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What if Game Graphics Never Aged?

An anonymous reader writes "If you've heard of Procedural Synthesis, you already think it's amazing. It's been used to create some extraordinary visuals in tiny packages, like .kkrieger, which is less than 96 Kilobytes big but still has graphics that look like like a modern PC title. Beyond that, there's even more that Procedural Synthesis might be able to do; what if your old video games never aged, never looked out-of-date? Imagine putting Halo 2 into your Xbox 360 only to have it automatically upgraded to look like Halo 3 in graphical quality. This article examines the unexpected way that Procedural Synthesis might impact gaming in the generation after the Xbox 360, PS3, and Nintendo Wii."

398 comments

  1. Disposable Games Vs Design Patterns by eldavojohn · · Score: 5, Informative

    When I read this Slashdot article, all the rules of software design came flooding back to me. Low coupling, high cohesion, encapsulated complex structures, all that jazz. Before you even started to program a complex FPS game, you might start by carefully separating the layers and keeping things like two dimensional surfaces rendered to be de-coupled from other things like the AI of the enemies. Separate the garphics from the rest of the gameplay. I completely buy into the possibility that games can be designed well enough to abstract their graphics to a point where the same exact graphics package can be used in even several different types of games.

    When I read this article, it sounded like a classic example of someone going nuts with the design patterns that encourage encapsulation and separation of layers to improve modularity. Like someone had actually put in a lot of effort to the game to reduce the amount of effort that will be required later when new platforms and libraries come out for the game. On top of that, the imagery doesn't come from a data file but instead is derived on the fly from a library of procedures--something easily achieved by the strategy pattern. The funny thing is that if other games have abstracted their graphics packages sufficiently, they should be able to rework the libraries to be procedures instead or maybe even build adapters to .kkrieger's procedures.

    Why don't we see this more often in all games? Because I think most games today are disposable. They're built for one console or platform with the intent of only running on the current version of Windows or Mac and with no interest in coming out with new releases that support new hardware or software. They do this because games are construed as novelty software that expire as the user tires of them. Games like WoW or other MMOs might bring about a shift in the way game designers spend their efforts. Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have?

    --
    My work here is dung.
    1. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 3, Insightful

      Maybe some of them will even invest in these silly radical concepts called "storyline" and "plot."

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    2. Re:Disposable Games Vs Design Patterns by Tharkban · · Score: 3, Interesting

      There's more probability of that if the graphics automatically upgrade on new hardware. It would make the graphics less of a selling point.

      --
      Tharkban (It is a signature after all)
    3. Re:Disposable Games Vs Design Patterns by telbij · · Score: 4, Insightful

      Why don't we see this more often in all games? Because I think most games today are disposable. [snip] Games like WoW or other MMOs might bring about a shift in the way game designers spend their efforts.

      Bingo. Game developers aren't interested in technology that will extend the life of games (unless people are paying a subscription). This technology is very cool and we'll certainly be seeing more of it in select areas (notably open-source games), but it doesn't really make business sense on a wide scale.

    4. Re:Disposable Games Vs Design Patterns by hey! · · Score: 3, Insightful

      I would think the main reason to do this wouldn't be to "future proof" your game. That's the last thing you want to do. If games kept getting better by themselves, you'd undermine your own future revenue, either from upgrades or from new titles.

      But I can think of several reasons to do this, none of which is about doing the consumer a favor in the future at your own expense.

      The first is to cut down on marginal development expenses. I don't know much about game development, but IIRC artwork is a large expense. Perhaps by having the artists work at a more abstract level, setting ranges of values for scenery and character generation, you could reduce the amount of hand detail they deal with. So, if you have the resources to create a world a thousand hectares in area, perhaps you could machine generate a million hectares.

      The second reason I can think for doing this is to have the game automatically expand and adapt to the player. If you liked dungeon crawls, it could make more dungeons for you. If you preferred outdoor play, it would create more terrain for you. You would never finish exploring the world of the game because it would expand as you explored it.

      The third reason I can think of for doing this is that you might want to deliver the game on line.

      In any case, the result would not be, artistically speaking, as good as if a team of talented artists was given the time to do things by hand. The screenshots confirm this: they are cliched and uninteresting. But even Miyazaki uses some computer generated effects these days, although he strictly limits the amount.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    5. Re:Disposable Games Vs Design Patterns by Ruff_ilb · · Score: 1

      Quote:

      "Why don't we see this more often in all games? Because I think most games today are disposable. They're built for one console or platform with the intent of only running on the current version of Windows or Mac and with no interest in coming out with new releases that support new hardware or software. They do this because games are construed as novelty software that expire as the user tires of them. Games like WoW or other MMOs might bring about a shift in the way game designers spend their efforts. Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have?"

      Ah, but these games NEED to be disposable to ensure that the companies continue to profit. To address the question posed in the title:

      Current system (roughly, of course):

      Step 1: Company develops game
      Step 2: Company sells game
      Step 3: Company profits
      Step 4: Game becomes obsolete due to graphics, etc, company stops profiting, go to step 1

      If game graphics never aged, we'd be in a system where the game developers would have to continue to make better and better GAMES, instead of just producing games that render the old games obsolete. Thus, for a game to sell, the cycle would be altered to more like:

      Step 1: Company develops game. If the game is better than the old game, people will buy it. Otherwise, they wont.*
      Step 2: Company profits to a varying degree depending on how good their game is compared to the previous attempts.
      Step 4: Game DOESN'T become obsolete due to graphics, etc, company stops profiting ANYWAY, because everyone would already own a copy, go to step 1

      *(Note that this is much like the current system, except games are almost always "better" than their predecessors because of improved graphical/physical/aural qualities)

      Of course, the publishers would never accept such a system, so they MUST continue to update the CURRENT and NEXT generation ONLY with newer and better graphics. Even if they did develop such a system, the only way to make it commercially viable would be to have multiple competeing graphics upgrade-esque systems, with the consumer paying a high price for every upgrade in the underlying graphics base.

      Also, when you asked "Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have," you must realize that the companies would never do this because it's MUCH less profitable (or at least, much more of a gamble). If a company can just crank out another NCAA '0X game, or another "Generic FPS Number Q" game at low cost, even if they don't sell as many games, they still make quite a bundle. The only reason MMO's take longer to develop (and have more dedicated on-going development, patches, expansions, tech-support, etc, is because the consumer has to CONTINUALLY pay the company, so the business plan changes slightly... development time isn't as much of a big deal, because they need to both get the consumer to buy the game, but to also pay them 15$ a month for a year, and buy their expansions.

      ~Ruff_ilb

      --
      http://www.TheGamerNation.com/Forums
    6. Re:Disposable Games Vs Design Patterns by guabah · · Score: 1
      Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have?

      Mmmmm...

      Maybe that explains why Duke Nukem Forever is taking that long

    7. Re:Disposable Games Vs Design Patterns by suggsjc · · Score: 1

      To be honest, when playing a game (mostly newer titles) I think there has been almost too much focus on the "storyline" and "plot." I hate watching 2-3 minute video segments every time I do anything. I just want to go though it as fast as I can so I can acually PLAY the game. That is why I PLAY games...to have an interactive experience...something I'm in control of. If I wanted to watch a static video, then I'll put in a movie. When I'm playing a game, I want to play...screw the story line (tapping A as fast as I can...) LET ME PLAY ALREADY!!!

      --
      When I have a kid, I want to put him in one of those strollers for twins and then run around the mall looking frantic.
    8. Re:Disposable Games Vs Design Patterns by xenocide2 · · Score: 5, Insightful

      What a silly progression. Games aren't nessecarily stories. PacMan was no less a classic for it's shallow plot, nor Tetris less addictive. I'd much rather see them focus on innovative gameplay than improving the plotline in "The next epic quest where a lone boy finds some friends and saves the world." It's a lost cause; if you seek a story, read a book, watch a show. Games are not storytelling.

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      I Browse at +4 Flamebait

      Open Source Sysadmin

    9. Re:Disposable Games Vs Design Patterns by danielk1982 · · Score: 1

      Step 4: Game DOESN'T become obsolete due to graphics, etc, company stops profiting ANYWAY, because everyone would already own a copy, go to step 1

      I don't think so, in fact, I think the opposite is the case. Old books and movies continue to be revenue generators for their respective publishers years after they have been released. Furthermore they don't seem to affect the sales of new books and movies. Considering that the primary cost of games (like other forms of IP), is in the creation, with the duplication practically free, I don't see why games shouldn't make the publishers money years after their release. And I don't see why publishers wouldn't want to continue selling something that makes them money and costs next to nothing to produce.

    10. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 4, Insightful

      I am not talking about adding more movie clips. I am sometimes as annoyed with them as you are. I would like to see, however, more reason provided as to why, exactly, you are killing the red dragon to save the blue one.

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    11. Re:Disposable Games Vs Design Patterns by jdray · · Score: 1

      You would never finish exploring the world of the game because it would expand as you explored it.

      Yeah, they could be retro-reference cool and paradoxical at the same time and call it "Ender's Game".

      --
      The Spoon
      Updated 6/28/2011
    12. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have?

      A possible explanation for the Duke Nukem programming paradigm? With the amount of time it's taken so far, that game should last about 50 years...

    13. Re:Disposable Games Vs Design Patterns by suggsjc · · Score: 3, Funny

      Red dragons are bad...blue dragons are good.

      C'mon, EVERYBODY know that one.

      --
      When I have a kid, I want to put him in one of those strollers for twins and then run around the mall looking frantic.
    14. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 4, Insightful

      You seem to forget that pen and paper games, one of the origens of computer gaming, was all about story telling. There is still substancial room for story and plot in modern video games.

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    15. Re:Disposable Games Vs Design Patterns by Xymor · · Score: 1

      Up to date Graphics aren't going to make a game last forever.
      People will get bored of the storyline and same characters over and over.

      Your sollution could allow developers to invest more in story and design, releasing a software platform, and then gradually developing episodic content for it(like they did with never winter nights).

      I can see this doing wonders(ok, maybe a stretch) for the next generation RPGs(specially NWN2).

    16. Re:Disposable Games Vs Design Patterns by mrxak · · Score: 2, Insightful

      In other words, people will need to buy more and more games if their older games don't live long. One only has to hold people's interest long enough for the next title to come out. Still, that doesn't win the hearts and minds of your customers. One of the reasons Blizzard has such a large fanbase is due to their excellent long-term support of their older products. Heck, they're still coming out with patches for Starcraft, and I know people still playing Warcraft II Battle.net Edition and Diablo I. That fanbase translates to millions of people eagerly paying money for World of Warcraft subscriptions even while endlessly complaining about server problems and balance issues. One could argue about the reasons for WoW's popularity all day, but you have to admit the Blizzard logo makes a difference. Companies with the business model of "give them cheap thrills for a short time, rinse and repeat" might want to take a look at the longer-term game support approach.

    17. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 2, Funny
      "Red dragons are bad...blue dragons are good."


      And green dragons mean you need to adjust your monitor.

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    18. Re:Disposable Games Vs Design Patterns by utopianfiat · · Score: 1

      More specifically, RPGs with puzzles sometimes use plot points to define the solutions to certain dilemmas in a game. One person says "I saw a person duck under the counter and ZAP! Just disappear into thin air! Do you think I was hallucinating?", perhaps you should try ducking under the counter...

      --
      +5, Truth
    19. Re:Disposable Games Vs Design Patterns by 27,000 · · Score: 0

      I have no idea how a developer would future-proof a game. Yes, System Shock's graphics are outdated... the game is also unplayble in stock state on any modern machine. There's a half-decade swath of Windows/DOS games that we've 'lost', and no amount of graphical updates will bring them back. So too the stories, even Half-Life was flat and simple in comparison to new titles. The gameplay as well, if a studio updates the graphics without updating the style of play, well... Doom III was slammed for that. I personally would drag my feet if someone offered a 'merely' graphically updated version of my old games - I've already played it, after all.

