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...
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
Have you ever tried any? Remember most of these rendered via software directly to the video card - no acceleration at all, but they were designed to be playable on systems of that time.
Since then everything from CPU to memory, bus, and video speed has increased dramatically, and the later DOS 3D games do play much faster and smoother on a modern system (if they play at all). You can usually crank all GFX up to full and never see any slowdown.
The main "problem" I notice is just that the software rendered 3D looks so ugly by today's standards. Supported resolutions are usually very low with none of the filtering and effects we're used to.
Also since many had no speed throttling, earlier 286 era games can be completely unplayable without something like moslow. It's actually a bit comical to try. By the 486 era PCs varied in speed enough that games at least were written to throttle their max speed. Many won't go above a certain framerate.