The Future of Gaming
nvembar writes: "The International Game Developers Association has the text of the lead designer at ION Storm, Harvey Smith's keynote address. In it he addresses "high fidelity similulations" entering games, making them more flexible and realistic. It's an interesting read on the future of gaming."
...the future of gaming is Running with Scissor's Postal ;)
Gaming dead....errr....sorry, meant broadband
this sort of thing with me the other day... he just quit his job as a programmer with a large accounting software maker to go to work for a gaming company. They're working on new tech for MMRPGs these days.
We had a rather *long* conversation about new stuff coming down the pipe, wherein we discussed different models for the I.T. infrastructure to support this sort of thing. Basically, we ended up going back and forth on the merits of p2p tech when it comes to reducing primary server loads and increasing playability.
The biggest obstacle we could see at the moment is (of course) still the latency on a p2p network. While users with high-bandwidth connections would whiz along fine, those on modems would have a tough go of things. Another point we covered was the continuing advances in PC power we're seeing (Moore is still right
The problem with that, of course, is that gamers will always want to play with the highest detail, color depth, etc setting as possible. This would tend to "max out" most gamers' boxes, reducing that particular advantage of the p2p structure.
What sort of thoughts do others around here have about this stuff? C'mon, I need some ammo to go back to my friend with
More interaction in a virtual environment! This means I can ditch this whole "reality" thing, and go into a virtual environment! er...wait...how would that change things now?
JoeLinux
Penny Arcade had some interesting things to say about the 'future' of gaming as well. I have to agree with him.. where exactly did the whole VR concept go? I can relate to the specific VR game he's talking about, I stood in line for an hour to get up on a platform and be confused for about one minute.
Penny Arcade News (VR)
If they push this too much you could get some interesting results ;-)
In SIN you could hit on that evil chick (what's her name) (always wanted to do that), Not to mention duke nukem
Fighting for peace is like fucking for virginity
Deus Ex was a GREAT game, and has a lot of factors that you won't find in big name releases; how about the incessant crap from Romero and Daikatana? and it turned out the less hyped game whupped it and most other games of 2000 collective asses.
End the tyranny of arcade shoot-em-ups! Death to the FPS and bring back a decent PLOT structured game to the PC!
How about C&C Renegade or whatever it is. It's another FPS, just like ANY other standard fare shootemup, but woohoo you can blow up a stealth tank or an obelisk of Nod because it's in C&C land so that obviously makes it the "biggest" game of the year.............fucking cretins. And Peter Molyneux and that 15 year old bloke from Theme Park have gone nuts. Black & White was a big tamagotchi, and this Republic just stinks of utter un-gameness.
Fuck this, I'm off to play Speedball 2. Wake me when Speedball Arena comes out - now THAT will be the way future games will go.
Acting stupid isn't much fun when there's someone around who knows better
"As an art form, immersive games are in a transitional state, currently positioned on the cusp of something almost unrecognizably different."
I hope this doesn't mean the markets are about to be flooded with more DAIKATANAS...
For those unaware, Spector is the genius behind the Ultima Underworld games as well as System Shock, Thief and Deus Ex. If anyone can bring true entertainment and flexibility into next generation computer games, Spector is the man.
This is also ironic because Spector's previous development house, Looking Glass Entertainment, had to fold because Eidos couldn't prop them up with necessary short term cash ... probably because they gave all their money to ION Storm for Daikatana development. And now Spector is a leading figure there. This is an interesting turn of events indeed.
I know people have said it before, but graphics and framerates only provide enchancement for a fun game. The gameplay is still the most important factor in a game being fun. Anyone else play Rampart (Arcade or SNES), I think it's probably my favorite game of all time, but the graphics suck...
Cloud City Digital: DVD Production at its cheapest/finest
People complaining that realistic games aren't fun. Possibly, but good fantasy games will be made with engines that could give a realistic if asked to.
The difference between a great modern painter and a bad one is that the great painter could do a photo-realistic painting if he wanted, even though he prefers to paint random strokes. The bad painter only knows how to do random strokes.
The difference between a creative speller (automagically) and CmdrTaco (its there fault) is that one knows how to spell correctly, and the other does not.
So full throttle towards realistic simulations! I want my game engine to be able to do these!