      So to support your point, yes, updating graphics would be nice, but all the other disposable natures of the game would have to be removed. The developers would need to renovate/port code, the gameplay/weapons/balance would need to evolve with the pace of modern gaming, the stories would somehow have to grow deeper and fuller. MMOs don't change anything, they last longer, but each title never adapts and grows with the times - EQ couldn't last forever even with its expansions, and has spawned a sequel. All games are disposable in some sense, but I don't know developers could possibly change that without completely re-creating their games every few years. Too much seperates generations.

      --
      My problem with spontaneous human combustion is that never seems to happen to the "right" people.
    20. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Duke Nukem forever isn't really coming out. It's just an insider, geek-joke. Anything that was being actively developed for 7-8+ years would be finished by now.

    21. Re:Disposable Games Vs Design Patterns by TheRaven64 · · Score: 1

      Not only that, but if your game engine kept looking good then you could sell additional story modules, new guns, levels, items, etc.

      --
      I am TheRaven on Soylent News
    22. Re:Disposable Games Vs Design Patterns by Ohreally_factor · · Score: 1

      Yeah, remember the good old days when we played pong with pencil and paper? =)

      To be fair, I had a friend who actually played artificial life games with a pencil and graph paper because he was too poor to buy a computer. He'd also play space games, drawing vectors for the space ships, etc. It was a matter of extremely smart + extremely creative + extremely too much time on his hands.

      --
      It's not offtopic, dumbass. It's orthogonal.
    23. Re:Disposable Games Vs Design Patterns by Osty · · Score: 2, Informative

      Why don't we see this more often in all games? Because I think most games today are disposable. They're built for one console or platform with the intent of only running on the current version of Windows or Mac and with no interest in coming out with new releases that support new hardware or software. They do this because games are construed as novelty software that expire as the user tires of them. Games like WoW or other MMOs might bring about a shift in the way game designers spend their efforts. Maybe games will start to take a longer time to develop but last a hell of a lot longer than they traditionally have?

      I don't think you're right. While games may be disposable, engines are not. Good engines are modular, supporting multiple rendering systems (OpenGL, DirectX), input systems (SDL, DirectX), audio systems (OpenAL, DirectX), etc. Game logic is separate from the engine (UnrealScript, Lua, QScript, etc). As an example, the Unreal engine that powers many games is an evolution from the engine that powered the very first Unreal game ~8 years ago (as opposed to id engines, which are rewritten each "generation" -- Doom, Quake, Quake 2, Quake 3, Doom 3/Quake 4). That's right, the same engine that powers next generation titles like Gears of War is ~8 years old. Obviously it's been maintained and updated (anybody remember when Unreal only supported Glide for 3D acceleration?), of course.

      I think the real shift will not be games taking longer to develop, but a more radical split between tools/engines and games. That's been happening for quite some time now, with developers like Ubi, Digital Extremes, Raven, Grey Matter, etc focusing on building games based on other's technology (Splinter Cell, Rainbow Six, Unreal 2, Prince of Persia, etc all on the Unreal engine and not done by Epic). We've seen id step back and focus more on technology than games (id didn't write Quake IV), and even before that id's games felt more like tech demos for the new engines than actual games. This split will only become more pronounced as hardware gets more complex (multi-core CPUs, for example), cost to develop games increases, and required time to market decreases or stays the same. It'll not be possible to develop a brand new engine and a good game and still make a profit.

    24. Re:Disposable Games Vs Design Patterns by Breakfast+Pants · · Score: 1

      "Up to date Graphics aren't going to make a game last forever.
      People will get bored of the storyline and same characters over and over."

      That's not what it's about. It isn't about you playing the game over and over, it is about new audiences, way down the road, being able to experience the game.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    25. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      No, green dragons mean you want to switch from acid arrows to flaming arrows.

    26. Re:Disposable Games Vs Design Patterns by nine-times · · Score: 1
      Why don't we see this more often in all games? Because I think most games today are disposable. They're built for one console or platform with the intent of only running on the current version of Windows or Mac and with no interest in coming out with new releases that support new hardware or software. They do this because games are construed as novelty software that expire as the user tires of them.

      It's kind of sad when you think about it-- this idea of games "expiring". Other art forms, including movies and novels, don't "expire". We're still enjoying things made thousands of years ago. We've seen some ability to hold onto games with ROMS and emulation, but shouldn't we look to preserve games a little more comprehensively?

      Why should they expire anyway? Maybe you get tired of it, the same why you'd get tired of a movie, but that doesn't mean that the game becomes entirely useless after a year or two. I've gotten bored playing Kings Quest and Duke Nukem 3D, but that doesn't mean I wouldn't like to recommend them to others, or that I wouldn't like to revisit them sometime. I've gone back and played Super Mario Bros. and had some fun.

      So what's the solution? I don't know. I'd just hate to think that all this work that people have done to make games-- and some really great games-- will just evaporate in the next hundred years. No one will remember them, and no one will be able play them without antique hardware.

    27. Re:Disposable Games Vs Design Patterns by TheShadowzero · · Score: 1

      I suppose you like Half-Life 2 a lot then (not that I don't, but it's known for never making you lose control of Freeman)

      --
      If history repeats itself, why can't we study the future?
    28. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 1

      How could I ever I forget pen and paper gaming? And your friend's activities sound less like gaming and more like physics homework.

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    29. Re:Disposable Games Vs Design Patterns by Hoi+Polloi · · Score: 1

      If you preferred outdoor play, it would create more terrain for you. You would never finish exploring the world of the game because it would expand as you explored it"

      Great! I could finally fly from Essen to attack Washington DC in Battlefield 1942.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    30. Re:Disposable Games Vs Design Patterns by stunt_penguin · · Score: 5, Insightful

      Plot != 2-3 minute cut-scenes. Half Life 2 and the ongoing story of what is effectively HL3 (the episodes) has one of the finest game plots ever (even though it only gets about 7/10 in pure originality stakes), yet hasn't got a single cut-scene, just a few pauses in gameplay in Dr. Kleiner's lab early on (during which you have enough to do), and a quick note from the man in black.

      An adventure game (FPSs and RPGs, the likes of GTA games) that does not have a plot may be fun and may satisfy the visceral need to shoot at stuff, but the lack of a soul, a central concept, a dramatic tension will mean that the game's design and construction will suffer as a result; there's no motive for anything. Plot done properly is an essential part of a really satisfying game experience.

      That's not to say that games that lack plot can't be good, or fun, or interesting. It just means that if you're lobbing bullets at someone, it's nice to know why. Makes you aim for the head/crotch a bit more.

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    31. Re:Disposable Games Vs Design Patterns by Tim+Browse · · Score: 4, Funny

      Before you even started to program a complex FPS game, you might start by carefully separating the layers and keeping things like two dimensional surfaces rendered to be de-coupled from other things like the AI of the enemies.

      This is ludicrous - cloud cuckoo land. My texture mapping code is intimately bound up in the AI of the enemies.

      It's simply not possible to separate these two deeply entwined concepts.

    32. Re:Disposable Games Vs Design Patterns by mclaincausey · · Score: 1

      A blue dragon? What the hell are you smokin'?

      --
      (%i1) factor(777353);
      (%o1) 777353
    33. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0
      Information wants a fueled airplane waiting at the hanger and no one gets hurt.

      Great sig, but it should be hangar , not hanger . Unless information is on its way to the gallows.

    34. Re:Disposable Games Vs Design Patterns by Fred_A · · Score: 2, Funny

      So what, we all played Flight Simulator with pen and paper. Well, paper anyway. No big deal.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    35. Re:Disposable Games Vs Design Patterns by xenocide2 · · Score: 2, Insightful

      Ah yes, modern RPGs couldn't be further from their origins. Playing with story, ie roleplaying, is largely missing from modern games. I don't believe that adding "plot" and "storyline" fixes the problem. The goal here should be allow the player to play with plot and storyline, rather than ensuring that certain things "happen" to your "character." In a way, I agree with Ebert. You can't have true authorship from the creator and true roleplaying games at the same time. I suspect experienced DMs understand this as well. Moreover, why do people play D&D? To assume one of a set of fairly cliched roles, or to crawl through a maze slaying monsters and working as a team to accomplish a goal? I suggest that the length of the rulebook dedicated to combat encodes an answer.

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      I Browse at +4 Flamebait

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    36. Re:Disposable Games Vs Design Patterns by arose · · Score: 1
      And your friend's activities sound less like gaming and more like physics homework.
      Physics homework, literature homework--games are games.
      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    37. Re:Disposable Games Vs Design Patterns by eugman · · Score: 1

      I feel silly. I read that as him seeing a duck under the counter disappear.

    38. Re:Disposable Games Vs Design Patterns by paralaxcreations · · Score: 5, Insightful

      You're right, games aren't storytelling. That's what the poster above you said, that they should work on it.

      By your same argument, graphics have nothing to do with games, and thus shouldn't be worked on either. Pong was 2 lines and a box. When books were first written, I wonder if anyone said "paper isn't for writing on, if you want a story, listen to your father's." When film first came out, I know many people said "it will never take off, no one wants to watch pictures on a screen," but here we are today, with people on the Internet telling others to turn to film for storyline because it doesn't belong anywhere else than the two established mediums.

      It's more than possible for a game to have good graphics, good storyline and plot, and innovative gameplay. Unfortunately, the past few years have been fueled by video card manufacturer's pumping out graphics technology faster than most software producers have been able to keep up with, and so audiences became captivated with "oooh shiny water"...gameplay and storyline dropped by the wayside while pushing eye candy to the limit flourished. Like all things, though, people got tired of all glitz and no substance, and we're seeing that curve level out.

      With mobile devices becoming more and more popular, we're beginning to see gameplay-based games gain some popularity again, and focus will probably shift there for the next few years as portable technology gets smaller and faster. At that point, computers will be what PCs are today, we'll see a shift back to storyline for a few years as RPGs gain popularity on the Nokia Futura in the Japanese market (and some may make it Westward), just in time for the next big graphics push, this time cell phones (if they're still called cell phones at this point) will be included.

      Yes, I play the occassional game on my cell phone while waiting for class to start, or when the power goes out (as it tends to do often this time of year in Tampa, FL).

      My point is, some people play games as digital puzzles, brain-teasers if you will. Some play them for the graphics. Some play them for story. Yeah, you can find brain-teasers in the back of the Sunday paper, you'll never beat the graphics of the real world, and story can be found in books and movies. That doesn't mean those are the only mediums "allowed" to do such things. Games, in the end, are about having fun, and what's fun to you isn't always going to be fun to me. Diversity is king. No, games are not storytelling, they are not graphics, and their not gameplay. They're any of them, and a smart publisher will offer all three, and then some.

    39. Re:Disposable Games Vs Design Patterns by Frazbin · · Score: 2, Funny

      *Chromatic* dragons are bad, *metallic* dragons are good, isn't it? Or has my trusty Monster Manual decieved me?

    40. Re:Disposable Games Vs Design Patterns by plague3106 · · Score: 1

      No no no.. BOTH are evil, blue just shoots lightning from its mouth.

      I think you mean gold and sliver are good...

    41. Re:Disposable Games Vs Design Patterns by plague3106 · · Score: 1

      Thank god; I thought I was going to be the only one posting this.

      Although i only have three monster manuals.

    42. Re:Disposable Games Vs Design Patterns by andrewman327 · · Score: 1

      In that case I have some exciting electron shell configurations from chemistry that he would just love!

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    43. Re:Disposable Games Vs Design Patterns by Haeleth · · Score: 2, Insightful

      There's more probability of that if the graphics automatically upgrade on new hardware. It would make the graphics less of a selling point.

