"Indeed, just like the president said—this kind of world is extrely hollow. It looks like it has infinite possibilities for exploration, but in reality it’s very monotonous."
After that, no one at Gastar Electronic Entertainnt paid much attention to the rest of Mickford’s launch event. The gas revealed afterward were all fairly conventional. It was obvious that the real focus of this conference was that Infinite World ga.
On the internet, however, the ga’s promotional trailer had generated an excellent response.
Many players exclaid that once released, it might beco a god-tier masterpiece.
An infinitely explorable world—how tempting was that?
It seed as if the human geno itself was deeply engraved with a spirit of adventure and exploration.
From the great voyages of the Age of Discovery to modern space exploration, humanity had always been moving outward, constantly pushing toward the unknown.
That was the charm of this kind of ga: infinite possibilities.
Yet after Gastar Electronic Entertainnt’s ga departnts gathered to study it carefully, they discovered that this kind of procedurally generated world really wasn’t very fun.
In the launch presentation, the ga’s demo looked beautiful—lush landscapes, cool-looking randomly generated creatures.
But once you actually let a computer run an infinite world on its own, a problem imdiately surfaced: randomly generated content doesn’t necessarily conform to human aesthetics.
Sotis it produces scenery that’s downright bizarre.
You could try to explain it away as "different cultures from different worlds," but this is a ga. A ga exists to serve players.
If a ga makes players uncomfortable, then the ga itself has a problem.
What’s more, since everything is randomly generated, even the developers themselves might not be able to accept the artistic styles that erge.
"What if the AI goes through several more iterations? Wouldn’t the random generation improve?"
"No. The computational load required is far greater than simply calculating NPC behavior. That’s not sothing a comrcial product can handle—it would require enterprise-level supercomputers. Those things cost millions of dollars each. Do you think ordinary players could afford that?"
"Then what if we use AI to pre-generate so planets and include them directly in the ga files?"
"That’s even more impossible. Think about how many art assets and how much content a single planet would require. Data for billions upon billions of planets would overwhelm any storage device."
"...So is there really no solution?"
"It’s not unsolvable—just not now. We’d have to wait decades for the cost of supercomputers to drop enough for true civilian use. Only then would it be possible to present a truly rich, infinite world."
The departnt heads huddled together, analyzing the feasibility of creating this kind of infinite-world ga.
In the end, they all reached the sa conclusion.
With current technology, it was almost impossible to realize what had been promised at the launch event.
Even in Takayuki’s previous life, No Man’s Sky—despite its reputation turnaround—never truly fixed the fundantal problem of its hollow universe.
The developers had rely added more gaplay systems through later updates, covering up the emptiness with additional chanics.
But that, in itself, was sowhat backwards.
The original vision had been to give players countless vivid, diverse worlds, each filled with novel experiences.
In the end, the ga beca a mishmash of many different gaplay systems stitched together.
The No Man’s Sky developers themselves must have suffered deeply.
The gap between their original dream and the final product was enormous. Faced with an unbreakable wall of scientific and technological limitations, they could only do what they were capable of—quietly working to make ands for their earlier mistakes.
Fortunately, their efforts eventually paid off, and their team’s reputation gradually recovered.
"Then doesn’t this ga border on false advertising?"
"Yeah... it kind of does."
"How does Mickford dare to do this? Aren’t they afraid this could completely destroy their ga division?"
"I don’t think it’s that serious. This is just one developnt team they invested in. Worst case, they can just abandon it."
"Ah... what a pity. The idea behind this ga is actually fantastic. It’s just ahead of its ti. If it had been developed ten or twenty years later, it would probably look completely different."
Everyone couldn’t help but sigh.
At the sa ti, they felt it was unfair to those developers.
The concept itself was genuinely innovative.
They really did create a nearly infinite world—but because current technology couldn’t keep up, the ga couldn’t deliver what it was ant to.
Honestly, if circumstances allowed, they would even have liked to lend a hand.
But this was a competitor.
Still, they were secretly pleased to see a rival potentially heading toward trouble. All they had to do was sit back and watch the drama unfold.
Mickford’s popularity had surged recently.
Many players showed enormous interest in Infinite World, and Mickford’s stock price rose by more than ten percent as a result.
That a single ga’s explosive popularity could directly affect a company’s stock price was sothing even Myron Cass hadn’t anticipated.
So video gas had this much influence?
When so many players expressed optimism about a ga, investor confidence naturally skyrocketed.
If he released a few more blockbuster gas like this, wouldn’t the company soar straight to the top?
Of course, he knew that was wishful thinking.
Gas like this were rare strokes of luck. Even Gastar Electronic Entertainnt had only produced a few of them.
But this ti, he was standing right in the eye of the storm.
Without hesitation, Myron Cass increased his investnt in the frizzy-haired young man and his team, adding another fifty million dollars to their budget.
Fifty million dollars was already enough for most studios to develop a mid-sized or even large AAA ga. Clearly, Myron Cass’s level of attention toward this project had risen significantly.
However, not everyone was blinded by this sudden success.
The frizzy-haired young man himself felt uneasy about Infinite World.
It wasn’t that he thought the ga was bad. As a technically minded developer, he knew better than anyone where the bottlenecks were.
This wasn’t sothing that could be solved simply by throwing more money at it.
Because of Infinite World’s popularity, Mickford ramped up its marketing even further, pushing the ga as a once-in-a-generation masterpiece—sothing you’d regret for the rest of your life if you didn’t play it.
Several tis, the frizzy-haired young man wanted to explain things to his boss, Myron Cass.
He felt the boss needed to calm down. The ga had clear limitations, and many originally planned gaplay features still hadn’t been implented. Those would require a lot more ti. Ideally, the release date should be postponed.
But just as he was about to speak up, the head of the ga developnt departnt stopped him and issued a blunt warning.
"You’d better not say that to the boss. He won’t be happy hearing it. If he gets angry and pulls the investnt, is that what you want?"
Seeing the young man hesitate, the departnt head continued coldly:
"With the montum this ga has right now, even if the final product isn’t that great, it’ll still make a ton of money just off the hype. You really don’t need to care so much about whether the ga lives up to its original vision."
"In this world," he said flatly, "making money is king. Do you understand?"
Reviews
All reviews (0)