The lack of innovation in the gaming industry has gotten so terrible that crap has become celebrated. Mediocre titles like The Sims and Deus Ex win tons of awards by the dubious virtue of being only slightly more interesting than all the other dross on the retail shelves. Meanwhile, all of the truly innovative thinkers slowly trickle away to the console markets, leaving the PC game landscape for the wasteland it is. This Harvey Smith is representative of the sad state of the entire PC game industry, which every day seems more and more like it only exists to line nVidia and the other high-end hardware makers' pockets instead of entertaining its customers.
Loneliness is a power that we possess to give or take away forever
This is a continued problem in some forms of game design, an alternate version of the one million monkeys typing. Any huge number of gamers will find holes in the system.
I think that eventually you'll have to have some system that can be used to implement an indefinitely large world.
My own idea / fantasy project is to have an earth type planet that would have the suerface area of Jupiter. Then you could effectively block off areas, at least for lower levels by having vast areas of ocean or desert or whatever.
The point being is that you would have to have a completely different system to manage something that is that large scale
"It is a greater offense to steal men's labor, than their clothes"
...is bankruptcy. Games companies are losing money, consoles aren't selling well, pc game sells have been steadily declining, distributors are being bought out, games cost too much to make and rarely make the money back. Sorry to sound so down, but its the truth, eveyone's losing money. Your game is going to be late, overbudget, buggy and outdated, or really, really short. :(
The ironic thing is that when the tech got better, you could do more, people expected more, and "more" cost more, but game prices stayed the same and sales didn't increase, and everything just fell on itself.
Good summary, but it doesn't really seem that revolutionary or prescient to basically say (paraphrase) "games and game environments are going to get more realistic."
Most of the ideas he puts forth about birds, lampposts, and crickets seem motivated by long-standing notions about object-oriented systems, and it's pretty straightforward to project them onto the future of gaming.
it's the way the human brain projects feminine vocal patterns onto a male voice box and mouth/palate architecture.
Yeah, Daikatana sucked. (I hear that it rocked in multiplayer, though...) ION Storm also released two of the best PC games i've ever played, Deus Ex and Anachronox.
:p
And if you want to stick to monopoly, check my sig.
The bottom line: Is a better world model and more detailed graphics going to make the game better to play? I know plenty of people who still play the original Doom, despite the fact that it's graphics are blown away by its antecedents, such as Quake III. Why? Gameplay. Quake III is an awful game, despite the graphics. Quake III could be photorealistic and get 600 fps on my P3, but that wouldn't make it a good game. If you want a photorealistic, simulationist game, take a step outside. You could probably use some sun, anyway.
Haven't all their games flopped miserably despite all the hype?
This is a serious question, btw...
no matter how 'realistic' graphics and AI get, if you're dealing with a flat screen and a mouse/keyboard it's not much of a 'simulation'.. Even pedal/wheel controllers are better, but whatever happened to the headset/glove controller idea? Surely we can approach something 'affordable' soon on this front..
air and light and time and space
Is a proximity mine with a strong magnet not cabable of such a feat in real life? is it not at least somewhat realistic.
I witness Urban Terror - Rommel.. this map has a number of interesting locations that possibly the designer did not intend for people to reach.. but through, say, standing on another player's shoulders, you can reach them. This is not unrealistic.. it simply requires teamwork.
Now.. using the shotgun to 'launch' someone really high... that's not realistic.. but still.
It's exactly this mix of things that can make a good game GREAT. Witness Streetfighter 2... yes, it was well designed... but was everything in it intended? Some of the combinations? The timing that made certain combinations of movements unbeatable? I know in later games they were intentional.... There were also a few 'elite' tricks with a few characters.. essentially bugs in the game, but they simply made it that much more interesting.
I think a realistic game engine MUST allow for things the game designer didn't intend.
Here is something that I have been saying to friends for some time but haven't seen come about.
Mix the generas!
Think about it. You could have Joe RTS playing his game, making marines, orcs, cataphracts, krogoths, whatever, and commanding his armies like he likes best. Then also you have Jane FPS running along as a sniper or commando in the same game just that everything appears 3d first person. Then Bob flightsim could even join in. Or Nicole Harpoon. or...
Different clients, different engines all interpretting the same data.
Potentially P2P could be used to eleviate problems with needing a massive pipe and uberservers.
Make it a massively online game with a persistant world.
Mix well and you get an awesome game!
Just imaao, of course.