      Nobody said anything about "automatically". This is about graphics being upgradeable manually by replacing the program that generates them, instead of having to replace gigabytes of textures. The point is that it would use very little bandwidth to upgrade everyone's game. It would not happen magically, and it would still require considerable time and expense to prepare an upgrade.

    44. Re:Disposable Games Vs Design Patterns by Surt · · Score: 1

      I completely buy into the possibility that games can be designed well enough to abstract their graphics to a point where the same exact graphics package can be used in even several different types of games.

      Brillant! You could call it a graphics engine and sell it to people to make their own games with!

      I think these guys might be on to something:
      http://www.valvesoftware.com/sourcelicense/
      http://ftp.idsoftware.com/business/technology/

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    45. Re:Disposable Games Vs Design Patterns by steveo777 · · Score: 1
      PacMan was no less a classic for it's shallow plot, nor Tetris less addictive.

      I beg to differ, good Sir Xenocide2. Don't you even try to tell me Tetris didn't have a plot. Blocks were falling on the world, and the only way to stop them was to fire Space Shuttle randomly into space. Either that or the game's point was to get a bunch of people dancing.

      --
      This sig isn't original enough, it's time to come up with something witty...
    46. Re:Disposable Games Vs Design Patterns by murdocj · · Score: 2, Interesting

      I would say that GTA actually has way more "plot" that HL2. HL2's plot consists of "make your way to point y to meet person x, killing lots of zombies along the way". It's fun stuff, but it's not exactly an involved plot. Although I'm only a small bit of the way thru GTA, it actually seems to build a bit of a plot line with some questions about the various characters (e.g. Smoke seems awfully chummy with the cops).

    47. Re:Disposable Games Vs Design Patterns by Excelsior · · Score: 1

      Bingo. Game developers aren't interested in technology that will extend the life of games

      Well, I actually RTFA, and the way I read it, this isn't like a game is going to magically improve itself. A developer will be able to add more complex algorithms to the game years after it was developed when hardware can support better graphics. The result will be a slightly modified, better-looking game.

      Who says they aren't going to charge you again for "Zelda 2008", allowing them to reap more profit out of old content? There is plenty of monetary drive for this technology. It is very similar to selling "Season 1 of 'I Love Lucy'" on DVD. This will be a way to take old content, package it in a new format, and make money off of it all over again.

    48. Re:Disposable Games Vs Design Patterns by 1iar_parad0x · · Score: 1

      How much code reuse is there? Really? I like design patterns as much as the next guy, but using design patterns effectively requires discipline. Unfortunately, most project managers aren't engineers/software developers. They can't see past a present project. I can't say I always blame them. Managing the development of a game is probably as hard as it gets. Secondly, documentation for UI intensive software like the average video game really needs more than use cases. I'd love to see a good book (on the level of Addison Wesley's object technology series or Fowler) that addresses these issues well.

      --
      What do you mean my sig is repetitive? What do you mean my sig is repetitive? What do you mean....
    49. Re:Disposable Games Vs Design Patterns by Fulcrum+of+Evil · · Score: 1

      Step 4: Game DOESN'T become obsolete due to graphics, etc, company stops profiting ANYWAY, because everyone would already own a copy, go to step 1

      Counterexample 1: HalfLife has been a solid seller for several years due to its extensibility, and some mods have ben resold as complete games. Counterexample 2: Starcraft. Counterexample 3: GTA. In all cases, gameplay was compelling enough that eye candy wasn't the driving force. Hell, go look at anything from Nintendo.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    50. Re:Disposable Games Vs Design Patterns by Tharkban · · Score: 2, Insightful

      Are you really splitting hairs over mean and median?

      The word average, btw is a fuzzy term which could stand for any of a number of ways of calculating a representative value for a data set. But I'm sure you learned all about means, medians, and modes, in your elementary statistics course.

      http://dictionary.reference.com/help/faq/language/ a/avg-mean.html

      --
      Tharkban (It is a signature after all)
    51. Re:Disposable Games Vs Design Patterns by mrchaotica · · Score: 1
      I would think the main reason to do this wouldn't be to "future proof" your game. That's the last thing you want to do. If games kept getting better by themselves, you'd undermine your own future revenue, either from upgrades or from new titles.

      It depends on your perspective and business goals. Let's use Half-Life as an analogy: if Half-Life 1 had been made using this techology, it would have automatically become Half-Life: Source and Valve wouldn't have been able to sell it as a new game. However, it would not have stopped them from selling Half-Life 2 or Episode 1.

      Personally, I think this business model -- where the products are the new stories and the engine is unimportant -- is better than the current one that most companies have, that causes games to end up as glorified tech demos instead of real entertainment. In the long run, what I'd really like to see is for the engines to become Free Software, and for game companies to make money selling content to run in them. I think it would be much more efficient and result in better games.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    52. Re:Disposable Games Vs Design Patterns by exp(pi*sqrt(163)) · · Score: 3, Interesting
      some people play games as digital puzzles, brain-teasers if you will. Some play them for the graphics. Some play them for story
      Right. But it's worth looking at what many people have to say about story telling and I think you'll find your post's parent, considered in context, is more directed at these comments rather than a general criticism of storytelling.

      Some game companies (including my employer) seem to think that their games are poor quality (oops...better not reveal my employer's name) because the storytelling isn't good enough. These people look to the movie business and see that many big effects movies suck because they have a weak story and assume that the same criticism carries over. It doesn't. Games and movies have a whole lot of different ways in which they can suck that don't relate to each other.

      The game business seems to look to the movie business as a kind of more respectable big brother. So many game developers have now got it into their heads that they must try to develop things like movies. And hence they feel pressured into developing a story even though they may end up wasting resources that might better have been used for gameplay.

      A nice example of the latter is the old adventure game business. Because these game developers felt that somehow what they were doing was lowbrow they renamed the genre to "interactive fiction" denying their games heritage.

      Make games and be proud to make them, whether they have great graphics, great stories or great gameplay. Don't feel that somehow you have to compete with other art forms like literature and cinema on their own turf.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    53. Re:Disposable Games Vs Design Patterns by mrchaotica · · Score: 1

      Exactly -- and in a game, that stuff is the important part anyway! The engine is just a means to the end, and ought to eventually become commodity Free Software.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    54. Re:Disposable Games Vs Design Patterns by TCM · · Score: 2, Funny
      What the hell are you smokin'?
      A magic dragon?
      --
      Of course it runs NetBSD. BTC: 1NT7QvbetmANwaMzhpVL6
    55. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Well, Duh!

      It's not like I didn't knew that already

    56. Re:Disposable Games Vs Design Patterns by schon · · Score: 5, Funny
      Nobody said anything about "automatically".

      From the article summary:
      Imagine putting Halo 2 into your Xbox 360 only to have it automatically upgraded to look like Halo 3 in graphical quality.


      Congratulations - you've taken the /. standard of "not reading the article" to "not reading the summary".
    57. Re:Disposable Games Vs Design Patterns by MobileTatsu-NJG · · Score: 3, Insightful

      "Maybe some of them will even invest in these silly radical concepts called "storyline" and "plot."

      Gameplay, THEN story and plot.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    58. Re:Disposable Games Vs Design Patterns by MobileTatsu-NJG · · Score: 1

      "When books were first written, I wonder if anyone said "paper isn't for writing on, if you want a story, listen to your father's." When film first came out, I know many people said "it will never take off, no one wants to watch pictures on a screen," but here we are today, with people on the Internet telling others to turn to film for storyline because it doesn't belong anywhere else than the two established mediums."

      Both of these examples are terrible. Heh. In any event, no, the idea isn't that games shouldn't tell stories. The argument has nothing to do with stories not belonging in games. It has everything to do with priorities. The game has to be fun. Focus on the fun. If your DVD player required you to play a round of checkers at every chapter, that would not be fun, no matter WHAT movie it was. That make a little more sense?

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    59. Re:Disposable Games Vs Design Patterns by Eternauta3k · · Score: 1

      Although not a MORPMGORPMRORP :P arcanum resembles a real RPG. It has a nice story, total freedom, etc. Try it.

      --
      Yeah. Would you choose a neurosurgeon who pokes around people's brains in his spare time? I wouldn't.
    60. Re:Disposable Games Vs Design Patterns by epee1221 · · Score: 1

      The goal here should be allow the player to play with plot and storyline, rather than ensuring that certain things "happen" to your "character."
      This is why Harvest Moon and Animal Crossing are fun. There's a lot more freedom there than in other games. Even many console RPG's these days only give you freedom as to how you accomplish your tasks; it's rare to have any freedom to decide what you want to accomplish.

      --
      "The use-mention distinction" is not "enforced here."
    61. Re:Disposable Games Vs Design Patterns by unix_core · · Score: 1

      If all you want from a game is an interactive experience, try real life ;)

      I'd bet you're not a big fan of games like Monkey Island?

    62. Re:Disposable Games Vs Design Patterns by paralaxcreations · · Score: 2, Insightful

      Parent post makes the assertion that storyline doesn't belong in games, and I was simply responding to that. I agree completely that the game has to be fun, but that's a bit broad of a goal, so a game producer must decide which type of fun they want their game to be. For example, I normally enjoy playing the role of a hero in a good plotline (and no, said plotline doesn't necessarily involve gathering my friends and saving the world ;)) more than I enjoy contorting my fingers to hit crazy button combinations. Nevertheless, I enjoy the occassional game of Soul Calibur with my friends. Do you think I pay a lick of attention to the story? Hell no, and I think all but the biggest fans of the series don't either. Yet, it's still there, and I think that's what you mean about wasted resources. The amount of reading I have to do in that game (single player) directly translates more accurately into "the amount of times I have to push next" and does become like "playing a round of checkers at every chapter" on my DVD player (even with just pushing next), so I'm prone to agree with you.

      However, this thread isn't the first time I've heard people say "if you want storyline, watch a movie" and this phrase has always grated me. Who's to say that a video game isn't ample enough medium for telling a quality story. A few games have been able to both tell a good story and create interesting gameplay, but they're rare. Either the storyline suffers, or the storyline detracts from the gameplay (through bad prioritization), so a sour taste is left in the mouths of gamers. But hey- if you want to make an omelette and all that jazz.

      While we're on bad analogies, my xbox doesn't make me watch bad movies to play games, though some games do. If I don't want to pay attention to plot to play the game, I simply don't buy a plot-based game. Likewise, (assuming you meant if the re-release of say, "Citizen Kane" rather than the DVD player itself like I meant the game and not the game system) if I had to play checkers to watch "Citizen Kane," I would simply not buy the movie, and rather buy a movie that focuses on telling a story. But that's all movies can really do, while games are pretty open. Many things work for many different market segments, companies just have to learn to know which demographic they're targetting instead of trying to please everyone with one release. Anyway, I feel my analogies hold, as I am making an apples-apples comparison among emerging technologies through history used to tell stories and the public's reactions to said mediums.

    63. Re:Disposable Games Vs Design Patterns by paralaxcreations · · Score: 2, Interesting

      Definately agree. Choose which segment you want to be heavy in and go for that audience. That doesn't mean if you're making story games, ditch gameplay and graphics, but rather find a good balance, and when necessary, go heavy where your demographic requires.

      Games shouldn't compare themselves to the movie industry as they are two different forms of entertainment, I agree with you there. It may be possible to take some cues, but anything more doesn't work (lighting, camera angles that are absolutely beautiful on film tend to come off slow and boring in the interaction-based game medium). Nevertheless, if you're making a game with a good story, I don't feel that story should be compromised for "gameplay reasons" and in most cases it doesn't have to be. It's very possible to have both once a studio gets out of the we-must-be-like-hollywood mindset.

      That is, if you're in the business of making plot-based games. If your market is Tetris 5,000 or Breakout: The Latest Iteration, then for the love of all that is holy keep that plot away from it, because it just comes off cheesy.

