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The Future of Game Dev (Except in St. Louis)

ksquire writes "Ben Sawyer, of Digitalmill, has published an interesting article at Avault.com about the past, present, and future of game development. Sawyer argues that the game industry is going more and more toward 3rd party development tools and '4th party' publishing -- meaning that game developers are essentially tool developers for game enthusiasts to create mods (also using tools like Alienbrain or Discreet's GMAX). I'm really curious as to whether the Slashdot community thinks we'll see a future era of standardized game tools and developers courting modders, or if we'll continue to see more specialized game engines. Maybe a greater PC / Console split?" Meanwhile, over in St. Louis, the Free Expression Policy Project has filed an amici curiae brief by 33 media scholars saying that "Most studies and experiments on video games containing violent content have not found adverse effects." They're trying to stop the county from banning violent games -- Wired has the story. ksquire points out that "Sawyer also wrote an article, Serious Games: Improving Public Policy through Game-Based Learning and Simulation, which was discussed on slashdot."

netphilter and TCPALaw get credit for the Wired link. Previous Slashdot stories on violent gaming include this one and this one.

TCPALaw's full comment was (minus a dangling modifier): "Wired has a nice story on the St. Louis ban on violent video games. If the ban sticks (it was upheld by Judge Limbaugh against a constitutional challenge... Rush Limbaugh's uncle ... the same judge who struck down the federal ban on junk faxes as an abridgment of free speech - go figure) it could be extended to MP games available to play over the Internet."

24 of 170 comments (clear)

  1. I live in St. Louis... by motardo · · Score: 3, Interesting

    I've seen a HUGE decline of arcades here because of this ruling, many of them have closed. The local mall near me used to have an arcade...until they put in a police substation across the hall. I hate it here because of stupid stuff like this.

    1. Re:I live in St. Louis... by toomz · · Score: 3, Funny

      What you're saying that the staggering popularity of Dance Dance Revolution is not enough to singlehandedly keep arcades open?

      This is news to me.

      --
      If a chair is thrown in a forest, and there are no witnesses, did Ballmer still do it?
    2. Re:I live in St. Louis... by poot_rootbeer · · Score: 4, Interesting


      Personally, I think arcades are in decline because there are really only about 4 games out there these days, and DDR is the only one that's at all innovative -- the others are all retreads of "shoot an Uzi", "drive a car", and "twitch kung fu fighting game".

    3. Re:I live in St. Louis... by Violet+Null · · Score: 3, Insightful

      Seems to me that arcades have closed because there's less of a need / desire for them. Ten years ago, you could play games at home on your Nintendo, but it didn't even come close to the stuff they had in the arcades. Since then, though, consoles have gotten better, and arcades haven't -- the games you have on an XBox / Gamecube / PS2 rival what you're going to see in an arcade.

    4. Re:I live in St. Louis... by zaffir · · Score: 3, Interesting

      That, and arcades are freakin EXPENSIVE now. It costs at least a dollar a play on most of today's systems, what happened to the one quarter for one (or even three) credits days? I don't want to blow $20 every time i go to the arcade, but if i don't, i'm only there for about 20 or 30 minutes. These days i can spend $50 on a couple arcade ports for my Dreamcast that i can play whenever i want, and for as long as i want; an overpriced arcade can't hold a candle to that.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
  2. Mods begat popularity. by Anonymous Coward · · Score: 4, Insightful

    Look at Half-Life. I can still, after how long now, fire up Half-Life and join a decent game.

    Hell, I can still find Quake 2 servers around, and there's still a few Quake 1 holdouts.

    Gamers love mods. For the developer, it gives them a chance to experience how games are made first-hand and also gives them an arena to show off their skills to existing gaming houses.

    For players? Depending on the mod community, it's like buying one game and getting ten in return. And everyone likes to save money, eh? ;)

    1. Re:Mods begat popularity. by Telastyn · · Score: 3, Insightful

      True! and that's almost exactly why this article is bullshit. Game publishers, and by extension, game developers (who want their games published) make games to make loads of cash (the sims, everquest, roller coaster tycoon, myst).

      Games are generally going away from SDK style engine releases (except for a niche few like NWN and ID games).

  3. Game Development by moertle · · Score: 3, Informative

    Having just started a game development project our major goals include cross-platform compatibility (ala SDL / OpenGL), modularity, and open formats.