Do you know why the road less traveled by is littered with the bones of the unwary?
People forget what made these games great when they start focusing on making the next 3D Engine.
It ultimately wasn't the graphics.
"You spoony bard!" -Tellah
I've got something else I like to pull out and play with, and its even more lowtech.
I wanted to relay a post that came up during a Slashdot discussion about the Anarchy Online release a few months ago, and share some of my comments regarding the gaming industry.
I left my job at an ISP as an engineer and systems administrator last year and started seeking a new job. I found myself working for a gaming company that was to release a new persistent online environment role playing game (I hate calling them MMORPGs or whatever). They brought me on board because they had needs in regards to technical infrastructure, like server hardware, server software, networking equipment configurations, collocation staging needs, etc. Basically, they had nobody there who knew how to open up a computer, nobody that knew a thing about networking outside of the TCP/IP stack for Windows, nobody who knew a thing about collocation, telecommunications technologies, security of any kind, and they were to release their first public beta in three days.
Least to say, they were five days late launching that first beta.
Now, you think that they would have learned their lesson -- that their schedule was over accelerated and that they had severely neglected a critical part of the product. They had neglected to consider back end technical infrastructure completely and totally, and yet they seemed to not even care. Time after time I pressured about how they were heading for serious problems, and it came down to my job being threatened because they thought I was being a negative influence upon the company, "bringing down their vibes," "being a nay-sayer."
This gaming company just does not get it. They are going to have a miserable launch, like Anarchy Online, like Ultima Online, like all other online gaming companies that have totally failed to consider the "online" part of their game. Their online game is going to turn very offline when they realize that their server side application efficiency is so bad that it brings down the whole server with as little as 200 people on it. I know this -- I have seen these modern dual processor systems at 40% utilization with no clients, and with an additional +5% linear increase in load per additional client.
Why don't they get it? What is keeping these people from paying attention to this very serious oversight? Why is this epidemic?
As best as I can tell, management is more concerned with meeting their media provided launch date than providing the customers with a good ready product launch. They want to meet this holiday season selling time frame, and they do not want to delay the game a single day due to any problem. The quote, "we can release it now and patch it later" has been used multiple times by individuals in management and some of the developers. Some of these patches were the ENTIRE CD! 400+ MB, no kidding. They got upset when their whole 20+ beta players stopped playing, they just could not understand why.
Lack of qualified personnel is a problem. They are more concerned with hiring their friends than hiring qualified people to do work. Former bus boys, DJs, fast food and gas station attendants (NOT kidding!) all make up graphical artists, testing, customer service, and other departments. Most of the staff are younger people, like myself, but many of them had not previously held jobs, coming straight out of college or high school. Management is not much better off, just older and lamer. Only one has any real previous managerial experience, and none of them have any technical qualifications in coding, design, multimedia, sysadmin, netadmin, or anything technical -- they are all sales, paper pushers, HR managers, etc.
Drug usage is rather high. Pot and alcohol are the drugs of choice here, and they have no problem getting out the bottle or the smokes in the office. Think that is a problem with management? The CEO is a pot head himself! Think about this the next time you pick up a title.
Finally, after over two years of development, this company is running out of cash I suspect, and will be releasing their product to the public, ready or not.
You may wish to check out reviews before you buy any games this holiday season. I know at least one that is going to make a lot of people very upset.
Below is a post made some time back. I highly recommend it for reading. Cinnamon has it right on.
________________________________________
My experience in working for a game company... (Score:5, Informative)
by Cinnamon on Thursday July 12, @06:02PM EST (#274)
(User #15309 Info) http://www.pft.com/~cinnamon
I speak with some authority here, having worked for a multiplayer game company (Who shall remain nameless) for four years. We didn't write games ourselves, but ran a service that multiplayer games could run their matchmaking on, as well as wrote network code for some major developers and did full-blown hosting for some games.
One of the things that always amazed those of us who worked there (Both sysadmins and engineers) was that game companies *do not get it*. For whatever reason, the whole concept of online gaming is completely foreign to the developers, producers, directors, and distributors. It entails engineers having knowledge in areas that most game companies do not hire for, and require a dedication to quality assurance that most software companies in general eschew in favor of 'getting it out the door, we'll patch it later.'