    64. Re:Disposable Games Vs Design Patterns by Vexorian · · Score: 1

      Have you seen a person complaining about a movie's gameplay?

      --

      Copyright infringement is "piracy" in the same way DRM is "consumer rape"
    65. Re:Disposable Games Vs Design Patterns by MobileTatsu-NJG · · Score: 1

      "Parent post makes the assertion that storyline doesn't belong in games..."

      No, he was saying that the crucial element of games isn't the storyline. In other words, if you're looking for a good drama your energy and money are BETTER spent looking in the DVD aisle. That's not the same as saying "It isn't possible to find good drama in a video game."

      To continue the pattern of bad metaphors here, it's like saying "I'm really craving a good cherry. Where's an Ice Cream shop?" Yes, you can buy a sundae and get a cherry with it. (You're also paying more to get that cherry...) You might even find a sundae with the perfect cherry for you. Nobody's saying that you can't get a good cherry at an Ice Cream shop, but isn't the right place to go for somebody who's simply craving a cherry.

      Again, nobody's saying video game and story don't mix, not even the guy you originally replied to. I think you misunderstood the last line of his post.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    66. Re:Disposable Games Vs Design Patterns by wolenczak · · Score: 4, Funny

      Procedural p0Rn, that's the way to go. hehe

    67. Re:Disposable Games Vs Design Patterns by colmore · · Score: 5, Insightful

      Games aren't and shouldn't be storytelling. Games are more toycrafting with narrative metaphor.

      Story games always have finite possibility. The great games are those that combine fully independant elements so that game possibility is the exponential sum of its parts. Tieing all elements to a linear (or at best, a few linear) stories vastly reduces the number of gameplay possibilities.

      The most extreme example of this is the cutscene. Cutscenes are dead gametime, the equivalent of having static on the radio. Personally I blame anime (which also has long pointless exposition between the parts one generally cares about) If it takes more than 1 minute to get from powering up the game to get from powering on to playing a real (not training) level, then the designers are doing something very wrong. These are games, not movies, or something we should have to *train* for.

      I think geeks are killing gaming. In the early 90s PC gaming was full of countless genres of odd, off-the-wall games. Most dads I knew (I live in a University town) had Civilization, Lemmings, Kings Quest, etc. on their office computers. These days games are increasingly fast paced, increasingly involved, increasingly require dozens or even hundreds of hours of play to uncover content (locking content is a very cheap way of artificially creating interest in otherwise dull aspects of the game), increasingly require the simultaneous use of 12 buttons. Games are increasingly only for hard-core gamers, and as a working adult with very few video game playing friends it pisses me off. I don't want to play a game for ten hours before I get to the meat. I'm not going to slog through 100 hours of repetitive menu based battles to watch some cutscenes. I want simulations, things that are fun to play with the first 15 minutes you're in the game, and won't lose interest once the game runs out of script. Or if it's a scripted game, I want something more like the old adventures and american computer RPGs, where the story was revealed along the sides as a fun *game* progressed, and the reward for getting further was getting to a cool level, not getting some non-interactive cgi cartoon of 13-22 year old's idea of "hot."

      And get the hell offa my lawn ya damn hooligans.

      --
      In Capitalist America, bank robs you!
    68. Re:Disposable Games Vs Design Patterns by paralaxcreations · · Score: 1

      I guess it depends on if you're talking from the perspective of a game producer or a game player, and the post he replied to said "Maybe some of them will even invest in these silly radical concepts called 'storyline' and 'plot.'" leading me to believe we're in the context of producers.

      From the perspective of a player, yes there are better places to look. From the perspective of a producer, they better not be looking elsewhere.

    69. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      paper isn't for writing on, if you want a story, listen to your father's.

      Must... resist... urge... to... yell... obscenities... at... monitor.

    70. Re:Disposable Games Vs Design Patterns by paralaxcreations · · Score: 1

      Or if it's a scripted game, I want something more like the old adventures and american computer RPGs, where the story was revealed along the sides as a fun *game* progressed, and the reward for getting further was getting to a cool level, not getting some non-interactive cgi cartoon of 13-22 year old's idea of "hot."

      Couldn't agree more. The reward for completing a gameplay portion of the game should be something to further enhance gameplay: an item, a challenging new level, a new skill, etc. The notion of CG being the reward is one I never understood...I can only describe it as some kind of A/B test run rampant.

    71. Re:Disposable Games Vs Design Patterns by JediLow · · Score: 1

      That's only on the end user's part - Haeleth's getting at the developer angle.

    72. Re:Disposable Games Vs Design Patterns by geekoid · · Score: 1

      The conputer game is a great medium that could be used to tell a story in brand new ways.
      It doesn't mean a game needs to tell a story, but you could create games that do tell a story.

      "Story games always have finite possibility."

      but they don't have to. For example, there are many, many different ways to make a morality point. Which is a valid type of story.

      "Cutscenes are dead gametime, the equivalent of having static on the radio. "
      I don't know, I , as do many others, like a good cut scene.

      you might want to look in on what is going on the the game industry.
      Shorter cheaper and simplier games are starting to be picked up.

      "I want simulations,..."
      thats swell, but not all games need to be like that. you are trying to pigeon everyone into likes your type of game.

      personally, I loved Max Payne II. greate game, great story. That doesn't mean YOU have to like it.

      And you would be hard pressed to find someone that has been playing games longer then me, so get of MY lawn you damn hooligan! ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    73. Re:Disposable Games Vs Design Patterns by exp(pi*sqrt(163)) · · Score: 1

      One question I think is interesting is this: what kind of stories can be transferred from movies (or literature) to games? A serious love story probably has no chance of succeeding as a game. On the other hand, many types of story that hinge on a denouement work well: eg. stories where you finally discover who the bad guy really is. Do people care much about character development in a game or is at all plot? And might computer generated plots work in a game (eg. think of Propp's work in formalizing fairy tales).

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    74. Re:Disposable Games Vs Design Patterns by LainTouko · · Score: 2, Insightful

      No, there's a fundamental conflict between gaming and storytelling. To tell a story, the writer needs to be able to control events in that story. But to play a game, the player needs to be able to influence control over events, by determining the actions of their character or whatever. There isn't any obvious way to resolve this conflict. The best game stories are to be found in the likes of interactive visual novels, which are barely games at all. And in all the games I can think of with great gameplay, that gameplay has little to do with story. Of course, you can create something which alternates between showing story and allowing you to play some sort of relevant game, but that isn't really a game with a story, it's something which alternates between being a game and being a story. In actual fact, a good interactive visual novel can be a very effective medium of storytelling. So there's plenty of reason to use game-like mediums for storytelling. But when you do, they stop really being games.

    75. Re:Disposable Games Vs Design Patterns by Ereinion · · Score: 1

      Been done: Eros ex Mathematica aka Math Porn...

    76. Re:Disposable Games Vs Design Patterns by petermgreen · · Score: 1

      apart from a few true classics, people don't tend to buy old movies or go to the cinema to watch them, they watch them on TV (a channel for which the gaming world has no real equivilent), the bulk of the market is producing mediocre movies using the latest technology and those movies really do date. We just remember the good ones.

      As for the computer market many classics (mario, sonic, doom, duke and quake to name a few) are perserved in a legal mannor and many more are preserved though illegal means (pirate collections of rom images etc). However one BIG problem is that moving games to a new platform is far more expensive than doing the same with film/video. Emulation is really difficult to do well for consoles that have 3D acceleration. Porting is a lot of effort and many companies don't wan't to release the source (and on the console side you have the control freak console vendors in the way as well).

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    77. Re:Disposable Games Vs Design Patterns by NichG · · Score: 3, Insightful

      It's not a fundamental conflict, it just means that the storyteller needs to adjust their art for the medium. Instead of telling one story, the storyteller needs to figure out how to tell 500 stories which still allow the necessary components to come together. And there are well-known tricks for doing that sort of thing. Break the story up into modules which are mostly independant but have threads connecting them in the events that occured before the player arrives. Create some changes of dialogue to acknowledge the player's actions, or even separate branches though you have to be conservative about doing that lest the possibilities balloon. Don't think 'what do I want the villian to do to get the story moving' but rather 'how would the villian react to A? to B? to C?' given that the villian will have some set goal that he/she needs to accomplish, so it will eventually come back to the same things...

      And so on. Now perhaps your complaint is 'but then I can't do anything I want to at all'. Thing is, you never could in any game. Each game is a finite universe. Clever designers have figured out how to make it look large, but they can't simulate everything you'd want to do any more than storytellers can create branches for everything you'd want to do. The problems that the gameplay designers face and the problems that the storytellers face are rather similar beneath it all in that way.

    78. Re:Disposable Games Vs Design Patterns by Mantrid42 · · Score: 1

      Games are not storytelling. I guess you never played Grim Fandango. Or Jedi Knight. Or Warcraft III. Or Crimson Skies. Or Thief.

    79. Re:Disposable Games Vs Design Patterns by Shippinator+Mandy · · Score: 1

      Amen to that! So many games are lauded for their amazing graphics, but their gameplay, quite frankly, sucks. Take Myst, for example. Everyone keeps saying it's amazing. Yes, the graphics are gorgeous, but I was utterly unsure of what the hell I was supposed to do. Even my dad, who's been gaming since the '80s, was baffled. On the other hand, some games have mediocre graphics, but are just a ton of fun to play. Look at the arcade games of yesteryear. Tetris and Pac-Man and their ilk are still fun games, even though their graphics are now horribly out-of-date. And why would they need better graphics? If they're fun to play, the graphics really don't matter. (Of course, sometimes games have graphics so bad you can't look at the screen without vomiting, but I can't think of any examples right now.) Beauty is only skin-deep, after all.

      --
      OH GOD IT'S A GIRL.
    80. Re:Disposable Games Vs Design Patterns by nine-times · · Score: 1

      The only thing I disagree with you on is the idea that people don't buy older movies. It might be that, at any given time, the top sellers are generally new releases, but lots of people buy old favorites and re-releases.

      Otherwise, I agree with what you've said. What I was trying to say, though, is that maybe we should come up with some new method of producing games that would allow them to be saved without expensive porting or crappy emulation. I'm no genious when it comes to things like this, to I can't tell you how it should be done, but I wish someone was working toward a way of developing games that wouldn't require that they "expire".

      Maybe some open-source platform on which things can be built? A customized linux distro running something like DirectX, but open source, as a standardized gaming platform? Maybe something designed to run under emulation, so that each game you run is actually a liveCD running in a virtual machine? I don't know if that makes any sense as an idea, and even if it did, I have no idea how you sell people on it.

      So I'm not trying to sell a plan here, just an idea: we need to start developing games in such a way that they can continue to run on newer systems. We need to make sure classic games don't "expire", just as movies, books, paintings, and other art forms don't "expire".

    81. Re:Disposable Games Vs Design Patterns by Jello+B. · · Score: 1

      Even my dad, who's been gaming since the '80s... You must be new here. On Earth.

    82. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 1

      I didn't used to have a problem with extended cutscenes and FMVs. I've played all of the Final Fantasy's, most of the major RPGs for the SNES, PS1/2, and GameCube, and few had me cringing on the cut scenes (FFX and Xenogears being exceptions)...

      ...and then I played Metal Gear Solid 3.

      And now, I'm in agreement with you. There is such a thing as too much FMV. Don't get me wrong, as a whole, I loved MGS3, but having 20 minutes of FMVs, followed by a pointlessly easy motorcycle mini-game (lasting all of 7 minutes), followed by 20 minutes more of FMVs, is TOO MUCH.

      I don't agree with you about plot, however. I think plot is almost a neccessity in games, at least for me anyway (with a few exceptions), but there are ways of disbursing it, and telling it within the gameplay that is much more effective and more interactive than cutscene cutscene cutscene!

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    83. Re:Disposable Games Vs Design Patterns by Cederic · · Score: 1


      So you don't like to play for hours to uncover locked content, but you do want the reward for getting further to be getting to a cool level?