    How popular would Doom and Quake be without these things? Part of the fun of these games is the possiblity of expansion and innovation by peers. For example Capture the Flag was a user mod that was incorporated into later versions of the Quake series.

    --
    I hold a patent on sigs...
  4. Engines don't necessarily need to standardize. by Myshkin · · Score: 4, Insightful

    What would be cool to standardize would be the 3D modeling language and behavior scripting representations. After that it is a matter of compiling the world models and behaviorisms into the games custom binary representation.

    We aren't that far from this now. There are a number of *common* engines. Various generations of Quake and Unreal seem to be used in all sorts of games. If both of these could compile levels and models designed in a standard 3D editor, others would surely follow.

  5. speaking as a modder... by MP*Birdman · · Score: 4, Interesting

    I've seen alot of companies hiring people based off of their proven abilities in the mod field.

    Likewise, I've seen people use their contacts in the mod community to get better jobs.

    With some of the newer games coming out with good tool support (Unreal 2k3 has dedicated programs included, for example) for people to make their own content (be it maps, models, sounds, what have you), I fully expect game companies to actively search out mod teams.

    Obvious case in point:
    Think about what Valve would be doing right now if it wasn't for a very small number of mods.. (Counter-Strike, Day of Defeat, Action Half-life, etc... Especially Counter-Strike)

    1. Re:speaking as a modder... by Anonvmous+Coward · · Score: 3, Interesting

      "Likewise, I've seen people use their contacts in the mod community to get better jobs."

      Speaking as a 3D Artist, I can happily say that GMAX is a good thing if the industry decides to support it.

      Right now, I work in LW. I may want to get a job in the game industry in the next couple of years. If so, I need a tool that's fairly close to the game. The neat thing about GMAX is that Discreet is trying to push it as a model format that other games can import. Should this take off (if it isn't already, haven't checked recently) then I'd be able to download this tool and start cranking away at models.

      Eventually, tools like this would probably be used in-house at the studio developing the game. I tell you what: That's the biggest fear I have about getting a new job. Knowing LW is fine and all, but I'll have to adapt to their tools, whatever they may be. The more access I have to those tools already, the more valuable I am.

      I guess the short version of what I'm saying is: Mods give the gaming public an avenue to increase their employment value at the companies making the games. They're creating their own talent pool!

  6. Game Devs == engine makers by Anonymous Coward · · Score: 5, Insightful

    This perspective only holds in the PC game enthusiast market. The PC market is only a fraction of the total videogaming market and the enthusiasts are only a fraction of that.

    The really big market for games is not on PC but on consoles, where customization is pretty much unheard-of. If you think that the industry is getting large enough that 3rd parties can create a market selling tools or libs or whatever, then that's absolutely correct and has been so for over a decade. If you think the market is going to 'decentralize', think again.

  7. Credibility Gap by why-is-it · · Score: 3, Informative

    Check out the list of scholars who are particpating in the brief. Only a handful are psychologists, and that is the faculty which is perhaps best suited to investigating whether there is any connection between observation of violent behaviour and violent behaviour. A brief read of the bio's of the scholars further indicates that most of these people are stepping well beyond their area of expertise.

    I would have thought that a brief to the court would carry more weight if the people lending their name to it had standing in the academic community in that area of research...

    --
    *** Where are we going? And what's with this handbasket?
  8. Doom movie negotiations round 2? by sheetsda · · Score: 4, Informative

    From the wired article: One studio recently signed a deal to make Doom a motion picture.
    At first I presumed they meant the failed attempt several years ago, but then I found this article on Yahoo dated last Wednesday. I figured we would've seen a /. story about this by now, or did I just miss it?

  9. Re:Zillions of Games, NWN by Angry+White+Guy · · Score: 3, Informative

    NWN is an excellent example of standardizing a game engine so that the core rules, interaction, etc is easily understood, and expandable.
    Even if the engine itself is closed source, Bioware et al give a developer everything that they need to expand the game with a professional level editor, object scripting, and releasing server software.
    These things show a commitment to the gaming community, allow for the game to become near infinately expandable, and give the users as much (or as little) of the behind-the-scenes action as they want.
    I haven't played around with the editors enough yet, but if you could create your own weapons, armour, and races, you could even expand the world from the medieval/fantasy to Sci-Fi, Horror, western, etc, the same way the core rules have been expanded in the pen-and-paper version.

    --
    You think that I'm crazy, you should see this guy!
  10. Not Black and White by sdjunky · · Score: 4, Interesting

    It's never black and white with anything. Do video games cause all kids to commit violent acts? No. Do some video games cause some kids to commit violent acts? Probably.

