The Future of PC Gaming
Warrior-GS writes "GameSpy has two new articles up talking about the Future of PC Gaming. The first talks about the The Future of PC Game Engines, talking to Tim Sweeney, Chris Taylor, Stuart Moulder and others about everything from physics to lighting to AI. The second is an interview with Peter Molyneux about his areas of expertise and what lies ahead. The series will continue next month with a look at the Future of User Created Games and an interview with Warren Spector on PC Gaming's future."
Warren Spector is a true game innovator.
Look at thief, system shock, ultima underworld, deus ex. I'm always for the lookout of his latest games.
Thief 2 was especially heinous. I used to play that game for hours. My first wife eventually gave me the "you love that game or me" speech, and I ended up choosing the game. That divorce led me down the road to many other ones. Its sad really. But damn was that game fun!
Yeah, I'm a Republican AND a geek. It is possible.
Does anyone else miss 2D scrollers like Super Mario 3 or overhead adventure games like Gauntlet? I have grown so weary of 3D shooters, I wish somebody could offer a decent 2D game that engaged my brain.
evil adrian
What are the game producers going to do when they finally get to the point where the games look like real life, but still have the entertainment value of the movie "Glitter" or "It's Pat"?
An exquisitely rendered turd is still a turd.
The future andy.
IN THE YEEEEEAR 2000!!!!!!!!
In the year 2000 robots will do 80% of our housework. But we will do 90% of theirs.
For those who haven't heard of it, I recently picked up an older game called "Nocturne." The gameplay was clunky, and the storyline at times annoying, but the lighting effects were quite awesome for its time. In fact, in comparison to some games I've played today, the lighting is quite superior.
From what I've read up on the game, all scenes are rendered from complete darkness. This means that only the point and spot light sources exist (no ambient). Shadows in the game are incredible. If an object passes in front of a light, the shadow blocks it.
While some newer games have good shadow effects, having a realistic shadow that follows the characters movement (in the game, your character has a trenchcoat which swishes around, making the shadow move too) is extremely cool in comparison to the often used "dark blob" shadow effects in many games. I'm hoping Doom 3 uses these "dark and sinister" effects too. It would be extremely cool to be able to site who is coming around the corner by their shadow cast on the wall or ground.
In short, polygons and texture rendering play a great part in detail, but realistic light and shadow rendering make scenes much more lifelike.
Is Castlevania: Symphony of the Night. Nothing else comes close.
Finally, math books without any of that base 6 crap in them.
i was surprised that none of the gaming gurus had anything negative to say about PC losing out as the gaming platform like this earlier slashdot article .
PCs have so far been one step ahead of consoles in terms of hardware/processing power, hope those innovations (like AI, ability to use more polygons etc) hit the PCs before consoles.
Siggy Say, Siggy Do
A video card's ability to crunch polygons is not as important as it used to be. What is important is what you can do with those polygons. Polygons are just a medium to deliver your textures, lighting effects and shaders. Particle effects are also a staple in modern video games.These are the things that will be improved in future game engines. Imagine a game engine with full global illumination (not faked)
If you remember, virtua fighter had more polygons per charachter than virtua fighter 2. Virtua fighter 2 looked so much better because it acually had textures instead of just flat shaded polygons.
Given the current trend of releasing a game engine without much of a gain included (Morowind, Neverwinter Nites, Dungeon Siege), with the expectation that people paying for the product will finish it. I predict the in the future you'll just get a copy of GCC and some artwork when you purchase a game. The game developers will cover their asses by sticking a "some assembly (ASM) required" sticker on the box.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
One big problem is that we want opponents to learn "online" but how many of us are willing to deal with the long learning curves of a lot of AI? Most people want to 1. sit down at a game 2. be challenged 3. maybe see the opponent due something new.
But to do something new would probably require a lot of trial and failure... and a lot of moments where users will think "damn, this thing has gotten stupider!"
So then you can enforce a baseline behavior... which is more static, more predictable and basically where AI is now (lots of scripting, etc).
I guess the best solution would be for developers to come up with a dozen or so strategies and a system for switching/blending between them. Heck, maybe even have the developers run improvements and then upload them to all the users.
Of course "meat" opponents online do that already: they're called gaming forums. The ability of a person to come up with a great strategy and then propogate it to everyone else online may be the most difficult thing to implement in any game AI.
What is music when you despise all sound?
It has become common belief that the better tech, the better graphics. It's simply not true. There's much more than a technological aspect of graphics in games, there's also something called aesthetics.
SNES era games come to mind. Games like Zelda 3 and Super Metroid had wonderful graphics - they are in low resolution and in few colors when compared to today's games, but the design work is excellent.
I have no doubts that DOOM 3, for example, will have a great combination of technology and design. My point is just that graphics aren't bad just because they're old!
So, considering this, those guys who are building better and better engines are actually going to be helping out both of the above types of game developer, and surely more as well.
I am waiting for the day in the not-so-distant future, where someone releases a game with a story and characters compelling enough (decent engine too) that it causes the larger audience of people to realize that games aren't just for kids. The next thing after that is Sex in games. Wait, that's here already, but wait until it gets even more real.
Dont't forget the unbelievable funny Monkey Island 1 & 2 which were greatly written and sometimes ridiculously hard (how it the @#$@! was I to know you're suppose to use an actual *monkey* as a monkey wrench to shut off that valve by the waterfall to get at the secret passage behind it! arrgghh!).
I remember good old Mario 1 with the negative world and Mario 2 with all those cool boss enemies! Mario 3 was probably the most popular game ever on NES...