      You don't want games to be storytelling, but you like adventure games?

      You don't want games that need simultaneous use of 12 buttons, but you like simulations (which can need precise ordered use of 80 buttons)?

      Games can have story, it can drive them; Max Payne is one of the best games I've ever played. Minimal replay value, sure, but that first time through was king. Project Gotham Racing has no story, immediate accessibility, much replay value, also a great game. Angband has no graphics, a very basic plotline and immense replayability.

      All have gameplay. That seems to be what you're after. Everything else is candy. But I'd rather play Project Gotham Racing than Power Drift, because although both had top-end graphics (for their day) and both had great gameplay, PGR is much prettier and takes advantage of the extra CPU power and controller capability to give a far better gaming experience.

    84. Re:Disposable Games Vs Design Patterns by Cederic · · Score: 1


      Except that if you do read the article, it mentions seeding the xbox 360 with new algorithms designed for Halo 2 that would achieve the upgrade.

      It would be an automatic upgrade to the user, but only because someone had sat and written the new algorithms and deployed them to the user (on the xbox 360 hard disk).

      Congratulations - you've taken the /. standard of "not reading the article" to heart.

    85. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 2, Interesting
      Ah yes, modern RPGs couldn't be further from their origins. Playing with story, ie roleplaying, is largely missing from modern games. I don't believe that adding "plot" and "storyline" fixes the problem.

      I'm not really sure that there's a problem to be fixed. The modern console RPG is a totally ligitimate form of entertainment, IMO, that some of us enjoy even more than tabletop games. Though, I will agree that they are far removed from their origins, they've become something else, entirely. And yes, they probably should loose the "RPG" title, but I have yet to hear another title that didn't sound either incredibly stupid, or incredibly smug (ie: "interactive story book").

      I, personally, am perfectly happy playing through a pre-defined story. This is the way that narrative entertainment has been from the beginning of time, and it's been perfected throughout the ages. I'm not saying that there aren't other ways, but to say that it's a "problem" or in someway inferior, is just one ignorant opinion.

      But I can understand that many people are looking to the table-top RPG, and are interested in trying to figure out a way of replicating, at least partially, that type of narrative experience in a video game. And I am currious as well. But until we can create AI that is nimble enough to create engaging narrative on the fly, we only have 3 options: create a pre-defined storyline in which the characters can play through, create a branching storyline in which the characters actions define the particular path, or completely give up on story altogether, and concentrate fully on the hack & slash model, which I don't believe to be any closer to the table-top RPG experience than the pre-defined story model.

      Now, I highly disagree with you on the notion that tabletop RPGs are more about hack & slash than plot. If all you've played is D&D with GMs who're only interested in fighting, then I can understand how you might think that. I've played whole adventures which consist mostly of going around and talking to NPCs, or figuring out the history behind situations and creating a new dramatic plot as the game progresses. I had one GM who ran a 2nd edition campaign which focused, almost entirely, around the international politics of the region we were playing, it was one of the most fun and exciting tabletop experiences I've ever had. I've played Dark Conspiricy campaigns that revolved around ELABORATE narrative and interactive story-telling. A friend of mine created a tabletop called Aeon, and the beginning adventure involved no fighting at all, mostly a lot of detective work. Hell, there are thousands of people who play various LARPs, most of which contain only the very rarest instances of fighting. I played Vampire for a whole year, and there was only ONE mass battle, and everyone agreed that it was really pointless. No, the reason why the manuals of tabletops are filled only with stats is because storytelling doesn't need instruction. GOOD storytelling takes years and years of practice, thought, and study, but one book isn't going to be able to help much. Most GMs would rather spend their time on creating narrative then creating a system; so the game company supplies the system, and the GM supplies the narrative. In that case, one could argue that tabletop games revolve MORE around narrative then systematic action... but every player and GM has their preference on balancing these two interests.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    86. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 1

      I disagree.

      I think it's possible for a serious love story to work in a game. I don't think it's been done yet, but there is evidence here and there, once in a while I find emotionally charged character interaction sequences in games that lead me to believe that, eventually, someone WILL get it. Now, I also believe that very very few movies make for good, serious love stories, as well, so that one is an especially up-hill battle.

      I think practically ANYTHING that can be done in movies can be done in games. The only thing that I cannot get my head my head around is a video game documentary, since documentaries, by nature, are an example of pure "capture" art (that is, they require an actual event to be captured onto film and played back later on), even literature doesn't have a parallel to the movie documentary. But anything where literature and cinema can cross, games have the potential of doing. For one thing, literature and cinema can be included in games (and often are).

      I don't think that, from a narrative standpoint, any game has come close to the potential exhibited by literature and cinema, but it's a very new media, only 1/4 the age of cinema, and thousands of times newer than literature. But we've exhibited almost all fiction genre's portrayed in games, even if badly: Historical Fiction (Medal of Honor, Battlefield 1942, Brother's in Arms), Fantasy Historical Fiction (Metal Gear Solid, Shadow Hearts), Sci-fi/fantasy (every RPG, most FPSs), Action (all FPSs, a majority of games in general), Mystery (Myst, most adventure games), romance (Final Fantasy VIII), Horror (Resident Evil, Silent Hill, Eternal Darkness), Commedy (Sam & Max, Leasure Suit Larry, Earthbound), Courtroom Drama (Pheonix Wright), the list goes on and on. Now, not a single game on this list can compete with cinema in terms of narrative power, of course.

      But think back to early cinema, even the best movies seem fairly simplistic and fairly shallow. I love Metropolis, for instance, but part of me realizes that it's a bit of a novelty. Fritz Lang was a creative geneus, but he was working in a fairly crude media for its day, and part of his geneus was in his ability to only concentrate on things that he could do solidly with it. Similarly, Zelda isn't a masterpiece in storytelling, but it's overall concentration on problem solving and it's success in portraying an atmosphere of innocence, make it a masterpiece in gaming, that I believe will be looked at, 100 years from now, in a similar way that Metropolis is looked at now. Sure, their target audiences are different, their themes and ideas are far removed, but their value, for what they're attempting to do in their day, will inspire for many generations, I believe.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    87. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 1
      When film first came out, I know many people said "it will never take off, no one wants to watch pictures on a screen," but here we are today, with people on the Internet telling others to turn to film for storyline because it doesn't belong anywhere else than the two established mediums.
      Heh, don't forget when the "Talkie" first appeared, all the critics shouted about how it was disgracefull, and that NOONE wanted to actually LISTEN to people speak, after all, film was a visual genre. Listening to people speak was meant for the theatre!
      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    88. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 1

      Nah. What "video games" have become is a conglomerate of different entertainment forms: narrative, interactive, and competative. The beauty is that the construction of the game ties these elements together. Possibly the conception that "interactive visual novels" stop being games is more in the problem with the term "video GAME" then in the definition of this particular style of game you provide. Video games began as mere competative (usually with the computer) abstraction, which earned it the title: video "game". Partially, this term was coined by parents and detractors of the entertainment form, who thought it to be inferior ("games", traditionally, are commonly accepted as inferior forms of self-entertainment). This was a bit hasty naming, because the video game would evolve, into what it is today, a form of entertainment that is both narrative and interactive, and usually competative (again, most commonly with an AI).

      Noone is to say what video games should be. I'm starting to see a lot of comments like "video games aren't supposed to be story telling", or "video games are all about the narrative". NO NO NO NO NO, video games are what video games, their designers, and their fans decide them to be. If they are meant as mere interactive abstraction, then so be it... if they are meant as an interactive narrative form, then that's fine as well. Almost all video games, now days, are a combination of both... and I would argue that the best ones do a good job in all their areas of focus. Video games bring about a synergy between narrative, and interactive elements, that is unique to its genre alone. This synergy should be exploited, not squashed by favoring one element over another. Blindly following history's example of what an art/entertainment form "should be" would leave us reading stone tablets, looking at cave paintings, and watching film with no sound. Nothing against these entertainment forms, but there's more out there to explore.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    89. Re:Disposable Games Vs Design Patterns by int19h · · Score: 1

      Based on what I know about the demoscene, I don't think Farbrausch really care that much about design patterns. I rather attribute kkriger to their brilliance than abstraction layers, encapsulation and design patterns. The Demoscene have a long tradition of writing everything in one pile of assembly. ;)

    90. Re:Disposable Games Vs Design Patterns by geminidomino · · Score: 1

      Err... why?

      You only have a mother, you insensitive clod?

    91. Re:Disposable Games Vs Design Patterns by SamSim · · Score: 1

      I think it's preposterous to argue whether games should be art or not or storytelling or not or have good graphics or not or what level of interaction there should be in a videogame. Games should be worth playing, that's the beginning and the end of it. YOU, parent poster, don't want storytelling in your game if it means you don't get enough interaction. You want immediate rewards, and you feel your needs are poorly met. That's fine: I agree with you. But other people DO actually play games because they want heavy story, even if that means lots of cutscenes. Or because they want more of the same stuff they've been playing for the last four years. Or because they want a 100-hour quest they can invest a lot of time and effort into. And, even if this isn't the largest demographic, it's certainly the safest to market to.

    92. Re:Disposable Games Vs Design Patterns by lysergic.acid · · Score: 1

      A good plot/storyline is nice, but it's not the most important aspect of a good game. A good videogame should have high replay value. The plot/story of a game loses its novelty after the first time you beat the game. Gameplay, on the other hand, can make a game continue to be fun after hundreds of hours of play. Books & cinema are much better mediums for crafting an enthralling story anyways. I mean, a good plot is integral to a good book/movie, but it's clearly not necessary for a good game. Just look at all the successful sports/racing games, shooters, puzzles etc. that aren't based on a plot/story. The only category of games that really relies on having a good plot/story are RPGs, but that's just one small subset of videogames.

    93. Re:Disposable Games Vs Design Patterns by stunt_penguin · · Score: 1

      Hmm okay ya true, HL2's mightn't be as involved as that of GTA, but I'm impressed by the shades of Orwell that are present, and the way the plot has been reflected in the design- one of the most striking things for me was the section at the docks with the sea level that had permanently receded, also the sewer run through a couple of outposts really made an impression on me, with the underground resistance hiding out underground.

      Anyone here ever played Mafia- now there was a game whose (typically gangstermovieesque) plot I really enjoyed; the game was released around the same time as Vice City ,and features the same type of gameplay as that genre, but is set in a fictional 1930s-40s city. A very cool game that pulls all the right strings.

      Anyone played Beyond Good and Evil? A great game, too (which includes anthromorphic jamaican rhinos) whose plot drives it.

      Oh, I'm playing Farenheit at the moment- it's pretty good. Looks like a supernatural thriller/murder mystery. These games are all plot :)

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    94. Re:Disposable Games Vs Design Patterns by paganizer · · Score: 1

      So, you had a friend who played Traveller?
      Quite a few of us still do.

      --
      Why, yes, I AM a Pagan Libertarian.
    95. Re:Disposable Games Vs Design Patterns by albyrne5 · · Score: 1

      Ha ha, d'oh! Me too!

    96. Re:Disposable Games Vs Design Patterns by Sleepy · · Score: 1

      >Games are not storytelling.
      So, you've never encountered a grue then?

      INFOCOM games were actually the REASON I upgraded my Atari 1200XL from cassette-only media, to 90KB floppies.

    97. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0
      It could be correct. For instance, "listen to your father's [stories]."

      Or it could be incorrect (telling a group of people to listen to their fathers).

      Either works. Depends on how high you want your blood pressure to go today.

    98. Re:Disposable Games Vs Design Patterns by Tet · · Score: 1
      Maybe some of them will even invest in these silly radical concepts called "storyline" and "plot."

