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Comment by vintermann

9 hours ago

Yes, and it's a problem procedural space games have in particular. Because the planets usually don't interact at all in any meaningful way - what's on one planet (or indeed in one zone on a planet) has no impact outside it. Maybe you can get random quests on planet A to find some landmark on planet B, but it doesn't feel like that was because anything on planet A had anything to do with what was on planet B. For all its improvements over the years (and they are many, and OK in their own way) this is a thing which has not changed in No Man's Sky.

This I think is a core challenge with procedural generation. You can have procgen countries with procgen cities with procgen citizens, but if none of those citizens have an aunt in another city - who you can actually visit, in a new world from the same seed, and learn that she has a nephew in the first city - then it feels empty, fake.

Hierarchial procgen is easy. But you need cross-interactions like that to make it feel alive, and that's hard.