This may soud fruity but, you know a game is good when it leaves you with some cool memories of how cool and fun it was even if its through rose-tinted VR goggles...
why run from Vincenzo?
The Doom and Quake series of games are not good examples of retail products. Selling boxes at retail is only part, it may even be the smaller part, of the income. Licensing the engines found in these games is the other part of the income. These games are partly "advertisements" for the engine. That is how they can get away with such high system requirements. The requirements won't seem so steep by the time the products based on a licensed Doom III engine appear.
The Holodeck would be the death of civilization as we know it.
Seriously can you imagine an even greater scourge? Who the hell would leave? Sure, I'd like to think that my first foray would be to play baseball with 17 hall of famers, to drive through the streets of Monte Carlo for McLaren, or even storm a 747 widebody with an MP5 and a couple of flashbangs, but we all know that the first thing booted up on 90% of all holodecks would be "A Night with Jenna Jameson".
"The words of the prophets are written on the Slashdot walls."
Funny thing is that I've seen these same articles and the same reactions for over twenty years know. Ever since Bill Kunkel et al started the first video game magazine, there always has been articles with a prognostication about the future of gaming and how crappy the games of today are.
It seems that the future articles state that: the games will be bigger, faster, have more features and be more realistic and interactive. The complaints seem to be the games of today lack innovation, have no plot or substance and have poor quality. The best articles have a up-and-coming game designer revealing the latest and greatest and a wily veteran designer with a "return to the basics" mantra.
Do yourself a favor. Next time you see an article with the "Future of Gaming!" title, just read the above paragraph which will sum it all up neatly for you and you've saved ten minutes of your life that you can now apply to playing Vice City.
This reminds me of an odd college lecture...
;)
I had a PC achitecture class at my college. When we got to the history of video adapters, our professor explained in graphic detail how each successive graphics adapter (mono to cga to ega to vga) was pushed along by the need for more detail in pornography!
He pointed out how EGA looked lousy, and 256 color VGA was bad for round things with light, such as women's stomach's or breasts. He was pretty into this explanation. He wasn't kidding! This class had about an equal number of men and women.
I would have thought desktop publishing or gaming or something like that would have pushed graphics adapters along. So, maybe based on my professors great theory, maybe its not the gamers that are pushing on realtime rendered 3d graphics, but maybe the porn-mongers. And all this time I thought it was quake upping the odds!
Of course, if you listen to liebermen games such as GTA3 are supposedly pornography.... Maybe I highly realistic, pornographic 3D will be the killer app to get a GPU into every home.
Easy guys, I put my pants on one leg at a time. The difference is after I put on my pants I make gold records!
This article is about the future of tech journalism. Notice the byline at the end? "This article is the editorial opnion of gamespy network. Sponsored by the Intel Pentium 4"
Obviously, it was a well written and insightful article. And it was about all the reasons that new games will need bigger and faster processors. And Intel paid Gamespy to write it. Interesting, not wrong.
There are no trails. There are no trees out here.
All the "future of gaming" articles I'm constantly seeing are about improving the physics models in games and creating more realistic graphics and actions?
Civilization 3 is an extremely popular game with no physics or highly advanced graphics engine, just some nice animated units that entertain you while your conquering Egyptians.
Heroes of Might and Magic is also a very popular game that also does not require physics, and barely has any animation.
Diablo 2 is unimaginably popular and their physics consists model consists of pushing you in the opposite direction when you get "knocked back" and all the characters/monsters die in roughly the same way with similar animations.
I'm not sure about Warcraft 3 but I can't imagine it requires a sophisticated engine that makes the goblins blow up in just the right way.
This is self-serving tripe about first person shooters. There are dozens of genres out there that don't require physics engines to make their games the absolute best. Hell I just want a game that doesn't crash or contain so many damn gameplay bugs; can we have an article about the future of better QA processes please?
"All great wisdom is contained in .signature files"
On page three of the GameSpy article, they get into AI a bit. I wonder if we're ever going to have AI cards like we do now with nics and graphics cards.
Why not? Why not have a whole processor dedicated specifically to the type of algorithmic applications that AI requires?
My
Limekiller
Are the most immersive. Think Zelda 64. Think GTA3. These are games with a lot of action and a lot of attention to detail. The designers made it entirely entertaining to do nothing more than explore the landscape all day long. The attention to every detail is there in some of our other favorites, too... Space Quest I-III spring to mind, not to mention the Z-word, Zork. Even the abstract, near-wordless Out of This World -- a game I'd happily spend hours arguing is the most entertaining game of the last twenty years -- had this quality, full of the little details in the periphery that made playing the game such a successful escapist fantasy.
Granted, a good game engine goes further than just putting pixels on the screen, but the future of gaming doesn't rest in the ability of programmers to design wonderful new game engines. It lies in the creativity of the designers to take gaming in directions its never gone before.
This comment was generated by a squadron of trained super elite albino ninja chickens for you.
FreeDOS. Seriously. It even has experimental FAT32 support. And its free. And the latest one is CD bootable. Pop the cd in, load Ultima V to your FAT32 HD (unless you're using NTFS) and play. I believe you can even customize the boot cd and make an Ultima V "live cd". Saving might be a problem there tho...
FreeDOS.
Why not fork?
Warren Spector is a very smart man, with many fine accomplishments to his credit. 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. He had no involvement with Thief 2 at all. 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. Warren is indeed a true game innovator. But singling him out in this way is both misleading, 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.
{This is an edited version of a post I've made before -- and doubtless will again.)