      Yep, silly, and sadly all too prevalent these days. I doubt you'll find a game from the last 5 years that doesn't have an overabundance of plot and storyline. But it doesn't matter. What they should be investing in is gameplay. But no one seems to care about that any more.

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    99. Re:Disposable Games Vs Design Patterns by Kelbear · · Score: 1

      The plot in real life kinda sucks. I've been working here for years and I haven't gotten to a cutscene yet.

      Plenty of fan service in the summer at least.

    100. Re:Disposable Games Vs Design Patterns by Garrett+Fox · · Score: 1

      "Who the hell wants to hear actors talk?" I think the quote's out of context though. The first talkie movie was Al Jolston's "The Jazz Singer," in which singing was the "killer app." It still seems to be, in India.

      --
      Revive the Constitution.
    101. Re:Disposable Games Vs Design Patterns by Molt · · Score: 1

      Although in the case of HL2 it's more that you get the NPCs going through their set-piece stuff, as you would in a cut-scene, but Gordon is dicking round throwing books on the floor and jumping into them to watch them scatter rather than listening to them. He does occasionally get to interact with the set-pieces by plugging cables into sockets however, which is obviously the height of interaction.

      --
      404 Not Found: No such file or resource as '.sig'
    102. Re:Disposable Games Vs Design Patterns by npsimons · · Score: 1
      I think geeks are killing gaming.

      You think geeks are killing gaming? Well, excuse me, but fuck you. Geeks made gaming and are still making it. There wouldn't be computer games without geeks. And all those involved, 100 hour, 12 button mashfests you complain about? We wouldn't make them if they didn't sell. No, your gripe should be directed towards the two groups who ruin just about any type of media: apathetics and zealots.


      The apathetics come in many forms: drunken frat boys who would be just as happy tipping cows as playing games, teenagers with too much time on their hands, etc. They actually have a lot in common with you, because they don't want to have to remember anything like 12 button combos to play a game. On the other hand, they don't want to have to remember complicated things such as plot or character. This results in dumbed down games with no substance and very pretty shiny graphics. The only reason they are a market force is because there are so many of them.


      The zealots are what you are really complaining about. They aren't geeks (except in the loosest sense of the word), they aren't creators, they are consumers. They buy many games a month and probably spend as much time playing them as a full time job. They can finish games in incredibly short time spans and master even the most convoluted controls. Even though they are few, they drive the gaming industry because they spend so much on it.


      What you may want to look at is the Nintendo Wii. From all accounts, it's geared toward the casual gamer, which is what you sound like. As for variety in games, stop shopping at Best Buy, dammit! Try looking online at independent developers, maybe even try some open source games.

    103. Re:Disposable Games Vs Design Patterns by ipxodi · · Score: 1

      No...No. PAGES - not dragons. "Bring me the blue pages..."

      --
      load "windows7" ,8,1
    104. Re:Disposable Games Vs Design Patterns by ivan256 · · Score: 1
      What a silly progression. Games aren't nessecarily stories. [...] I'd much rather see them focus on innovative gameplay


      I'd rather see both.

      Some games you play for the gameplay and some you play for the plot. There is room in the world for both types. There are a small few classics that succeeded at both.

      improving the plotline in "The next epic quest where a lone boy finds some friends and saves the world."


      My aren't we unimaginitive. Apparently you haven't played many videogames either.

      if you seek a story, read a book


      Please understand that I'm being nice when I say "Go to Hell". At least relative to what I want to say to you.

      Stories come in many forms, via word of mouth, in books, serialized in periodicals, in movies, TV shows, theater... and in video games. The trouble is that people keep trying to mess up a good story by cramming some un-tested gameply mechanic in the middle, and starting the engine from scratch every time. There are games where that is justifed, but if you advocate that is the only type of game that should exist, well... Go to hell.
    105. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Does that mean the woman in the picture ages four times faster than you do?

    106. Re:Disposable Games Vs Design Patterns by tbannist · · Score: 1

      Moreover, why do people play D&D? To assume one of a set of fairly cliched roles, or to crawl through a maze slaying monsters and working as a team to accomplish a goal? I suggest that the length of the rulebook dedicated to combat encodes an answer.

      Actually, I think it has a lot more to do with what the players do with the game, then the size of the books. Some people play to demolish the dungeon. Some play to act out a their cliched roles. Some just play to goof around with friends for a few hours.

      It's kind of like how some people play an video game to discover all the little hidden features, some play to beat the game, and some just play to have fun.

      --
      Fanatically anti-fanatical
    107. Re:Disposable Games Vs Design Patterns by MBGMorden · · Score: 1

      I've not played HL2 (I'm not really into FPS games), but any mention of games with excellent plots must include the two hallmarks: Planescape Torment, and Eternal Darknes: Sanity's Requiem. Eternal Darkness was the only game I've ever found interesting enough to play through 3 different times.

      Also worthy of mention would be Jade Empire & the Baldur's Gate series.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    108. Re:Disposable Games Vs Design Patterns by dias_flac · · Score: 1

      Here, here...

      --
      "Oh, yes, you did, Brett...yes, you did!"
    109. Re:Disposable Games Vs Design Patterns by Ohreally_factor · · Score: 1

      No, that's just it. He was never into RPG. He just played vector games with pencil and graph paper. He was a physics student at Berkeley for a semester but dropped out because he was too poor and he never bothered to load up on the loans and grants. He had a pretty good mind, but he was always sort of naive. . . naive isn't the right word. . .distracted.

      I think the closest he came to playing RPGs is one summer when our group played Hitman, which was I guess what you would call a proto-LARP. He and I played a lot of chess, but he liked chess problems even more.

      --
      It's not offtopic, dumbass. It's orthogonal.
    110. Re:Disposable Games Vs Design Patterns by hackwrench · · Score: 1

      Nah, all the NPC's want to say is something along the lines of "Mind your own business" or some such.

    111. Re:Disposable Games Vs Design Patterns by hackwrench · · Score: 1
      No, the reason why the manuals of tabletops are filled only with stats is because storytelling doesn't need instruction.
      You're just saying that because no one has ever given instruction. And the reason no one has ever given instruction, is a complicated one, having something to do with the fact that storytelling was originally primarily a way of communicating a village's history to the next generation. and to serve that purpose the stories wrote themselves in the actions of the villagers and once you had a certain amount you really didn't need to come up with new ones much.
    112. Re:Disposable Games Vs Design Patterns by mink · · Score: 1

      Well there is also that little detail that if you dont play through 3 times you never get to see the real ending.

      Maximus....

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    113. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Making your software so general means it can't take advantage of the OS and hardware features. You are basically dumbing down software to meet a crappy OS or hardware. Windows has the best tools unlike crappy linux stuff that takes 100 steps to grab all the dependencies and compile to get visual feedback in a crappy shell.

      Design patters in game engines suck. Most are written by people who don't have a clue on what they are doing and are just writing these as self teaching lessons. Even with source code from a top game engine they can manage to corrupt an algorithm to run at 2 fps when it should run at 30. Until we have arbitrarily powerful computers (it ain't gonna happen because the US is paranoid as shit) the good games will be designed to the hardware and OS.

      P.S.
      You play too many MMORPGS.

    114. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      btw, that's pr0n...suXX0r

    115. Re:Disposable Games Vs Design Patterns by Anonymous Coward · · Score: 0

      Actually not *that* funny. Consider an adaptive AI based on the ground texture type (road/sand/forest/what have you) -- most sound events are done this way (different footsteps for different textures), it can't be *that* much abstracted from the AI if you have cases such as "vehicles can only be used on roads" or "must be on foot in forest".

    116. Re:Disposable Games Vs Design Patterns by mink · · Score: 1

      ""games", traditionally, are commonly accepted as inferior forms of self-entertainment"

      Dare I ask what falls under the clasification of "superior forms of self entertainment"?

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    117. Re:Disposable Games Vs Design Patterns by ElleyKitten · · Score: 1
      I think it's possible for a serious love story to work in a game.
      Final Fantasy X had a serious love story, and it worked quite well.

      I think games can actually have a more intense story that movies, because you get much more attached to the charactors in 50 hours of playing than you ever could after an hour and a half of a movie.
      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    118. Re:Disposable Games Vs Design Patterns by 7Prime · · Score: 1

      masturbation

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    119. Re:Disposable Games Vs Design Patterns by Macgrrl · · Score: 1

      Moreover, why do people play D&D? To assume one of a set of fairly cliched roles, or to crawl through a maze slaying monsters and working as a team to accomplish a goal? I suggest that the length of the rulebook dedicated to combat encodes an answer.

      There are as many different reasons to play as there are players. I have played in games which have run for years with large overarching plot lines and campaigns which have been abandonded after one session because the players have agreed that "now that we have that out of our system we should never return to those characters or that setting" (no, we don't make it a practice to round up the local townsfolk and drive them into the dungeon ahead of us to set off all the traps).

      Different GMs run different styles of games; political, Monty Haul, high fantasty, gritty realistic, ancient worlds, modern setting, futuristic, post-holacaustal, mystery, hack and slash, the list goes on and on.

      The core rules exist to create a commonly accepted set of mechanics - they are a simple way of expressing the laws of physics in a way the all players agree to at the start of the game. Some games prefer to run with GM fiat, I have found that very few players (or GMs for the matter) are mature enough to run that type of game for very long before there are accusations of favouritism or harrassment.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  2. Never by andrewman327 · · Score: 1

    this would eliminate much of the need for new versions of games. Unless game developers intend to move entirely to the subscription model, this will never happen.

    --
    Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    1. Re:Never by DrEldarion · · Score: 2, Interesting

      This would be AMAZING, though, as an open-source project. Get an amazing, constantly-updating engine down, and let people release all the content they want for it. It would be like Doom WADs on steroids.

    2. Re:Never by grumbel · · Score: 1

      #### this would eliminate much of the need for new versions of games

      When somebody comes up with a way to generate good dialog, story and gameplay via procedural algorithms, then maybe, but I wouldn't hold my breath. For today I am very happy with good old hand crafted storylines, dialogs and well designed gameplay, graphics, while important, really are secondary to the rest of the game. That said, there is a lot of benefit in these algorithms, Elite was a perfect example of this in offering a whole universe on a tiny 5.25" disc, while Elite didn't exactly have lots of story, there is nothing that would stop an developer to generate the universe itself proceduraly and then add here and there some handcrafted events to keep the player involved. Procedural algorithms also have the advantage that they keep things consistent, if you want to have a huge releastic looking landscape, there is simply no better way then to go procedural, since handcrafted stuff simply has its limits and you don't want to have the some less visited parts of your world look ugly and boring just because the developers ran out of time.

    3. Re:Never by abandonment · · Score: 1

      >>When somebody comes up with a way to generate good dialog, story and gameplay via procedural algorithms, then maybe,
      >>but I wouldn't hold my breath.

      Chris Crawford has a patent on generating stories on the fly...or something similar anyways.

      http://www.erasmatazz.com/patent.html

    4. Re:Never by mrchaotica · · Score: 1

      I agree completely! What we need is to find an existing Free engine to use as a base (Is .kkrieger Free? If not, we need to adapt CrystalSpace or Quake3 or something), and then we need to set up an online database of procedures, geometry, and textures, kind of like Creative Commons for games. I don't think such a thing exists yet, although there are projects to reimplement content of particular games (like Doom, etc.).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    5. Re:Never by Deflatamouse! · · Score: 1

      My house looks nothing like my neighbor's because I ran out of time to decorate it.

      That's pretty realistic too!

    6. Re:Never by Petrushka · · Score: 1

      Yup, and I do rev up Oolite every now and then (though sometimes, when I'm too lazy to bother with the niceties of having to dock at a space station, I might play Escape Velocity instead). Another old game that comes to mind whose world was procedurally generated is Telengard. (Trying to map that dungeon was so frustrating!)

  3. My graphics haven't aged... by suggsjc · · Score: 5, Insightful

    Super Mario Brothers, Duck Hunt and Rad Racer still look just as awesome as the day I first got them!

