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'."
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...
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!
Or you could just do the smart thing by turning vertical syncronization (vsync) on in your graphics drivers so that it will only render as many frames as your monitor can display. I'd recommend never turning vsync off when playing games; only turn it off for benchmarking.
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-->
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
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.
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.
Agreed.
SL is much closer to metaverse-like qualities than There or Active Worlds, but I will concede that There has it's place too for those who don't do so well with a technically complex world, and just want a simple place to hang out.
I think SL has greater system requirements too because *everything* in the world is dynamic. Every single primitive shape in every object, the ground mesh, the sky, the trees, particles, etc. are all dynamic and can change right beneath you at any time if the owner is around and editing it or if he/she has scripted the objects to change. You even see the changes happening in real time.
There's no way to do the traditional compiled 3d scene with baked textures like you get in most games. Therefore the system requirements are higher to make all this dynamic content possible in a real-time environment.
Please consider making an automatic monthly recurring donation to the EFF