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."
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
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.
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.