    --
    When I have a kid, I want to put him in one of those strollers for twins and then run around the mall looking frantic.
    1. Re:My graphics haven't aged... by Anonymous Coward · · Score: 0

      I second your statement

    2. Re:My graphics haven't aged... by noidentity · · Score: 3, Interesting

      If those old NES games looked like modern games, I wouldn't play video games at all! What we need is the opposite, something that makes current games not look crappy and 3D.

    3. Re:My graphics haven't aged... by NorseWarrior · · Score: 1

      and Wizardry...Ah, for the old days....

    4. Re:My graphics haven't aged... by not-enough-info · · Score: 1
      Super Mario Brothers, Duck Hunt and Rad Racer still look just as awesome as the day I first got them!

      Do they?
      --
      ---k--
      </stupid>
    5. Re:My graphics haven't aged... by suggsjc · · Score: 1

      Was actually thinking this was going to get modded funny.

      I think that the whole graphics aspect of games is overplayed. I don't care how "real" a game looks if the gameplay isn't good and I'm not having fun while playing it. The oldschool games had awesome gameplay becaues that was the only differentiating (sp?) factor. They were easy to pick up and start playing (you only had two buttons A and B) without having to study a manual. They were usually challenging but could be beaten in a reasonable amount of time (before you got burnt out). And they weren't too expensive...so when the sequel came out, you didn't mind buying it too.

      --
      When I have a kid, I want to put him in one of those strollers for twins and then run around the mall looking frantic.
    6. Re:My graphics haven't aged... by Thuktun · · Score: 1

      A good example of this for me is Lode Runner. I still find that simple to play, challenging to master, and good for a quick bit of entertainment that doesn't require any significant investment in time. The graphics on the old Apple II and comparable versions looks absolutely trivial compared with today's games, but it was the game experience that really made it.

      (I also like the game experience in Halo PC multiplayer, so I'm not against 3D graphics, by any means. Heh, multiplayer slayer Lode Runner...)

    7. Re:My graphics haven't aged... by sseagle · · Score: 1

      SMB looks fantastic on a 30" widescreen HDTV for me, then again I am emulating through my Dreamcast.

    8. Re:My graphics haven't aged... by StillAnonymous · · Score: 1

      I just played SMB on the xSnes9x emulator on the Xbox and you're right, it still looks good. The graphics are sharp, colourful, simple, and overall well done.

      That said, good games are timeless, regardless of graphics. Hell, I still like a good game of Pitfall on the Atari2600 every now and then.

    9. Re:My graphics haven't aged... by krunk4ever · · Score: 2, Funny

      but what if you merged duck hunt with Street Fighter?

      http://www.thatvideosite.com/view/2855.html

    10. Re:My graphics haven't aged... by geminidomino · · Score: 1

      Stranger things have happened

  4. Duke Nukem Forever by OctoberSky · · Score: 2, Funny

    Screw Halo 2 in your XBOX 360, I want to put Duke Nukem in my 360 and have it play with Duke Nukem Forever graphics.

    1. Re:Duke Nukem Forever by andrewman327 · · Score: 1
      "I want to put Duke Nukem in my 360 and have it play with Duke Nukem Forever graphics."


      You mean screenshots?

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    2. Re:Duke Nukem Forever by JayDot · · Score: 1

      I thought you could already do that! Yeah just try it out. Stick the Duke Nukem disc in the XBOX 360 and turn it on. You will see Duke Nukem with DNF graphics... What, you're screen is black? Yeah that's normal. Like I said, DNF graphics...

      --
      Meh, a real sig would take too long, and I have an MMORPG to play with....
    3. Re:Duke Nukem Forever by greenegg77 · · Score: 1

      I want to put Duke Nukem in my 360 and have it play with Duke Nukem Forever graphics.

      You only get that on the Phantom console.

      --
      --- This .sig for sale - $500 OBO.
    4. Re:Duke Nukem Forever by poot_rootbeer · · Score: 1

      What, you're screen is black? Yeah that's normal. Like I said, DNF graphics...

      I dunno, black screen sounds more like Doom 3 graphics to me...

    5. Re:Duke Nukem Forever by jdray · · Score: 1

      Did you notice that the total size for the two screenshots in the Wikipedia article were just shy of the total size for the game? Interesting.

      --
      The Spoon
      Updated 6/28/2011
    6. Re:Duke Nukem Forever by onlysolution · · Score: 1

      Yeah watching "Coming soon" on an otherwise blank HDTV sounds like it would be fantastic!

    7. Re:Duke Nukem Forever by Anonymous Coward · · Score: 0
      I dunno, black screen sounds more like Doom 3 graphics to me...
      Yes, but Doom 3 three has 65536 shades of black. That's right, we're not even counting the grays yet. Nevermind if there isn't any color in 9/10 of the game...
  5. Waste of Resources for the Company by bigtimepie · · Score: 1

    Seems like upgrading the old games would be a waste of time and costs for the company. Why would they want me to upgrade Halo 2 if they're trying to sell Halo 3? Maybe if they charge for the upgrade...

    1. Re:Waste of Resources for the Company by gatkinso · · Score: 1

      Well, it wouldn't be "upgraded" (regardless of what the text of the topic states. The gfx would just be rendered differently (i.e. better) by the new hardware.

      --
      I am very small, utmostly microscopic.
    2. Re:Waste of Resources for the Company by bigtimepie · · Score: 1

      Still incentive against buying the next version of the game, which would cut profits; thus incentive against implementing the feature.

    3. Re:Waste of Resources for the Company by kyouteki · · Score: 1

      I disagree, especially with the ending Halo 2 has. It almost commands you to get the sequel.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    4. Re:Waste of Resources for the Company by gatkinso · · Score: 2, Insightful

      Not really - the game remains exactly the same... it just gets "prettier" when you pop it into the XBox "720".

      The onus (real word ??) to improve and change the game then falls onto the model rather than the graphics.

      --
      I am very small, utmostly microscopic.
    5. Re:Waste of Resources for the Company by FMJaguar · · Score: 2, Insightful

      Popular movies come out with 'remastered' versions that are basically the same movie but sell as well. If you look at games like Megaman powered up, DS Mario, and a few upcoming titles, people are obviously willing to pay for old games with new graphics. In fact i would say we already have the same games with newer graphics, what we don't have is an industry that has room for innovation because all the time is spent on just getting the things to work on different systems and getting it to market. What would help is if we could actually preserve the originals and work on serious gameplay enhancements that we know will last virtually forever, instead of spending the budget on just getting it to work on new hardware with new graphics. It's not a waste of resources if you've created a loyal base of players that know they can expect a constant increase in quality and visuals, instead of a debate of one vs the other.

    6. Re:Waste of Resources for the Company by WilliamSChips · · Score: 0, Flamebait

      No, "fag"s generally have a sense of taste. Halo players are just morons.

      --
      Please, for the good of Humanity, vote Obama.
    7. Re:Waste of Resources for the Company by timster · · Score: 1

      Remastered versions of popular movies are intended to look the same as they once did, not "better". Colorization is an abomination and not very popular. The new DS Mario is a new game, not an old game with new graphics.

      Visual design is an art form, and part of art is the way its limitations allow the imagination to flourish; that's why people still paint even though photography is more realistic, and why people still write books. The original Super Mario Bros. from 1985 is still one of the best looking games ever made. Better looking games require better artists, not faster processors.

      --
      I have seen the future, and it is inconvenient.
    8. Re:Waste of Resources for the Company by Peeteriz · · Score: 1

      But that's the point!
          The company doesn't want the game to become prettier after 3 years, when Halo2 isn't selling anymore. If anything, they would be ready to invest money to make sure that after 3 years Halo2 gets exceptionally ugly so that the consumers would stop playing the old game and would go out and buy the new Halo3.

  6. What about gameplay quality? by gasmonso · · Score: 2, Interesting

    There's all this hype on graphics and technology, but the heart of any game is still (and always will be) gameplay. Sure the games of old look "crappy", but in many cases they provided a great gaming experience. I for one hope that we just get to the point where graphics are real-life quality and we can focus on gameplay. Just my $.02

    http://religousfreaks.com/
    1. Re:What about gameplay quality? by greenegg77 · · Score: 1

      Agreed. Some of the best games are from the early '90s and are still played because of their quality gameplay, not their fancy-schmancy graphics. I still break out the original Sid Meier's Pirates! because of the great playability. Same with the original MOO. Sequels rarely exceed the quality of the original, generally just becoming a re-hash with better graphics. A few exceptions in this regard: the new Pirates!, Half-Life2, Battlefield 2. I know, your list contains more items, so sue me. Or post your additions. I don't care.

      --
      --- This .sig for sale - $500 OBO.
    2. Re:What about gameplay quality? by Anonymous Coward · · Score: 0

      Procedural synthesis cannot be used to improve gameplay as titles age, but since you're claiming that old title gameplay is excellent, where is the problem?

    3. Re:What about gameplay quality? by gasmonso · · Score: 1

      Exactly my point. Gameplay has slipped in priority behind graphics. I would like to see gameplay accelerate at the same pace as graphics quality.

      http://religiousfreaks.com/
    4. Re:What about gameplay quality? by Anonymous Coward · · Score: 0

      While that's a good point, I don't think the struggle will be over any time soon, Resolution improvements on top of all the beautiful graphics will keep up the need for upgrades. Not to mention the possibility of a growing physics market, once basic graphics reach a certain point the stress may be on getting the most realistic possible physics simulation with things that smash and fluids that behave like real fluids.

      Don't worry, your story-based games are a long way off in the unseen future yet. :P

    5. Re:What about gameplay quality? by ShibaInu · · Score: 1

      I think that one of the problems is that graphics are an engineering issue. That is, companies develop engineering approaches to pushing more polygons, modeling physics, etc. Gameplay is a design issue, an art of its own.

      Right now, engineering and techincal design are "ahead" of gameplay. Maybe at some point, when we've wrung all we can out of the graphics cards, game design and gameplay will come to the fore again.

    6. Re:What about gameplay quality? by kongjie · · Score: 1

      Along the lines of what you've said, while PS might solve the problem of graphics appearing dated, it wouldn't keep gameplay current. Gameplay evolves, grows, develops and just because graphics look wonderful 5 years later, it doesn't mean people will still enjoy the style of gameplay. To take an extreme example, it doesn't matter how realistic the paddles look, Pong is still very limited in terms of gameplay.

    7. Re:What about gameplay quality? by kyouteki · · Score: 1

      It takes the same amount of processing power to render Super Mario Brothers on a 648x486 NTSC monitor as it does on a 1920x1080 1080p HDTV monitor.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    8. Re:What about gameplay quality? by Anonymous Coward · · Score: 0

      Civilization IV pwns your mom!

  7. Nintendo Wii by CastrTroy · · Score: 1, Interesting

    It would be nice if they incorporated some of this technology into the Wii. The old games are great but they would be even better with the graphics turned up to today's standards. I've played with a few emulators that added Anti-aliasing to old SNES games and such. The games looked a lot better. I recently bought a new computer, and hooked up my old copy of Descent 3. It still looks amazing. This is because I was able to turn up all the effects to the max. Whereas before, I was stuck with everything at half. I'm sure the same thing still holds for video games. Most people can't play new games at full res and full effects. However, in 5 years when they buy a new computer, it will be able to pull it off easily.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    1. Re:Nintendo Wii by AuMatar · · Score: 1

      Disagree. WHen I play SMB1, I want it to be the same SMB1 I played as a kid. Yes, down to the annoying you can't scroll left thing. I don't want the graphics changed. It wouldn't improve the game, and it would diminish the nostalgia value.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Nintendo Wii by CastrTroy · · Score: 1

      Maybe it would be nice if it was an option you could turn on and off.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re:Nintendo Wii by cowscows · · Score: 1

      Anti-aliasing is one thing, but for many games (particularly older games, and games for Nintendo's systems), this wouldn't work as well. The reason for this is because the artwork was often stylized, whether for artistic effect, or to make up for a lack of graphics power.