As far as we could tell, these companies thought online gaming consisted of:
Write game
Tack on network code
Write sloppy matchmaking interface
Set up in a WinNT server at corporate HQ
Release game
We'd sit down with these people and try to make them understand the requirements that online gaming have, the almost-unsolvable problems of cheating, the necessity that if you want people to stay you need as close to 24x7 uptime as you can, but it fell on deaf ears. Why? Because most often, *even for the online games*, the network/server requirements portion were an afterthought. Despite writing these games with the full expectation that they would be played exclusively online, they worried for weeks about game play, and usually didn't even bother to hire a network programmer, just usually got some dude who did the sound or something to whip up a quick interface.
I have game developer friends who work for Blizzard who worked on Diablo II, who complained constantly about the stupidity of the battle.net people. Anytime they wanted to do anything the so-called engineers there said their code couldn't handle it. Wonder why until this expansion pack the stash was so small? Sorry, their stuff can't handle more than that. Major code rewrites were necessary to handle it in the expansion. They wrote poor, non-reusable code that crippled the game's online experience, a common problem.
This sort of thing is endemic in the game developer community. We were approached by the Ultima Online people before UO was released, asking us what it would cost for us to host UO for them. We came up with a price, gave it to them, and they ran screaming. "No no, we'll do it ourselves!" they yelled, resulting in months of instability, server overloading, user complaints, and their being outshined by EverQuest (Which has it's own problems.)
Why? Because the price we quoted them was for 24x7 uptime on enough servers to handle their expected load 3x, knowing full well they'd fill that capacity and explaining this to them. Even if they didn't get that many users, network code is often buggy in ways that swallows system resources on servers at an insane rate (Memory leaks being the number one culprit), requiring a factor of at least 2x more resources than was anticipated during testing. Don't try to tell that to the beancounters, though. Or even the developers! They seem to think their code would NEVER EVER break, and would NEVER take more memory/cpu/disk than they expect.
What really shocks me is that this problem is still around! When Quake came out and we saw the network code problems we thought that would have made companies realize how critical the network/server portions of their online game was. Year after year we'd have these meetings, talking in dumbfounded tones that they *still didn't get it*. Suckass game after suckass game was released and CONTINUES to be released, with massive strides being made in better realism, graphics, speed and gameplay -- And they can't get the frickin' network code right. It's not that it's impossibly difficult, talks with developers at these companies proved that time after time the managers never saw fit to hire anyone with server or network coding experience, instead relying on programmers with no knowledge in that area to write probably the second most critical portion of the game. (Gameplay being first.)
When is it going to get better? I don't know. Perhaps experience will amass, despite evidence to the contrary, and companies will be able to/willing to hire experienced programmers who've done online games before and can benefit from their mistakes. I'm just floored that it's still not happened.
-- If we were in any other industry they would've shot us a long time ago.
The current $50-a-game policy is about to implode and kill the entire gaming world. The future promises free games, designed by teams throughout the world, many of whom have never or will never meet each other. Internet colaboration and the spirit of open source software will soon merge to provide top-notch free gaming engines, games, graphics/levels, and mods. The future is bright.
Atari (yes, Atari!) had this in prototype for the Jaguar a few years ago - the headset part, at least. It was going to sell at a consumer-acceptable price. Do you know what the problem turned out to be? Some consumers actually get motion-sick while wearing it, and worse, the majority of potential purchasers get convinced they will and won't buy it.
I know from experience that I can play these sorts of games without problem, but if I wasn't able to, I would be pretty adverse to taking a dramamine just to play a video game. While people who get sick may be a real minority, it's enough to scare off many people.
Mad propz to tha inventor of plastic pussy.
:o)
A wonderful dream, maybe in a few years. I'd love to see something like this for Star Wars or the Battletech Universes. The thought of leading a planetary assault, coordinating hundreds of pilots in the air and on the ground... woof.
IMHO eradicating cheating (and cheaters if i had my way...) should be the goal of all games developers. It sounds like an impossible goal, but I believe the key is to provide code that provides no hooks but those of defined (and hence monitored) interfaces. Games developers must be aware that as soon as a game is hacked and cheats released the legitimate game playing community is left with little choice other than to move to the next, as yet unhacked, game. It in everyones interest that the ability to create cheats for a game is removed, as it increases the longevity of a game and therefore the return on investment to the game developers.
There were several branches to Ion Storm. The Dallas office was home to Romero, Todd Porter, Jerry Flaherty, and was responsible for the execrable Daikatana.
