Will Harvey On Virtual Worlds, Technology Curves
CowboyRobot writes "Slashdot's former editor Chris DiBona has an interview with videogame creator Will Harvey over at ACMQueue. Harvey has had a hand in lots of stuff you've used, from Zany Golf to Adobe AfterEffects, and now runs There, a kind of online 3D 'virtual world' game. Their conversation covers games in general, as well as specifics of the challenges that There is facing. From the article: 'You have to project the curves: the rendering curve; the CPU speed curve; the money spent on the Internet on online games curve; the number of people who play online games curve. I think we guessed right on almost everything, but we underestimated Moore's Law and we overestimated the low-end graphics capability'."
In some ways success was so easy for them, they may have been overconfident too.
"There" only runs on Windows. "There"'s download page also requires IE 5 or later.
Do you hate Jesus too?
... to protect the need to protect the curves curve!
I for one, continue to welcome our curvaceous, female overlords...
How fast the old 3-D games would run on modern day technology. I remember playing the origianl Wing Commander on an old 486. Would it even be playable on say an athlon with a geforece card?
My ghEtt0 webpage.
I for one, continue to welcome our curvaceous, female overlords...
:)
Sounds good
by Will Harvey.
It used precisely timed 6502 assembly to get 4-voice polyphony out of the system address $C030, which only toggled the speaker diaphragm from one state to another. Amazing.
That is the comon pitfall of all latest MMORPG: desiners rely on player created content and player-driven economy. The problem is - it never work. Worlds designed for player created content are blan and empty. Player-driven economy unwieldy, inconvinient and is not fun. To be creative players have to be provided with a lot of extensive tools and abilities, and that kind diversity usually destroy balance. No balance = no fun. More restrictive tools - no players creativity. The "There" seems too abitious - they want all genres in one game. Too much framework usually mean too little premade content, and that usually spell disaster...However there's always a hope that this time they will manage to do it right...
you know which way the curve runs on that won?
consult with/trust in yOUR creators.... this stuff is unbreakable, wwworks on several (more than 3) dimensions, & there's never any payper liesense subscription fee/cover charge. see you there?
Will be not really much faster, and buggy. Because will be not optimized for really fast framerate, can crash. Because will not include code for new features the hardware will provide (like new OpenGL extensions) will not use that features, and will not benefict from that. If the game was compiled for 486, will not use MMX, so will not benefict from that CPU feature.
A old game in new hardware sould run faster, but not too much faster. If you need a old game to run faster, you have to rewrite some code, add hardware features, rewrite more code, and recompile for the new architecture. Thats too much rewrite, and old games sould be closed source, and the source is lost forever (closed source end losing the source, while open source live forever).
-Woof woof woof!
I'll say a couple things about it...
;) and it does avoid a lot of the pitfalls you mention (but if you like killing stuff and killing foozles, then that'd be its pitfall)...
;)
First, the company really has it together, I received the lastest version of the beta on CD mailed to my door with no questions asked every three weeks or so, with a couple spare accounts to give to friends to try... Of the other MMO games (AC,AC2, horizons, SWG) I've beta'd, I had to download over 500mb+ to start, and Sony would send you a beta CD, provided you paid them $12 to do so...
Second, there is more like a giantic chat room with lots of activities etc etc... its not really like the old "lemme kill 80000 rabbits so i can use the screwdriver to kill 80000 "mildy greater rabbits, but not by that much"... its really much more of an opened ended social atmosphere more towards the sims then hack and slashes...
and there's plenty of premade stuff in there
either way, it was pretty smart of them to create their own space instead of trying everquest #42, which i doubt they would have ever made...
sorry if i sound like an apologist, but your post struck me as lacking background in what exactly is in There, which is actually pretty common
The article says that they saw the failures of other games that tried to create a metaverse ala Snow Crash due to not enough computer power in the majority of households. They realize it's probably 10 years away from being a graphically rich (life-like, stunningly realistic and fully customizable metaverse) experience and their main goal is to have a zone where people can hang out and do neat little things with their buddies, while still allowing average pc's and possibly phones/PDAs and other things to connect at the same time.
