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SvennoJ said:

It's pretty much the same as how Elite Dangerous generates the galaxy (apart from the sectors with real stars added) That has led to several meta games for exploration, for example http://universalcartographics.org/records/ Earth like planets around a neutron star are a hot commodity.

Elite dangerous is a mix of procedural generation and some random elements. Every single rock on a planet surface is the same for everyone visiting there, however ship wrecks etc are player or instance dependent. NMS might not be multiplayer yet the community around it can potentially become as invested and even bigger than that around Elite Dangerous' exploration. https://forums.frontier.co.uk/forumdisplay.php/117-Elite-Exploration
For over a year exploration was a very solitary affair in ED as well, still is most of the time. At the start of the year the community organized a 3 month expedition with over a 1000 members to the other side of the galaxy. Who knows where NMS might go after the center has been reached.

Many people love to explore, make maps and share things like the biggest canyon run, tallest mountain, best tripple sunset opportunities, largest moon/star/gas giant in the sky, fastest orbit. That's the appeal of a procedural generated world, it's unknown, yet persistant. Once discovered it will always be there to revisit or share with others. In a sense NMS is already cross platform MMO, you just can't see others (yet)

I actually used sort of procedural generation for a simple motion controlled 2D pitfall like game a long time ago. The tunnel was procedurally generated using the random function with different seeds for different levels. The same sequence of 'random' numbers defined the twists, turns and splits in the mine shaft by affecting the amplitude and period of several sine functions interacting together. A very short piece of hidden code (it was an easter egg I added in a work related project) would generate an in theory endless pre-defined challenge so you could learn the course. (It also sped up and narrowed over time, high score chase)
Then somebody recompiled the linux kernel to randomize the random function based on the current time. Bye bye carefully selected seeds that worked with tuned parameters, suddenly it was a randomized mess every time! Procedural generation is not supposed to be fully random and requires a lot of care to get acceptable and interesting results.


That game sounds pretty epic. Probably a bit too serious for me though.