The Austin office of Ion Storm, however, was where Deus Ex was made, headed up by Warren Spector who has made some of the best games ever produced. Harvey Smith, the author in question, came from the Austin office.
It may have taken them several years and tens of millions of dollars, but Ion's publisher Eidos finally showed some sense when they closed down Ion Dallas, but kept Ion Austin running. They're making Thief 3 and the sequel to Deus Ex. For the most part, they know what they're talking about
Waren Spector is a very smart man, with many fine accomplishments to his credit. I'm not sure I'd go so far as "genius", but I'll grant that he has a good eye for successful games. I'm looking forward to his next projects quite eagerly.
That said, his involvement with the first Ultima Underworld game was quite small (Origin's liaison with Looking Glass), and his involvement with Thief, while not actually nil, was extremely close to it. And, of course, there were a lot of other people who helped make all these projects happen.
Warren's job includes talking to the press, so his name gets out there a lot, but if you actually pay attention to what he *says*, he's always trying to spread the credit around, because he *knows* that he tends to get way more than he deserves. To call Warren "THE genius behind" [emphasis mine] the games he worked on is both inaccurate, and an insult to the dozens of other brilliant people who contributed to those games.
Warren is certainly due a lot of credit. But you do him (and other readers) a disservice if you try and give him so much more credit than he is due.
Yeah, but Romero isn't even a part of it anymore. If I recall correctly, he left it to create a company that develops games for PocketPCs. So now you can think of it as the company that gave you Deus Ex, one of the best PC games in recent history. Or as the company that Warren Spector, inarguably one of the best game designers out there today, is a part of.
---------
Sometimes there's no other way to win, except by falling.
heheh too true. fucking karma whores! A penguin in their bums!
Remember other people?
In the article, the author doesn't mention Counter-strike, Everquest, or any other MPG. In the entire 7 page article, he makes only a one paragraph mention of MP games at all: Frankly we aren't even close to achieving AI that is 1/100th as sophisticated as a dog. And when AI entities are as smart as people, we'll have solved the single greatest problem in the history of computer science. Wake me up when that happens. Here in the real world however, the numbers seem to show that people want living breathing opponents/allys. Gamers know the difference, and will continue to know the difference for a very long time.
But that's just the playability side. What about the design side? The author wants the users to enjoy an ever widening space of possibilites in the game environment. He wants gamers to be able to express themselves by thier play-style, but they are in HIS sandbox. Now don't get me wrong, we need things like physical simulation and standard constants of gravity, and we need an underlying engine to hold it all together. But what about the creative side? What makes game designers think that they are the experts?
Luckily, not all of them do. There are a few shops who are taking a different approach (Bioware, Lucas Arts, etc). Building environments like Neverwinter Nights, and Star Wars: Galaxies. Games which welcome all kinds of possibilites in terms of empowering the gamer. At places like Bioware, there is tremendous focus on building tools. NWN will include a very advanced scripting language which is freely available to everyone. Users can create thier own dungeons, thier own quests, and thier own cultures in NWN. Star Wars: Galaxies takes this a step further, and includes an intricate system of commerce/trade/barter in which players can assume the roles of shop-keepers, smugglers, pirates, dignitaries, or even state officials.
The point is, if a game designer is truly interested in expanding possibilites of play, let the users in the door! Tired of "canned" conversations and predictable NPC's? Let us role-play! Gamers provide AI that you will never be able to fabricate(not in our lifetime). Tired of power players? Let us assume different roles! We gamers love to build, enrich, and contribute to the world in which we play. And now, for the first time in the history of computer gaming...it looks like we will soon be in a position to do just that.
The game seemed like a hamfisted attempt to combine System Shock 2 and Thief to me. Certainly it was better than most of the contemporary games at the time, but nowhere near as great as the two games it drew from.
Loneliness is a power that we possess to give or take away forever
The key is producing a game with a symbolic system (which may or may not reflect reality in some sense, or may simple choose to abstract it) that is fun to interact with, provides a challenge of some sort, is consistent, and may even be educational.
Stretch the gamer a bit, give them some fun, and give them some reason to replay the game.
Is the goal to become ever more realistic? Only if you're writing simulations. Was Pac-man realistic? Nope. Was it successful? Damn straight it was. How about Tetris?
Etc....
These are games folks; let's not forget the mission here.
