[quote name='Luckless' timestamp='1326836601' post='4903790']
The problem with space flight is that space is kind of dangerous. Mind you the general support requirements of a Brain-in-a-Box would likely be far lower than that of an actual human being. Personally I would hold off on doing the whole "Dive into space" bit for a few centuries. Spend time on earth, and save space for when I get bored.
But live 'life' in a box with no interaction with the real world and just watch pretty pictures go by? No thanks.
One could argue that being bound to a planet is more dangerous than being able to travel through space.
@Procedural generation above: One thing that procedural generation does seem to struggle with right now, at least in significant applications, is that it stacks procedural pieces to get a procedural end product. It doesn't do a lot for getting those procedural start points to interact with eachother. The forest is a good example. In real life, trees can grow together, when a tree falls over smaller trees will spring up pretty rapidly in any clearings. Things like this dramatically change the layout, and the forest scene especially looked very off to me because of it.
The city could see similar things through the evolution of neighborhoods. While it looks fine from further away, living in that city might feel unnatural. Every building is apparently run by a financial institution or tech giant. Where are the bad neighborhoods? Where are the different ethnic neighborhoods? Minneapolis/St. Paul is a great example of how neighborhoods differ very sporadically even being less than 10 minutes from each other.
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Well the things you see as absolute problems with procedural generation are only algorithmic flaws with the examples I had presented. In theory it would be possible to create a completely 100% convincing simulation but to create such a simulation would require an almost endless amount of man hours. However, you would have all of eternity to perfect said simulation.