Wow, that's more than a little bit self-important / arrogant. You do realize that Cambridge is home to several huge tech innovators, right (ARM?) And that the UK produces more than its fair share of huge video games (GTA?).
Applying your logic, who knows what that Tim Berners-Lee guy might have achieved if he'd started off in the valley rather than CERN...
Maybe nothing great? Consider if Linus didn't have Finnish winters?
The Frontier series, for instance, featured a life-scale galaxy with seamless planet landing, each one entirely unique. It was released in 1993, and we're much better at making games like these now.
Here are some other games that will "never be finished":
- StarBound - http://playstarbound.com
- Rodina - http://elliptic-games.com/
- Elite: Dangerous - http://www.kickstarter.com/projects/1461411552/elite-dangero...
- Drifter - http://www.kickstarter.com/projects/celsiusgs/drifter-a-spac...
- Star Citizen - http://www.kickstarter.com/projects/cig/star-citizen
- Limit Theory - http://ltheory.com/
And there are still many more.
http://www.directorstalk.com/video-edison-executive-intervie...
Btw here is an interesting interview with David Braben somewhat before the time of Frontier: Elite 2's release.
http://amr.abime.net/review_38271
http://amr.abime.net/review_38231
http://amr.abime.net/review_15452
Here is a reddit AMA from a year ago.
http://www.reddit.com/r/IAmA/comments/15od2s/i_am_david_brab...
There is also an impressive universe simulator called Space Engine and they are planning on adding gameplay to it, but it will probably take a long time before it's ready.
There is also Pioneer Space Sim that started as a Frontier: Elite 2 remake, which is also still WIP.
Also be sure to check out the Elite: Dangerous FAQ
http://elite-dangerous.wikia.com/wiki/Elite:_Dangerous_FAQ#W...
i would like to see it, but i don't think its realistic (i don't believe its technically impossible - especially with that kind of resource, i just have little faith in the people involved by this point - which is a shame)
I have my reservations about the new game however because if anything, there's plenty of space shooters out there. No Man's Sky is appealing because of the procedural nature, but the new gameplay videos looked quite good.
I'd want a game to feel like it's new everytime I play it online. I hate seeing the same corridor or encountering same situations. I agree that gameplay here will be the final gamebreaker for me.
I don't buy that procedural = sandbox effect = bored in 10 minutes. If anything I could never play GTA series entirely, I'd get distracted, pick up hookers, shoot a rival gang member in a drive by shooting, and commit suicide by jumping off the building while firing RPG launchers. This also tends to get old.
kris piotrowski:
No Man's Sky is the video game everyone on Earth wanted to make ever since they first hear the word "video game".
Downside: No Man's Sky just made every game maker feel inadequate and suicidal. Upside: We don't have to try to make No Man's Sky anymore.
The question "Will I ever get to make my Exploration Sim/Space Battle Magnum Opus?" can now be replaced with "When can I play No Man's Sky?"
One important takeaway from No Man's Sky: If you have a dream video game you want to make, you should probably go try to actually make it.
#Below is one of my dream video games.
I'm not an indie dev, but a few friends from college are, and I get to meet a few of those guys here and there at GDC etc.- they're just delightful. Nerdy friendly guys who are incredibly smart, hard working, with an incredibly diverse set of talents (the skills needed to make a game are immense- programming, visual arts, music composing, game design, marketing- and a lot of those guys do all of it by themselves or with just 1 or 2 other people) and know to have fun.
Paradoxically, the gaming community is one of the most negative one ever (hordes of disappointed gamers will flood your blog and insult your whole family if you don't give them exactly what they want). That contrast is super weird.
Names you should check out if you're interested in knowing more: Kris Piotrowski, Derek Yu, Andy Hull, Phil Fish, Jon Blow, Richard Flannigan, Matthew Davis, Alec Holowka.
I have programmer friends who don't ever use a computer outside of work, who haven't learned a new language (outside of work) in the last 10 years for instance. Learning new languages is not necessarily a creative endeavor. But what happens then is cargo culting and bike shedding much like the way gamers get so demanding about something they don't know how to make.
http://en.wikipedia.org/wiki/Starflight
"The group designed what they called a "fractal generator", which took six man-years to develop and allowed them to increase the number of planets in the game from 50 to 800"
They said all the landscapes are procedurally generated. They did not say that there won't be any missions or tech trees or some other kind of hand-crafted progression system.
Many games like Minecraft or Terraria do very well with procedurally generated terrain and some kind of progression system.
I think that this might have huge potential. This could be an awesome game indeed, and so far I have not seen anything that hints to it being boring or repetitive--just unfinished.