Please mod this post only if you think others should/n't read this. I have enough ego^H^H^Hkarma. Thanks!
blah blah blah demographic blah blah blah unit sales blah blah blah track record blah blah blah genre blah blah no upside blah blah blah console blah blah blah graphics blah blah frame rate blah blah blah video card blah blah blah...
"Thank you for your game submission. Unfortunately at this time your idea does not match our plans for the coming year. We wish you luck in your future endeavors."
...while five more clones and ten sequels are funded the next day.
Close your eyes. Now, reach out and hold your hand in the air. How long can you hold it there? Face it. Human senses were developed and honed over thousands of years to touch. We can't find the difference in position to within inches, but the human skin can detect pressure changes to less than a ounce. I have heard tell of some "thought" controls, but lets face it, those won't work too well either. Can you imagine the degree of self-control those would take? You sort of enter that semi-daze you hit at about 3am at your next lan. Oh shit, I just shot myself in the foot, and I seem to be shooting things completely at random...
No, until we develop a system that completely takes over your brain I/O, we will be stuck with increasingly efficient Mice and Keyboards. Unless of course you feel that a specialized control for every game you play is a necessity...
Everyone on slashdot has a journal.
http://www.sflit.com/novaexpress/13/embraceyourwei rd.html
Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)
http://www.lawrenceperson.com/
Hope the games don't look too realistic ...
...
..
These days you can learn-to-be-terrorist by just buying flightsim
It's an outrage
--- I am known for the ones who want to find me on the net. Is that a privacy risk or a privilege? One might wonder..
They aren't a really frequent occurence..
You don't use IRC much, do you?
Gamespot has a very interesting article detailing a string of bad decisions that spawned Daikatana. I recommend it to all interested in the process of game design as a "What NOT to do" guide..
Extract from the first page:
After Romero's eyes zero in on the words "sheets of pity," he swivels his chair away from the screen. While not articulating it, it's clear the e-mail vitriol fazed him. "I get that kind of mail on a daily basis," he attests, trying to brush it off. But you can tell no matter how dispassionate he tries to be, each e-mail acts as salt to his wounds, wounds that have grown deeper and wider throughout the development of Daikatana, a first-person shooter that is the first full-scale production from infamous Dallas-based developer Ion Storm.
Yet before you pull out your violin to help paint the somber portrait of Romero being a game designer misunderstood by his fans, you remember the ads that ran three years ago, the ones that screamed, "John Romero Wants To Make You His Bitch!" Back then Daikatana was billed as the glorious follow-up to Quake that was going to be done in seven months. Now, it's a game that is more than two years late, has gone through five lead programmers, and is produced by a company that has reportedly burned through $30 million in a few short years. For a second you think that maybe the e-mail author was right - who is Romero, the legendary designer of games like Doom and Quake, trying to fool?
Yan
I think this line's only filler
I think a big deal is load times actually. If you've seen Red Faction for PS2 (which I just rented yesterday) the load times (or more specifically the frequency of disc accesses) is pathetic.
I've read on IGN that Halo on XBOX has very little load time and had a freind tell me that XBOX has zero load time because of the RAM. I think people might be getting confused about load time though, Load time (as far as I am concerned) is the amount of time it takes to copy the data from the CD to the RAM, alot of RAM would affect the frequency of the load time, but that is still a good thing.
That is the biggest barrier to realism for me though. I was very impressed by the size of the levels in many PS2 games and the continuity makes a really big difference, in the heat of real battle you don't have to wait for your game to load.
The same can be said for QuakeIII and such, the load times even from the hard drive are very very long to enter an arena. The key difference between QuakeIII and Red Faction is that Red Faction makes you wait to load a new section of the arena you are already in. So I would say at this point the biggest thing I would want if for developers to either load the whole level in at once or give some consideration to load time.
Of course if XBOX really has the "Zero load time" that IGN and others are talking about it might go a long way to solve the problem, but somehow I doubt a DVD drive (or hard drive for that matter) is really going to give zero load time for large levels.
Generas, mix the generas!
Holy fuck, dude. You know it didn't look right. Why didn't you take the extra two minutes and check it with an online dictionary or something?
In the first paragraph alone, he uses the words "Immersive", "Paradigm", "Fidelity" and "Vernacular". While I respect his work on Deus Ex, that alone was enough to put me off reading this document. Get some new buzzwords!
