What the Hell is Everything?

The upcoming PS4 release promises more than a million years of gameplay. But what is it all about?

Article by Jaz Rignall, .

Ever since it was first announced on the Playstation Blog a little over a year ago, I've been highly intrigued by the upcoming PS4, PC and Mac title, Everything. Mostly because try as I might, I just can't quite figure out what the hell it's all about.

It's the product of a small team of developers led by LA-based artist David OReilly, whose previous creation, Mountain, was one of the most popular iOS apps of 2014. The experimental "relax 'em up" enables you to "fulfill your dreams of being a mountain". When you first start the… well… I guess I'll call it a game, you're asked to respond to a series of three abstract questions and statements by drawing your answers on-screen. These are used to procedurally generate a mountain, which you can then watch over as it floats in space.

As time passes, the game runs through a day-to-night cycle, weather patterns form and change, and trees grow and die. Occasionally, random objects appear and embed themselves in the mountain, and sometimes the mountain might say something – a question or observation that seems to be randomly generated. If you let the game run long enough – apparently around 50 hours – the mountain will eventually reach the end of its lifespan in one of a number of different ways.

Despite lacking much in the way of interactivity – some users have described Mountain as being more of a screensaver than a game – the unique and surreal experience was surprisingly well received, and precipitated some philosophical musings from the likes of The Atlantic and Gamstutra.

And speaking of existential chin-stroking, that brings us nicely back to David OReilly's latest project, Everything. The game was showcased yesterday in this 10-minute short narrated by late British philosopher Alan Watts, which I found strangely mesmerizing and utterly compelling. Underpinning a large part of my fascination is the fact that the game sometimes looks amazing, and sometimes comes across as really weird and wonky. But what is it? Is it a piece of interactive art? Is it actually a game? Or just a load of highbrow twaddle?

According to the official website, "Everything is an interactive experience where everything you see is a thing you can be, from animals to planets to galaxies and beyond. Travel between outer and inner space, and explore a vast, interconnected universe of things without enforced goals, scores, or tasks to complete. Everything is a procedural, AI-driven simulation of the systems of nature, seen from the points of view of everything in the Universe."

Couple that with publisher Double Fine's recent blog post that states Everything will feature, "one million+ years of gameplay, a rich musical score, and thousands of playable characters," and you have something that feels somewhat akin to No Man's Sky, another procedurally-generated open-universe game that boasted 18 quintillion planets to explore. However, while Hello Games' much-hyped, but ultimately rather disappointing release was clearly a game, Everything seems to be a lot more vague in terms of the way it functions. Indeed, it's unusual to watch ten minutes of a something being played and still not really know how it's actually going to work.

And that makes me very curious. Everything is clearly an experimental title that seems to buck most gaming conventions, but I'm really keen to see exactly what kind of experience it's actually going to deliver. It seems that you can zoom down to the level of microbes, or expand your view to encompass whole galaxies. You can tumble across planets as stylized animals, insects, and plants, or become a balloon or a violin and float around in space. It all just seems so strange and random. What's the point? Is there a point?

It won't be long until we can find out: Everything is scheduled for release on PS4 on March 21st, and on PC and Mac on April 21st.

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Comments 8

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  • Avatar for Captain-Gonru #1 Captain-Gonru A year ago
    Anyone remember Tail of the Sun for PS1? For some reason, this reminds me of that. Not aesthetically, of course, but somehow a similar "vibe" or something.Edited March 2017 by Captain-Gonru
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  • Avatar for mattcom26 #2 mattcom26 A year ago
    The game of life.
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  • Avatar for VotesForCows #3 VotesForCows A year ago
    This looks... interesting. Not sure it'll be for me, but I'll definitely keep an eye on it to see what its all about!
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  • Avatar for garion333 #4 garion333 A year ago
  • Avatar for timelessgamer #5 timelessgamer A year ago
    They lost me at "one-million plus years of gameplay". Anyone recall the bold claims to No Man's Sky number of planets to explore?
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  • Avatar for brionfoulke91 #6 brionfoulke91 A year ago
    I'm always skeptical of things that say "without enforced goals, scores, or tasks to complete!" as if that's a positive. That's anti-game talk. I'm more of a pro-game person. Sorry, but I like enforced goals, scores, and tasks to complete. It's nice to have a purpose and a goal to strive for.

    Still, I'm sure Everything will be a nice experiment and will be fun to mess around with. I just highly doubt it will provide "millions of years of gameplay." If anything it's the type of experience to fizzle out quickly. Minecraft is the closest thing to being able to claim that, but Minecraft has a unique core gameplay structure which is very fun and addictive. That's not so easy to come up with, in fact it's incredibly hard.
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  • Avatar for swamped #7 swamped A year ago
    @brionfoulke91 "I'm always skeptical of things that say "without enforced goals, scores, or tasks to complete!" as if that's a positive. That's anti-game talk. I'm more of a pro-game person. Sorry, but I like enforced goals, scores, and tasks to complete. It's nice to have a purpose and a goal to strive for."

    This. Even Animal Crossing has goals. And sometime the fun of simulators comes not from the lack of goals but in being able to define them yourself.
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  • Avatar for airbagfin51 #8 airbagfin51 A year ago
    Totally interested in this (and yeah, that philosopher's monologue was a real trip!) from the perspective that it looks like pretty elaborate piece of interactive software. The 'levels of zoom' concept is cool, esp. as it looks like each 'zoom level' is a fairly complex simulation of 'things' at that level.

    Obviously I don't know the actual details, but I'd venture that 'game' should be taken pretty lightly with this one. It's probably a game in as far as you can control the different creatures and they may have mini-mechanisms to further their species or some-such. But I don't think anyone should expect any elaborate 'questing' mechanism or even much 'goal-driven' play at all (I mean, it even says so explicitly in the trailer).

    Which is totally fine by me, there's enough room for things that are only 1 or 2 % 'gamey' in my world, especially with the topic matter expressed in the trailer.
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