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Richard Garriott on Richard Garriott

bippy writes "I had a chance to shoot Richard "Lord British" Garriott a short list of questions for Kotaku. In the five question Q&A Garriott talks about his house, his favorite games and what he thinks the next big thing will be in MMOG."

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  1. Re:doh! by MMaestro · · Score: 5, Interesting
    I think physics simulation could go even further than that when you consider what types of video games are made and played. What about how a bullet would affect and/or pierce a wall? TRUELY destroyable environments? Rag-doll physics where a dead human doesn't twist his back into a 90 degree angle with his feet bent backwards so far the dead guy could kiss his feet if he wanted to? Or how about gibs where a 300 pound human being doesn't turn into neat meat chunks the size of cinder blocks?

    Theres a lot of gameplay advantages to have physics simulation over graphics IMO. Some people are going to say its really memory limitations, but considering a lot of games have glass that can be shot through or can have grenades tossed through and not completely be destroyed, a few texture changes and some tweaking you got yourself a destroyable 'wall', albeit not a very thick one (yet).

  2. Re:Some REAL questions to Gariott by MiceHead · · Score: 2, Interesting

    Why not pose some REAL questions here? Here's my go. Richard, if you're reading this, endulge us :-)

    Since we're having fun, let me play the part of an Imaginary Richard Garriott and see what he has to say.

    MikShapi: 1. Is single-player CRPG'ing a dead-end as far as you're concerned (and does your future lie in MMO) or do you see yourself involved in future major single-player titles?

    Imaginary Richard Garriott responds: I've been authoring them since Alkabeth, and have no intention of stopping now! Some might consider the genre to have become stale, but the way I see it, it merely needs a nudge in a different direction. Things like physics simulation have been adopted from academic and industrial research. The next big thing coming out of that research could as easily be convincing AI; and I think this is what we really need to bring our computer role-playing gameworlds to life.

    MS: 2. Are we going to see any future CRPG-games you are involved in with an ultima-*like* atmosphere? (never mind the brand) and are they going single-player or MMO?

    IRG: The Ultima series was very much an extension of myself; in the same way you might be able to pick out a Jeunet film, I'm certain you'd be able to pick a Lord Brittish game out of a group, even if it didn't bear the name "Ultima."

    MS: 3. Are we going to see any future CRPG-games you're involved in with vast illinear worlds like Ultima 6/7 or Morrowind and are they going single-player or MMO?

    IRG: I think you coined a new term there. [Chuckles] Seriously: if our games can become a little more intelligent, there won't be such a distinction anymore -- linear worlds will cease to exist altogether. In other industries, there has been a great deal of research work done on compelling, computer-generated content. (For example, they finally have algorithms that can create a reasonable symphony.) It's been used in games to an extent -- the Diablo series and its spiritual predecessors, the Roguelikes, demonstrated the use of this in a primitive fashion. Consider what will happen when developers expand on this -- when events and new gameworld rules generate naturally and logically from existing conditions. At this point, CRPGs may truly become the "virtual worlds" they've been promising us for years.

    MS: 4. What's your favourite *CRPG* game you were not involved in?

    IRG: Alternate Reality by, I think, Datasoft.

    MS: 5. What's the coolest thing in the CRPG market you're looking forward to? (Other than Half-Life 2 you're obviously playing same as we all, judging by that 'physics engine' bit)

    IRG: The coolest element? I think it's collaborative building. The ability for players, as a group, to shape the gameworlds they're in is something I'd always hoped to see in an RPG.
    ---
    That concludes the interview with Imaginary Richard Gariott. We now return you to your Real Richard Gariott, who is sipping port from the window of his observatory.
    _________________________________
    Inago Rage - Fight, Fly, and Create your own levels in an indie first-person shooter.

  3. Re:doh! by Quarters · · Score: 5, Interesting
    There's no special type of physics called "Havok physics". Havok is just a company that makes a middle-ware product. Many many games used Havok before HL2 did. HL2 isn't even using Havok 2 (which is 2 years old now). HL2 is using the quite old Havok 1 libraries.

    There are myriad physics libraries, both commercial and free-ware out there. Havok is but one of them. Novadex, by Aegia, is, imho, much more interesting and easier to use than Havok. It's free too, which is a big plus over having to spend tens of thousands of dollars on a middle-ware package.