One other problem with p2p gaming is that since players are performing the game engine calculations on their machines, they can easily alter those gamephysics to suit (ie cheat) - performing validation on the other players' machines is a troublesome process, as some players may have legitimate reasons (slow PCs, lag) for apparently funky gamedata.
"You need to make demos for Game Boy and PlayStation as well"
They are currently talking about doing mmrpgs... I hardly think the GBA and Playstation are the best platforms for massively multiplayer online games are they?
"And the Xbox is not the #1 console"
Until it is released, it is not a console at all, just an upcoming product. Waiting until it is released before you make your determination of whether or not it is #1 is probably a good idea.
Time for some tasty Shiner Bock!
I've been pondering the concept of a collaborative, open source "reality" model for a few years now. Does anybody know if anything like this is in development anywhere? Not only would a project like this be incredibly fun (challenging) to develop, but it would be extremely useful for research applications as well as game design.
Now THIS is a project I'd want to get involved in...full of ideas.
www.clarke.ca
On the graphical side of things, there is Verse, which is more simulation and apperance, rather than gameplay oriented.
Personally, I think these two projects should get together and make offspring with wild abandon, they both seem to be looking at similiar issues (though not exact overlap, Verse is more about collaberative graphical spaces, Worldforge seems focused on games).
"Avast! Prepare for the rodgering!" THWACK! "Arrr.. me nards.."
For years, people in the mac gaming community have raved about Marathon, citing its entertaining plot and playability. And they were told by the PC gaming community to shut up about some game made in 1994 and to stop screaming about innovation and creativity and get a "real gaming machine" that would be taken seriously at a gaming party. Now all the same people who said this are deluged with an armful of FPS's that are basically doom with better graphics and its *them* who are complaining about a lack on innovation. The macintosh is the future of gaming--it's users expect things from their games today that PC users learn the hard way to expect 5-6 years from now.
For example, imagine a game that has realistic physics, light and sound propagation, imersive 3d graphics, and hyper-intelligent AI. Sounds fun, right ? Not really. Imagine that, in the game, you play the role of a DMV clerk, grading people's traffic tests in their full 64-bit glory. There is nothing for you to do but sit there and listen to the sound of your pencil realistically propagating around walls, as you scratch out "A" or "C-" on little sheets of paper. I don't know about you, but I eventually would exploit the emergent behavior of the game by stabbing that pencil through my eye in boredom.
On the other end of the spectrum, consider a game like Tetris. Tetris is so unrealistic it's not even funny. It can be rendered on an alphanumeric monitor; in fact, it only requires 1-bit graphics. However, I could spend days playing tetris over and over, trying to best my own high score. This principle does not only apply to single-player games; for example, chess has been popular for quite some time now, and it does not require much more than an 8x8 grid with various icons placed on it.
IMHO, System Shock 2, Thief and Deus Ex were not fun solely because of their simulation prowess. These games were fun because there was something interesting for the player to do, besides merely exploring the game world. Similarly, Black and White gets somewhat boring over time, since, despite its incredibly complex world, the player doesn't have much to do except playing "catch" with his Creature.
In conclusion, while I agree that enhanced realism in games is definitely the way to go, I think that realism alone is nearly worthless. After all, we play games precisely because our real world does not entertain us sufficiently.>|<*:=
How much would I pay for true, sentient VR in a space-time defying room where several StarTrek fantasies and dangerous simulations came true?
Lots... lots.
"Wireless : LAN
Yes, yes, yes!!!
Final Fantasy is great if you want to watch a really long movie, but if you want a real adventure you go play Dungeon Master, or Legacy of the Wizard, or Ultima, or one of those games that I keep making half of before I decide the engine is crap and give up.
BTW,
ID's level design totally sucked in Doom2.
I made some of the best Doom levels ever. (Lost 'em all in the Great Hard Drive Format (when I got Lee-nucks), tho.)
Duct tape, XML, democracy: Not doing the job? Use more.
There's something else that you might try when you get bored with your sega. It's called the "internet".
Pronounced INT-ER-NET, it's kinda like a really really BIG lan. Except, the users can be far away from each other and stuff.
Meanwhile, the only organized part of my computer room at home is my jealously guarded stack of Bioware games...
I'd have a personalized plate on my car, but "toxic bachelor" won't fit into 7 letters.