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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'."

2 of 94 comments (clear)

  1. Music Construction Set by Simon+Garlick · · Score: 4, Insightful

    "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.

  2. and... learning curve? by Tei · · Score: 4, Insightful

    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.

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