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.
Haven't all their games flopped miserably despite all the hype?
No. Dominion3 failed utterly and completely, but then again it was just a failed game which ION bought the rights to when the previous developers went bankrupt. Diakatana failed miserably despite all the hype, time, and expense. Deux Ex did quite well and was critically hailed, earning many many "game of the year" honors, despite being not-so-hyped. Anachronox was apparently pretty run-of-the-mill, but it barely got any hype at all.
You, like many people, are unfairly painting all of ION Storm with the brush of Diakatana. Of course, John Romero--project leader for Diakatana (which was actually really called John Romero's Diakatana)--was the founder of ION Storm, and the reason ION got so much hype and publicity and money in the first place. And Diakatana was not just a flop but an apocalyptic fiasco: they plowed something like $50 million and 4 years (after promising it would only take 8 months) into a shockingly mediocre game, all whilst buying the top floors of a lavish skyscraper to serve as their development house, and even once causing their entire programming teams to resign en masse.
But Deus Ex was probably the best game of 2000. One reason for the diparity is that ION Storm actually had three completely seperate teams in seperate cities, so Deux Ex and Diakatana were really developed by the same company in name only.
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.