    Children that watch other kids do things mimic them but the way to overcome that is to ensure that there is a good moral foundation ( which comes from parents )

    Have we seen a spike in violence in children since video games became more prevalent? Yes. But why is the question. You'll note that this is the same time that most families had to start having two working parents ( to supplement income ) and so there isn't somebody to monitor tv, games and other media. Nobody there to comment on this being done in the game. Nobody to say "we don't do that in real life".

    Studies and statistics are often misleading and misused. A prime example that we learned in a Psych 101 is that of Churches and Crime rate. Did you know that in areas with more churches there is a higher crime rate? Considering that astounding revelation we should ban churches since they obviously lead to crime.

    The issue is that there isn't a direct relation, but rather a common factor between the two. Where are there more churches? In higher populated areas. Where is there more crime? In higher populated areas. The problem for higher crime is increased population, not churches.

    However, those in congress and those doing this study use common link evidence and say it is a direct relationship as if anything is so black and white

  11. Re:Banning violent video games by stratjakt · · Score: 5, Insightful

    Games in the US do have a rating system, the ESRB (Entertainment Software Rating Board). It's completely voluntary, and all publishers have their stuff rated. Unlike movies who fought tooth and nail against ratings.

    It's also more specific than anything on movies or TV. A game doesn't just get M for Mature, but there's a short list of icons explaining *why* it got the M. Ie; Language, Adult Situations, Realistic Blood and Gore, Cartoon Blood and Gore.

    Thing is, while most retail outlets are now refusing to sell M rated games to minors, there's still a big whoopty doo because of things like Columbine, where the fact that the shooters played video games was blown out of proportion.

    Right now one of the big "targets" of the video game lobby is Grand Theft Auto 3. Now first off you have the title, then you have the box art covered with stylized mobsters, pimps, and prostitutes. Then you have a fairly prominent M for Mature, with underneath: Adult Situations, Coarse Language, Violence, Realistic Blood and Gore.

    Yet noone clues in that this isn't a game for 6 year old Billy.

    AFAIK, there's no legal accountability if Billy gets the game. Thats what they want, and they wouldn't dare hold the parents or gaurdians responsible for their childs welfare. It must be someone in corporate america's fault.

    --
    I don't need no instructions to know how to rock!!!!
  12. Re:Just like Dungeon and Dragons by AAAWalrus · · Score: 3, Insightful

    I'll bet most parents today would advocate a game like D&D that promotes actual problem-solving and creativity over trigger-finger-reaction games. Just another sign of the times.

    "Timmy, why don't you play a nice wholesome game like Dungeons and Dragons with the kid next door instead of making his head explode like a blood sausage with a sniper rifle? There's a good boy."

    -the walrus

  13. Future of gaming?? INNOVATION! by FortKnox · · Score: 3, Insightful

    The future of gaming is what every NES/atari/old school gamer has dreamed of. They always complain that games today are just copies of what is popular (how many quake/fps copycats can you name?).

    Well, modding is changing all of that. When a game comes out, modders push the limits of the engines to do anything they want... the clincher is... they do it for free.

    Now, for game designers to still make money, they have to come out with new and unique ideas. Doing your standard FPS ain't gonna do it anymore. Even single-player FPS with great plots are being done with mods. The games of tomorrow will have to be bigger and better than mod writers (or have a bigger and better engine), which means the days of the FPS copy-cat will soon be over.

    Also, to note, some publishers are encouraging the modding community to step forward into the gaming industry. Just look at Garage Games. They are selling their Torque Engine (the engine behind tribes 2) for $100 for a non-commercial license (and if you make a commercial product with it, no problem, as long as garage games is your publisher).

    Let the mod revolution continue!

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  14. Game violence in 1972? by Fig,+formerly+A.C. · · Score: 5, Funny
    From the article, referring to Donahue:

    In 1972, he invited Long Island mother Ronnie Lamb to bring her message to his show and launch her campaign to ban video games.

    WTF was the violent video game in 1972? Death pong?

    Did her Little Tommy kill somebody with a ping pong paddle? This is just silly.

    --
    Murphy was an optimist.
  15. What happens when consoles are PCs? by SuperKendall · · Score: 3, Interesting

    I think the underlying assumption is still sound, especially when most consoles now have HD's and network connections.

    Even before those were availiable some games let you at least edit levels and save them on memory cards.

