Abstract

This article examines the generation of digital outer space natures in the space exploration game, No Man’s Sky. Using procedural generation, No Man’s Sky offers nearly infinite planets, flora, and fauna on the fly. With the rapid development of gaming technology and tools, game developers and others are attempting to diversify the representation of various forms of nature in gaming content and to expand the use of games in behavioral change, education, conservation, and other fields. Many scholars argue that games offer promising ways for various publics to understand their place and their interconnectedness with microbes, ecosystems, planet Earth, and beyond. We examine how No Man’s Sky struggled to coproduce digital outer space natures at the two scalar extremes of the vast expanse of outer space and of the embodied player relating within complex biomes. Our results from an in-depth, qualitative analysis of the initial version of the game, of player world-building experiences in No Man’s Sky, and of subsequent developer modifications to the game demonstrate that nonscalability theory is useful for studying what digital outer space natures do in games. We also argue that nonscalability theory would benefit from a more robust engagement with the digital. No Man’s Sky was initially scalable to such an extreme that it made players into objects without an origin story, broader purpose or way to build meaningful relations in the game. For a brief period, this game undermined players’ interplanetary colonial imaginaries. Subsequent updates to the game introduced a limited scope of nonscalability, but only to the extent of satisfying gamers’ desires to become more impactful agents of exploration. We see great potential for analyzing the role of innovations in computing and game design in linking multiscalar digital, outer, and earth spaces, which as other scholars have shown, bear significantly on our understanding of multiple worlds and natures.

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