenuous and hurts the platform, by giving voice to developers that will drop us like a hot potato the moment we’ve given them enough PR to make Sony or Microsoft hand them a big wad of cash.

  10. CookPassBabtridge says:

    When this thing goes live, it will immediately become sentient, hack the Pentagon and take control of all the nuclear missiles. Then it will launch them into space, and divert all the US military budget into breeding hamsters and posting Ice Cream Vouchers to everyone. It is going to be the first emergently sentient AI, but its going to be lovely.

  11. LionsPhil says:

    He’s right; it has been setting off all my Molyneux alarms.

    • golem09 says:

      It has, but at the same time they are mostly talking about already implemented and working systems.
      So yeah, I let myself become excited a bit. A bit.

      • WrenBoy says:

        X Rebirth weirdly popped into my head for some unknown reason.

        • CookPassBabtridge says:

          Indeed, X-Rebirth has sadly seared the feeling of cynicism and ennui into my guts when it comes to space games. Journalists feverishly sweating into their underwear over how pretty it looks, despite not having been given full working code before launch, millions made on pre-orders by Egosoft essentially on 5 minutes of video… I think Graham is being suitably measured.

  12. Simbosan says:

    I don’t think I would ever play a procedural game, it would feel empty and pointless always. Having said that I’m guessing the emergent behaviours will throw up some interesting wierd worlds/glitches.

  13. karthink says:

    Again, is this game going to be on PCs? It’s maddening how no one’s asking the devs straight up, or how they’re dodging it if they’ve been asked.

    • JP says:

      The devs recently released their first two games (Joe Danger) for Windows, and they say Mac and Linux are coming soon, the latter because they want to support SteamOS. So I would guess that this will be an early Steam Box system-seller (though not an exclusive, of course), depending on when it comes out.

  14. 2helix4u says:

    I’ll almost certainly pick this up either way but heres a couple things that bug me:

    1) Procedural generation of aliens and ships and we end up with a shark and an X-wing.
    2) Beautiful infinite exploration game… and then that assault rifle pops up in the bottom of the screen… sigh, oh video games, I don’t need to shoot everything to feel like I’m playing a game.

    • Burzmali says:

      You forgot the kilrathi ships, all possible universes must have space cats.

  15. Burzmali says:

    So pretty, HD Minecraft … IN SPACE?

    I’m feeling that they are already late to the party with this one. This game looks to still be a year or so out and plenty of more minecraft-likes are scheduled to be released in the interim. Making procedural content that guarantees that the player will experience a wide range of content can’t be done, so cherry-picking a couple interesting parts (that took effort to isolate) isn’t too exciting. Seriously, wait for more than a 2 minute press trailer before unloading in your pants.

  16. 12inchPlasticToy says:

    “RPS: What kind of worlds does the create right now?
    Sean: Probably one of the biggest challenges has been, and I hinted at that earlier, but in the early days the things that we made didn’t play well.”

    Beg your pardon?

    I have to say, I had the hardest time understanding the whole interview. Obviously a lot of it made sense, but some of the answer were hard to follow. Is it just my English slowly decaying?

    I wouldn’t offer to make a sandwich for these guys, at least not for them as a group…

    – Toy: You guys want a sandwich? What would you like on it?
    – Sean: The thing I like to put in my sandwich the most is, when available, but when you’re out of mayonnaise… You know, there’s ham, and then tomatoes, because–
    – Grant: Yeah, like Sean said, because no good sandwich — remember, Dave?
    – Dave: Oh yeah, all the pickle?! And cheese!
    – Grant: Perhaps cheese, and if you have some in the fridge you can also add.
    – Sean: If we have time, and suddenly: lettuce.
    – Toy: Have a mince pie.

    The game does look very promising though.

    • Ibed says:

      Glad I’m not the only one… maybe I’m tired, but I had a hard time relating questions and answers in this interview.

    • jph_iteration says:

      Yes! You sum it up so well,. it was disorienting to read the Q&A,. since the answers seemed largely disconnected,. I suppose it was cross talk,. and such,. but you post made me laugh out loud,. so thanks!

      ” Sean: The thing I like to put in my sandwich the most is, when available, but when you’re out of mayonnaise… You know, there’s ham, and then tomatoes, because–
      – Grant: Yeah, like Sean said, because no good sandwich — remember, Dave?
      – Dave: Oh yeah, all the pickle?! And cheese!
      – Grant: Perhaps cheese, and if you have some in the fridge you can also add.
      – Sean: If we have time, and suddenly: lettuce.
      – Toy: Have a mince pie.”

    • wz says:

      At least the truth percentage is higher here than interviewing a PR guy from EA. I bet none of the devs received a ‘press sneak fucks’ email prior to the interview either. I’d much rather read this and extract information.