    With network support, we might well see console makers host a mod site that would let console owners post new levels or perahps even TC's (like UT mods when the current UT client is put on the PS2 or XBox).

    The exciting thing about console makers hosting mod sites is the possibility they could pay for licences in some universes (like Star Wars, or The Simpsons, or Land of The Lost [how much would that licence be? $9.99??]) and then hold contests to have people create legal mods using licenced content. At least that's what they would do if they had a shred of sense.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  16. Future Game Development by Torgo's+Pizza · · Score: 3, Interesting
    As a once-and-future game developer, this is the way I see it. Developers will continue to use the best game engine available to suit their needs. If one isn't available, then they will create their own.

    A game engine that allows a user modification later is just gravy. We've pretty much have seen this as a marketing tool to get our game off the shelves and into the hands of gamers. The great success of the Quake and Unreal engines prove this. At first, just to play the Counter-Strike mod, you had to purchase Half-Life.

    Currently, only independent developers are using these third-party engines. The main reason is that they lack the resources ($$$, time and people) to create their own engine. These groups quickly find that their engine lacks the power or doesn't handle game functions as they would like. The best games will have the game design create the engine and not the other way around.

    Let's face it. To have a AAA title, you need to have your own proprietary engine. Those that use a high-end Quake or Unreal engine will often have to strip out and insert new code to make it work. (Wasn't Half-Life 85% new code?)

    I only expect to see more proprietary engines being created (as it always has been) and the ability to create user modifications as a marketing tool to increase sales.

    1. Re:Future Game Development by Torgo's+Pizza · · Score: 4, Informative
      Ah, you'd think that. But that's not the case. Here's a quote from Warren Spector, designer of Deus Ex:

      Technology forced design changes, too. It took time to become familiar with the Unreal engine. I wish I could say we uncovered all its potentials and limitations quickly, but we didn't. Months of experimentation were necessary to reveal how best to do things in Unreal and what things not to do at all. When we stopped playing with Unreal andactually started working with it (roughly six to nine months after we got our hands on it), lots of ideas we'd come up with in the abstract didn't work quite as well in reality.

      Here's a case where game design was sacrificed in name of the existing game engine. Ah, but there's more...

      We went into Deus Ex hoping that licensing an engine would allow us to focus on content generation and gameplay. For the most part, that proved to be the case. The Unreal Tournament code we ended up going with provided a solid foundation upon which we were able to build relatively easily. Dropping in a conversation system, skill and augmentation systems, our inventory and other 2D interface screens, major AI changes, and so on could have been far more difficult...

      However, to my surprise, licensing technology didn't save us all the time I'd hoped it would. You'd think cutting a year or more of engine-creation off a schedule would result in an earlier release date. On Deus Ex, that didn't prove to be the case. Time that would have been lost creating tools was lost instead to learning the limitations and capabilities of "foreign" technology. Time that would have gone into making an engine went into focusing more on gameplay systems and tuning than normal. Unreal certainly allowed us to focus on content generation over everything else, but we spent more time doing it...

      There were times when we should have ripped out certain parts of the Unreal Tournament code and started from scratch (AI, pathfinding, and sound propagation, for example). Instead, we built on the existing systems, on a base that was designed for an entirely different kind of game from what we were making. It's not that Unreal had bad AI or pathfinding or sound propagation, but those systems were designed for a straightforward shooter, which was not what we were making. (The entirety of this can be found at Gamasutra)

      As I stated before, using a top-notch third party system might save you some time, but you often need to strip out a lot of the code and do some heavy modifications. Not to mention that they cost several hundred thousand dollars and a royalty percentage. Most of the time it's just better to write one yourself.

  17. Re:Closing arcades. by The_dev0 · · Score: 3, Insightful

    I have to go one further here. I agree that the death of the pinball machine was the beginning of the end, but I believe the arcade's final nail in the coffin is the advent of the higher-power home consoles. Before the Super Nintendo and such, you had to visit your local arcade because the best games were only available on the robust hardware, but now... Every kid has a equally powerful system parked under their television at home. Man, I remember putting about $10 a day through my local street fighter machine but nowadays I could buy my own copy instead for the price of a couple of days' play. (i'm not ignoring the rapid adoption of PC's, its just that PC's have only become common for the average Joe over the last 10 years or so. Before that, it was enthusiasts only!) Consoles brought gaming to the masses, and will continue to do so.

    --
    Never fight naked, unless you're in prison...