VlaudTheImpaler
tl;dr
Here are a few snippets of some sweet little lies:
“when you're on a planet, you can see as far as the curvature of that planet. If you walked for years, you could walk all the way around it, arriving back exactly where you started. Our day to night cycle is happening because the planet is rotating on its axis as it spins around the sun. There is real physics to that.
Creatures on a distant planet that nobody has ever visited are drinking from a watering hole or falling asleep because they’re following a formula that determines where they go and what they do; we just don’t run the formula for a place until we get there.”
“Certain animals have an affinity for some objects over others which is part of giving them personality and individual style. They have friends and best friends too. It's just a label on a bit of code—but another creature of the same type nearby is potentially their friend. They ask their friends telepathically where they’re going so they can coordinate.”
Artistic director Grant Duncan recalled roaming an alien planet once shooting at birds out of boredom. “I hit one and it fell into the ocean,” he recalled. “It was floating there on the waves when suddenly, a shark came up and ate it. The first time it happened, it totally blew me away.”
“When you die, you regenerate in the same location,” Murray explained, “but you do lose a great deal of things. We wanted the loss to be meaningful—for you to know that if you make a decision, it has significance.”
I guess sometimes some animals of the same type will kinda-ish walk around in a group.
But not often.
That is basically this.
There is no actual proper AI that has a want/need system or something like that in this.
It's all in the game, you can't see it because Sean Murray's mind is blown
I'm just speechless right now... I really don't know what else to say. I can't even think of anything clever. I...