The Future of Microsoft Gaming
Ars Technica has an interview up with Matt Lee, a software developer in Microsoft's Xbox division. He's got a lot to say on the subject of the future of MGS gaming. He touches briefly on Xbox Live, Games for Windows, and the powerhouse that is the 360. From the article: "The tessellator in the Xbox 360 GPU is indeed a very powerful piece of hardware, and you're right--most games have yet to take advantage of this. I think you'll see more titles use it in the future. As for procedurally generated worlds, I believe the biggest obstacle to overcome is how to design and build the content for such a system--it can be quite a departure from today's art pipelines. Game studios will figure it out though--it's crucial to generating and delivering ever larger worlds without having to exponentially grow the size of the art team."
I do have to say that Microsoft's plan for gaming interCONNECTIVITY is quite impressive. Their press conference at E3 really demonstrated how cool connecting a Vista PC to a 360 to a Cell Phone could actually be. The portability of the GamerTag is truly awesome, but I'm still not sure if it will be enough to take the #1 spot from Sony. (Wii is in a class all its own.)
If video games are created by teams of designers and artists, how are they not art??? www.skylarscaling.com
The biggest problem is that the user is expecting bigger worlds with more nice stuff to look at every new game. The problem is creating this huge content.
This is just what Will Wright is solving with Spore for example. What is the thing people like more then watching all this content? Making it! Thats why his games let people create it in a smart way instead of the developers/artists.
And the biggest advantage is that he is letting people share their content creating a huge repository for people to get all their ideas/content.
That is (IMHO) the future of gaming, and hopefully for them, the future of Microsoft gaming.
My blog: http://www.redcode.nl
From TFA:He's got a lot to say on the subject of the future of MGS gaming.
:P
Yeah, Guns of the Patriots is going to rock!
http://games.slashdot.org/games/04/04/15/1239203.s html?tid=127&tid=186&tid=204
Under 100kb of code creates a fairly rich, neat demonstration of procedural game content.
Procedural is definately one way the industry is leaning, but its not the end all be all. Testing collision related bugs in games that has procedurally created collision requires some concessions to be made in terms of the game design. Its tough to create a game where content is created dynamically, but doesn't create situations where the player can get stuck, or produce other similar 'progression stopper' kind of bugs.
SpeedTree works in wide open environments, but indoors, in tight quarters, procedural content is a whole different bag. I think the biggest potential is in creating procedural textures that ensure no two places look exactly alike. But as with any new approach, procedurally generated content provides a whole new set of challenges and cons.
"Old man yells at systemd"
sounds.
(Realtime) Tesselation was a feature in Ati cards since the 8500. How many games made use of it and how many don't look ugly when they do? Tesselation reduces the artist's control over the mesh and only makes sense if you have a severe bottleneck in the system preventing you from having models use this many polygons right away without any post processing beyond what's found in the file. From what I heard the 360 does suffer from bottlenecks like the relatively slow DVD drive, overall tesselation is not the future, it's a workaround.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
I'm not sure if I get the gist of this conversation but is the player created content used in the MMO "Second Life" something along this line? In other words, is a game like that the expected future of gaming?
The article talks about procedurally generated worlds and even references Speed Tree used in Oblivion as a pseudo example. When Oblivion came out I was impressed with the graphics but quickly I realised that this game had been dumbed down for the Xbox. First, I kept reading reports of Xbox users having fps problems when riding the fastest horses. Second the whole world was rendering far below my PC's abilities. So I tweak the game out, maxed out draw distance, increased the tree count, and retextured the landscape and the sky. When I finally added dynamic indoor lighting and night lighting in the towns my system took a noticeable dive in fps -- an my system isn't that great (with the exception of my 7800 (agp) card and 512 stick, everything was purchased years before the 360 release). Maybe Oblivion's code wasn't optimised for the Xbox's gpu but based on that limited experience I think Oblivion has already tested the limits of the Xbox's GPU.
that procedral gaming was the future. Imagine if GTA generated it's own cities for example, and countryside inbetween etc. it would be really cool. This sort of thing would really open up the exploration aspect in games.