      The dev was talking about the procedural generation throwing up terrain that made exploring (presumably on foot) difficult, as well as possibly negatively affecting other gameplay the game supports .

      • 12inchPlasticToy says:

        I agree, I don’t think there’s any form of PR in there (or if so, that must be some new neurolinguistic programming technique).
        Which absolutely does not matter to me if they focus their efforts on delivering what they have envisioned.

    • kael13 says:

      Like videos where non-English speakers pretend to be speaking English. You sort of almost but not quite get what they’re saying.

  17. CookPassBabtridge says:

    You chaps may find a free piece of software, linked here the other day by an RPS reader, called spaceengine (link to rather fascinating. It has much of our observable universe, allowing you to visit the surfaces of planets, slowly leave the atmosphere, pick a star as it comes into view and then fly to it. See that nebula you think is a JPEG? Fly towards it and see what happens (you may need to use the ‘+’ key to accelerate to many hundreds of times the speed of light). Now do the same with that galaxy. See all those streaks flying past when travelling at a few hundred parsecs a second? That’s not an effect. Those are all real stars and planets you can visit.

    OK its not modelling chemistry, but its pretty bloody clever.

  18. Eleven says:

    Call me old fashioned, but I prefer my oceans made out of Dihydrogen Oxide. Hydrogen Dioxide is another name for Hydrogen Peroxide, which would make for an interesting ecology for a planet but would probably be no fun to swim in.

  19. Kein says:

    Well, if you pay me enough I may start to care about console crap.

  20. Arglebargle says:

    Their ‘people won’t abuse it, because it will be better to play cooperatively’ stance worries me. It seems a tad unrealistic.

    Still, if they can pull it off even half as good as they talk, it will be worth giving a shot.

  21. PopeRatzo says:

    Q4, 201*

  22. Cearn says:

    65daysofstatic are one of my favourite bands (‘Debutante’ is the song from the trailer). And knowing their background for producing music for other sci-fi projects, one can only hope they could/would work on this OST.

    • Kirjava says:

      Lots of us are harassing them on Facebook trying to convince them that this is the best idea ever.

    • JiminyJetson says:

      A thousand times yes.

      (They’re also touring in the new year. Hooray)

  23. Keyrock says:

    I wants it. I wants it. I wants it now.

  24. SillyWizard says:

    This Sean guy has quite the mouth on him, doesn’t he?

  25. lithander says:

    Not long ago I believed the the games industry to be trapped in a local maxima and now all these exciting projects…

    I wonder what caused this paradigm shift (minecraft’s success, hardware power, kickstarter, steam and consoles opening up to indies…) or if it’s just whishful thinking on my part and the change is just in my head.

    • The First Door says:

      I just wanted to say (with no hint of sarcasm) that I very much enjoyed your use of ‘local maxima’ in your comment. That is all!

  26. dontnormally says:

    Surprised no mention of Starbound, what with the focus on planet-hopping and procedural generation.

  27. akbarovich says:


    Also, there was this little game called Outer Wilds that was kind of cute. It only had a few planets and this weird scaling thing where the planets appeared to be maybe beach ball sized as you approached them but suddenly they got bigger and you could land on them and walk around on them.

  28. confab says:

    Looks awesome but I’m kinda disappointed that it’s first person perspective. One of the fun things for me about playing space games is seeing my ship on screen and seeing my character exploring the various environments. Hope they consider adding a third person camera.

  29. mda says:

    I hope to play this game to go find myself instead of travelling in the real world. IRL blows.

    (is joke)

  30. pancakeru says:

    The space nerd in me snorted when I saw “every star procedural” and then “every sun procedural”. Aside from that though this game is making me mentally erect. More excited for this than star citizen as this actually looks achievable.

  31. equatorian says:

    “Procedural” and “exploration” are becoming the new “interactive” and “cinematic”, eh.

    Not that I’m complaining one bit. Nope. I’ve been thirsting for proper exploration for god knows how long. I’m somewhat worried about the griefing potential this game has if they do pull it off (hint to devs : ‘hoping they won’t do it’ NEVER works), but otherwise I’ll allow myself to be cautiously excited.

  32. povu says:

    ‘ What people don’t realise generally is that we actually have different universes on different machines. When it will release, it will be the one that we will release, but until then every time we boot it up to make changes, it’s different, right? You destroy millions before you settle on that one.’

    So does this mean the game is procedurally generated in development, but in the end the players get only one version of that, Daggerfall style? It’s not procedurally generated for individual players? That makes a lot of sense, considering the whole multiplayer aspect.

  33. Stevostin says:

    It looks like we’re about to have a defining moment in gaming with that one.