Wow, that sounds great. Just like my dreams.
Sheesh!
s p.
== clip ==
We've noticed that you're currently using a non-supported browser.
Please switch to Internet Explorer v. 5.0.1 or later to continue.
You can get the latest version of IE free at
http://www.microsoft.com/windows/ie/default.a
After downloading and installing Internet Explorer, please launch it and go to:
http://webapps.prod.there.com/register
in order to continue the registration process (you should cut and paste or write this link down for when you're ready to return).
You do not need to switch your default browser settings.
==end clip==
I looked at one of the demos, and it's pretty cute, but this mediated reality stuff still leaves me cold. William Gibson spoiled me; I want to jack in and have a more synesthetic experience than just watching pixels on a flat screen.
Especially with that one brunette.
"How many light bulbs does it take to change a person?" --BMcC-->
"Will Harvey...?"
Goddammit, I KNEW I recognised that name. Music Construction Set is one of the best apps I've ever seen, on any platform. That thing was amazing.
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PGP Key ID 0xCB8FF658
Ok, CPU will get more cycles. So you will able to put more particles, for smoother rocket trails, and more polys, for far frustrums, and more complex characters. But you will still able a limit around 64 players for FPS internet games. Will suck. Also games will not be x2 fun if become x2 faster. Gamers will use bigger resolutions, that itself eat x4 more horsepower. I think gamming is more complex than CPU power, has also about social problems, gameplay habits and videogames evolution. The view "woow, more particles better game" is too simplistic. I think.
-Woof woof woof!
I finally replaced my old Rage-II video card, does that help? (Then again, it just moved downstream to my P1-266, but the SVGA from that box is definitely gone!)
One line blog. I hear that they're called Twitters now.
No pun, I've been in There and it's amazing to me. I personally like hoverboarding over the 3D landscape they got going there which is nice how it blends from one type to another. You could be atop of a clear hill and pretty much land surf down in to a valley thats not so bright and heavly forested.
:P
;)
The tricks you can do on a hoverboard are fun. Nothing like about 8 backflips as you fly off the rim of a valcano down to the valley floor on a hover board. Or using small mounds of dirt or small hills to get some nice huge air time.
At first the transitions seemed slightly odd but after reading the article and seeing how different areas are handled from different servers it makes sense and now I think it's nicely done given the challenge of keeping things in sync between multiple servers.
The paingun battles are fun and cute but definatly not up to Quake or UT feel. They're still fun to pelt someone from the top of a mountain with a well placed shot and watch them fly across the valley floor. No scope or zoom so you have to have skill.
The only thing I really feel disappointed on in There is the fact that the water is as solid as the land. I can litterly dune buggy across the bay to the next island or walk like on dry land. That was a big disappointment for me, but the other aspects of it don't let it dwell on my mind long.
They recently launched 2.0 of There and from what I can tell you can play various card games now in a social setting. There is a few other things they added as well, have to check out their site for it. www.there.com
Overall I feel like I'm in a big cartoon more then a video game. Which I think is neat. One thing I have to wonder about is their ability to hold on to name "There" especially with the Windows trade mark up in court right now. I don't know what kind of hold the company that runs There has on the term "There" but thats a little aside thought I had recently.
~~ Behold the flying cow with a rail gun! ~~
Now THAT was a fun game -- I remember playing it on my Apple IIGS many years ago. It was simple in concept, fun to play, and absolutely frustrating at the higher levels. Whatever happened to these type of games on today's machines? Despite the brilliant graphics and sound on the new first person shooters and RPGs out there, I prefer games of yore that were simple, yet challenging.
Bring back Zany Golf, Bubble Ghost, and Droll!
Bob
The PC Weenies: 11 Years of Online Tech 'Too
With all the security holes in MSIE, they won't have me playing either (currently using Opera 7.23).
Screw companies who force you into using Microsoft products, there's LOTs of other choices on this planet.
The article briefly mentioned Second Life, dismissing it more or less as too complicated. Bah humbug. Second Life is a great game where you can create anything you like immediately. None of this "Ooh, I can make a tshirt, and maybe they will approve it" junk. I am currently building a house full of twisty corridors with a music room full of instruments and another area with a dinosaur that moves and roars.
.wav sound files.
The way things are built in Second Life are from a small number of primitives such as cubes and cylinders which can be stretched and twisted. You can apply textures to these primitives which are any jpeg or targa file you wish to upload. There is also a scripting language and you can upload
And there is loads of social interaction too. There are events ranging from bingo to slave auctions (Oops, they made the event owners change that, now they are pet auctions). If you agree to be a pet you have to do your master's bidding but you get to keep the auction money.
It's a blast, check it out. secondlife.com
Will Harvey is quite the genius. We were briefly graduate students together before he got his Ph.D. His thesis on a method for complete combinatorial search (with advisor Matt Ginsberg) is still widely cited in the AI literature.
I knew he'd done some game stuff before reading this interview, but never how much. With Will at the helm, I'd take There very seriously.
I was a beta tester in There. I love the concept but thier IE/Windows only decision is no good.
They run on Linux servers, would it kill them to give us a client?!?! I switched out of XP for good, so I guess ic an't play for now, even triedn in vmware and it complained.
Ah well....
Ubuntu- Linux for human beings.
I felt, though, that they should have gone broadband only. Trying to squeeze the experience through 56Kb is too limiting. In There, 56Kb users can only type to each other. Broadband users can talk.
While only 18% of all US online users are on broadband, 50% of online time and hits are from broadband users. So half the target market for There, heavy users, is already on DSL or cable.
To quote the article "Before founding There in 1998, Harvey was at Adobe Systems where he ran dynamic media products, including AfterEffects and Adobe Premier." Adobe licensed the technology from ImageWare in 1989. I used to work for ImageWare back from 1988 to 1990. The AfterEffects is based on the GalleryEffects.
If you bring up the about box for any of the "painterly" aftereffects, you will see the Portions copyright Imageware 1989-1995. If you do the lookup of the Patents 5063448, 5245432 and 5325200 you will see the names Ian Jaffary and John Bronskil the principals of ImageWare.
The product was licensed to a number of companies back then such Cubicomp, and AT&T for their Targaboards. I wrote the GUI for ImagePaint using MetaWindows and was the sole developer inhouse. I took over the GUI from an other developer and essentially rewrote the GUI from scratch.
I was uneasy about them applying and getting the patents at the time. There was a book published from Bell Labs 1988 called "Beyond Photography: The Digital Darkroom" by Gerard J. Holzmann. This books is a whimsical recap of the work done at Bell labs in previous years. There is a delightful picture of Dennis Ritchie as a photograph and again as an "oil painting." In the early eighties there was an article in Byte magazine about digital image processing and 'paint' like effects. That article was the inspiration for ImagePaint.
Image processing filters would be combined and the most promising visual artifacts would be indentified. This would continue until an image processing pipeline for a given 'painterly' effect was identified.
I had an interesting time working there however it was stressful.
Research is what I doing when I don't know what I am doing - Werner von Braun
right, exactly, i'm so glad you brought me to the light oh glorious AC...
:P can't be that dim. a $1 CD to every beta tester probably isnt even close to there bandwidth charges, and considering the air force (i believe, could be another branch) is contracting them now for their platform for millions upon millions, i doubt it'll matter too much in the long run. but thanks anyways...
I was saying if someone is gonna ask for your help and you're money, well... that just doesn't seem quite right...
hey bob, fix this computer for me, and while you're at it, give me $20...
come on
That, sir, is a work of motherfucking genius.
The big issue they haven't solved yet is scalability. It's good to talk about thousands of servers the way he does, but last I checked the service was bogging down whenever more than a couple dozen people started clustering together too closely; I can't imagine them handling much more than 2x the number of people they've got now without collapsing under the weight. I definitely wish them the best and I hope they can pull it off -- it's a great concept -- but I'm not optimistic about their prospects.
again, by Will Harvey (well, The Immortal was by Sandbox Productions, I think it was.)
I was of comparable age (very young) at that time he did the C64 game, so I've always kind of looked upon Will Harvey as a kind of patron saint of kid programmers.
I'd love to ask him how the hell you're suppose to beat the secret level in Electronic Arts' versions of Marble Madness.
First, I applied for beta access to THERE early LAST year. I had a fairly decent Windows system, with enough ram. But was told that Windows machine didn't meet the required specs. This bothers me, because this was a newish "low-end" machine..but still not good enough.
Now I'm a There user. Using a much newer Windows machine. I've got enough power to access better graphics then THERE offers. I've got broadband, and plenty of it. And There is pretty cool. The system is interesting, the people are cool, and there are some fun things to do.
But I can't use Firefox to access There, and the submission process is horrible.
Having read many sci-fi authors take on "Metaverse", I'd say we are years away from having something like There, Uru, Second Life and The Online Sims work for everyone, on any computer, over any sort of connection.
But it's coming. And maybe people like Will Harvey will be the first to create those brave new worlds.
have been there :) was a beta tester, as a virtual world it is silly simple and stupid...
when will we hear the rest of the story?
I've just downloaded "There", but my computer is *way* below the minimum system requirements for either it or Second Life so I'm not expecting much. Besides, "There"'s installer doesn't install, and registering was a pain. Sigh.
Does anyone know anything vaguely like these that'll cooperate with a 450 MHz P3 (okay, let's pretend it's 600 MHz. That usually works, too) and doesn't require a credit card just to sign up for a trial period? (Windows or Linux, don't care.)
Maybe I should check out Furcadia again. Or go outside or something.
I believe that one of the major reasons that The Sims Online has failed (in stark contrast to EA's expectations, and the success of the offline version), is that The Sims Online doesn't support player created content. It's been promised, but EA never executed on Will Wright's vision.
The Sims was originally designed to support player created content. Thanks to the enormous quantity of player created content (on the order of millions of unique skins and objects, many of them excellent quality), The Sims is anything but bland and empty.
I know people who actually make a full-time living and support their real families, by creating original, high quality Sims objects. There's a thriving cottage industry of publishing Sims objects and skins on many web sites, and selling subscriptions to Sims players who love to pay for downloading all kinds of original content!
But "bland and empty" does accurately describe The Sims Online: once you've played for a while, you get tired of the sparse selection of character skins and objects to buy. But that wouldn't be the case, if The Sims Online supported player created content like The Sims offline, as EA has promised but not delivered.
Player created content makes the economy richer, interesting, dynamic and personal, because it enables creative players to bring actual VALUE into the economy, and truly invest in building the virtual world.
Contrast that with The Sims Online economy, which has been flooded by Simoleans generated with MazeBots by people selling them on eBay. 100 million more Simoleans dumped into the Sims Online economy isn't going to improve the game play or the richness of the environment one bit -- in fact it just makes it worse.
But enabling players to add new skins and objects to The Sims Online would substantially increase its quality, while earning the creative players respect and Simoleans, and entertaining everyone.
If the enormous amounts of energy that players were putting into implementing MazeBots and generating Simoleans to sell on eBay, were put into implementing content creation tools and generating skins and objects, then The Sims Online might someday be even more successful than The Sims Offline.
It doesn't require "extensive tools and abilities" for players to create content. And it's not necessary for the tools to be built into the game itself. The content creation tools should be factored out into an SDK and released, so third party developers can extend them and integrate them into other tool chains and web services.
The Sims Transmogrifier is an external tool for The Sims, which enables players to create their own objects, by cloning existing objects and repainting the 2D graphics with programs like Photoshop. It doesn't require 3D Studio Max or any advanced 3D skills. Lots of kids and adults use it every day to make their own objects.
But it's certainly possible to make useful content creation tools that are easier to use than Transmogrifier. After all, not everyone knows their way around Photoshop, but many people want to make objects with pictures they download from the net or take with digital cameras.
I've developed an easy to use tool called RugOMatic, which enables players to create rugs for The Sims by simply dragging
Take a look and feel free: http://www.PieMenu.com