      Mario games are a prime example. Even as Mario has moved to 3D, and polygon counts have improved and so on, he and his mushroom kingdom buddies have remained cartoony and simple. It's part of that universe, and is the same for many other games as well.

      Procedural stuff is neat because it tries to generate complexity automatically, because adding complexity by hand is very time consuming. But the strength in many kinds of artwork is not complexity, it's often the simplicity. Or at least a very direct and purposeful direction that informs all the other decisions.

      I would go so far as to say that for most good games, the level of visual detail should be dictated by what serves the game best, not by what pushes the hardware the most. Of course, with many games going for as much realism as possible, it's easier to hit the limits of both the silicon, as well as the economics of hiring artists and shipping in a reasonable amount of time. Those sorts of games could benefit from this the most.

      Since Nintendo is taking a generally different approach to games, I don't see as much value in this for them. The artwork and the environments it's used to create are essential and deliberate parts of the gameplay. For many other games, the artwork is just a compromise between reality and what the hardware can simulate.

      --

      One time I threw a brick at a duck.

  8. scalable? by kyouteki · · Score: 2, Interesting

    .kkrieger is certainly a feat of software engineering (pretty much anything .theprodukkt puts out is) but procedural synthesis can only go so far. When you get to elements of the game that should be static (such as specific characters) then a static model would probably be more efficient than an algorithm to generate the same. Of course, I could be (and probably am) wrong.

    --
    A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    1. Re:scalable? by Xzzy · · Score: 1

      Procedural graphics also have a finite amount of "flair" they can depict. We see patterns in every day life, from carpet to concrete, and it seems like a decent idea that all that stuff can be realized on a computer with an algorithm.

      The part this misses is the randomness, such as stains or scratches. Procedural textures are pretty bad at generating non random features. Blending between two textures, say a shiny metal surface with rusty bits, is also hard to convincingly create.

      In theory it's possible to program that in, but by that point you're starting to edge away from the elegant simplicity of a procedural texture. Instead of manually pushing pixels in photoshop, the artist is now writing custom functions.. and it probably takes an equal amount of time to finalize.

    2. Re:scalable? by koreth · · Score: 1
      Instead of manually pushing pixels in photoshop, the artist is now writing custom functions.. and it probably takes an equal amount of time to finalize.
      True, but the point is you only have to do that once and you can use it in a bunch of different games (and even on several generations of platforms, if your future games are written in the same language). Hand-drawn environments tend to be less reusable.
    3. Re:scalable? by Nom+du+Keyboard · · Score: 1
      Of course, I could be (and probably am) wrong.

      Then why did you post at all? :^)

      --
      "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    4. Re:scalable? by kyouteki · · Score: 1

      Because this is Slashdot, and truthiness is more important than knowing facts. :D

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
  9. Speed by everphilski · · Score: 4, Insightful

    Why don't we see this more often in all games?

    Speed. Running algorithms to generate every damn thing takes a lot more processor time than loading a pre-rendered object file. Disk space is dirt cheap compared to processor cycles, so the appropriate trade study is made....

    1. Re:Speed by androvsky · · Score: 1

      Well, everyone (except the Wii) has extra cores to play with now, looks like someone may have found a decent use for one of them. :)

    2. Re:Speed by in2mind · · Score: 1
      Speed. Running algorithms to generate every damn thing takes a lot more processor time than loading a pre-rendered object file. Disk space is dirt cheap compared to processor cycles

      Gotta agree with that.I was expecting the 96 kb .kkrieger to run in almost any system - mistaking the small size to being able to run on old hardware - until I read the minimum requirements:

      The "official" minimum specs for .kkrieger: chapter 1 beta are:

      * A 1.5GHz pentium 3 / athlon or faster.
      * 512MB of RAM.
      * a GeForce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
      * some kind of sound hardware.
      * DirectX 9.0b.

      My Pentium III 650 MHz 256 MB RAM Machine - I agree,its old - is my primary internet workhorse & it cant run this 96 K game!!!
    3. Re:Speed by AllenNg · · Score: 1
      Once the media is loaded into memory, it's all the same, isn't it? I don't know what they did exactly, but I would imagine they simply replaced
      LoadMediaFromDisk()
      with
      CreateMediaOnTheFly()
      in which case, you're looking at, at the most, a little longer load times and nothing else.
    4. Re:Speed by Anonymous Coward · · Score: 1, Insightful

      .kkrieger can only be small -- it can't magically add more power to your GPU, or turn your CPU into one. Some of the demoscene folks can do some pretty nice 3d stuff without a GPU, but they're typically low-res, and they still eat tons of CPU.

      Good artistry can still make low-rent graphics pretty. System Shock 2 had primitive graphics for its time, but it had an anime-like quality to the graphics that made up for it. When you don't expect photorealism, you can get by with less detail when it's well stylized.

      Still, there's not much to say about .kkrieger -- it's a very basic FPS that has great procedural texturing, and these folks would do great as console devs, but all it ultimately is is great texture compression -- there's not any more actual game packed in there. You'll find that most games implement some kind of "softcoded" engine, e.g. QuakeC or UnrealScript, and that the engine itself is where the work is going.

    5. Re:Speed by Anonymous Coward · · Score: 0

      Running algorithms to generate every damn thing takes a lot of processor time. But the results can always be cached. Unless you want to remake the procedural stuff with different parameters, you can then just store it like regular ol' textures.

      Who cares if your game has to spend a minute or even ten generating its graphics files when you first install it or change video cards?
      Isn't that worth it when your old games get to keep pace with your hardware?

      This kind of trick also makes distributing fancy games via the Internet much faster and easier: sure, setting all this stuff up initially can take a lot of time, but that's time you saved because you can now download a 50 MB file instead of a 3 GB one. Much easier to distribute.

    6. Re:Speed by misleb · · Score: 1
      in which case, you're looking at, at the most, a little longer load times and nothing else.


      Load times can seriously affect the playability of a game. If it takes too long to transition between levels (or areas or whatever) the game might not go over well. Many games load content on demand, constantly to prevent such transition delays. Rendering all the media from procedures would most likely put a serious dent in game performance compared to loading the media from DMA disk.

      -matthew
      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    7. Re:Speed by Hoi+Polloi · · Score: 1

      "Running algorithms to generate every damn thing takes a lot of processor time."

      Since detail decreases with viewing distance you only have to generate a lot of detail for objects in the foreground and can rough out objects further out. The real challenge will be interactivity. Now you'll want to be able to know when your generated object is being touched, how it reacts, it's physics, etc.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    8. Re:Speed by pNutz · · Score: 2, Insightful

      Speed. Running algorithms to generate every damn thing takes a lot more processor time than loading a pre-rendered object file.

      Huh? The procedurally generated models, textures, and animations are generated once, probably at the beginning of the level, and cached as... models and textures. They run just as fast as 'pre-rendered' content. Do you imagine that every time you see an actor that the geometry, animations, textures, and AI are being regenerated in every frame?

      The slowdown for procedurally generated content is in long load times (like .kkrieger's 15-minute, "generating everything" phase).

      --
      Death and danger are my various breads and various butters.
    9. Re:Speed by Anonymous Coward · · Score: 2, Interesting

      At the very least, you can use this to make distros easier. Think of all the different Source games from Valve that are available for download. I think it'd be pretty cool to download HalfLife 3 in a couple minutes on a dial-up. You could do that if you rendered the content, and could even set it up so you only had to do it once on install, and after that it would be no different than if the content was rendered by Valve or by my PC. So the load time is really just install time, which you probably already put up with now. Just a thought... Cheers.

    10. Re:Speed by pb · · Score: 1

      Precisely--and depending on the situation, I'd imagine that a lot of what is created on the fly could then be cached and re-used as well.

      --
      pb Reply or e-mail; don't vaguely moderate.
    11. Re:Speed by Elbeno · · Score: 1

      Speed is only an issue on PC. Disk space is not cheap any more on consoles when we compare time required to load into memory versus time required to generate stuff using the CPU(s). CPU speed is increasing a lot faster than disk transfer rate.

      Two reasons this doesn't make it into more games are:

      1. This stuff takes a lot of development time to achieve the same level of quality of modelling something in Maya or Max, or painting something in Photoshop. And in games, artwork is more readily outsourceable than programming.

      2. Off-the-shelf, artist-friendly procedural tools are still geared towards offline baking of assets which become normally loaded meshes and textures at runtime. Custom procedural tools (which can leverage the procedural nature on the runtime itself) are still mostly one step above programmer art. Tons of knobs and dials to tweak that the programmers added because they were easy or cool, typically not very easy for artists to use in a directed fashion.

    12. Re:Speed by Bastian · · Score: 1

      The problem with that is that LoadMediaFromDisk() and CreateMediaOnTheFly() generate most of their load in two different parts of the computer. In the case of CreateMediaOnTheFly(), the part it uses happens to be one that's probably already pretty busy just running the game engine.

      Longer load times aren't just it. There would also be more load times - most computers cant fit nearly as much stuff in RAM as they can on the hard disk, so you wouldn't be able to procedurally generate, say, an entire level in a visually complex FPS before the game starts. You'd be looking at longer load times /and/ more of them. Having to wait for a room to load while you're in the middle of a deathmatch is probably not going to make for an enjoyable gaming experience.

    13. Re:Speed by KDR_11k · · Score: 1

      But the results can always be cached.

      Where? In RAM? Consoles don't have a lot of RAM to spare.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Speed by KDR_11k · · Score: 1

      Huh? The procedurally generated models, textures, and animations are generated once, probably at the beginning of the level

      How many games still load everything at the beginning of the level? These days we've got games like GTA that load on the fly.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Speed by Anonymous Coward · · Score: 0

      For the record, the GP wasn't asking for more games to implement procedural rendering of graphics but instead good design decisions prior to starting development.

    16. Re:Speed by Babbster · · Score: 1
      In the case of CreateMediaOnTheFly(), the part it uses happens to be one that's probably already pretty busy just running the game engine.

      Oftentimes, the CPU really isn't that busy, depending on the game. This is why people can run voice apps, IM programs, MP3 players, etc. in the background while playing their games. Add in multi-core CPUs (which will likely be the gaming norm no more than two years from now) and all of a sudden there are buckets of CPU cycles that could be used for this purpose. It's far more common that people are bottlenecked by their GPU than their CPU.

      Longer load times aren't just it. There would also be more load times - most computers cant fit nearly as much stuff in RAM as they can on the hard disk, so you wouldn't be able to procedurally generate, say, an entire level in a visually complex FPS before the game starts.

      This is a factor which would be dependent entirely on the speed of the CPU and, again, it is something that will be easier and easier as people have dual-, quad- and octo-core CPUs in their systems. As for the RAM, well, prices for that tend to go down as people have a desire for more. Besides, there are already graphic cards (admittedly, multi-GPU cards, each GPU able to address half the memory) that are shipping with a gigabyte of memory on board. As the CPU generates an environment it will be offloading that data to the GPU's RAM, just like it sends the textures loaded from disk now.

      While single-CPU systems of today might have some difficulty with procedural synthesis, it really shouldn't be judged by that measure. The measure by which to judge it is by the gaming machines that will be in use two or more years down the line, when games using the technology to its fullest actually start being released (besides Spore, of course, but Mr. Wright always seems to be a bit ahead of his time).
    17. Re:Speed by Anonymous Coward · · Score: 2, Insightful

      As long as hard drive and memory space are abundant, you're still probably better off doing a lot of caching. Modern games have so many textures and objects that it is going to be rather difficult to generate them all on the fly.

      It's not important which you do specifically, however, as a good layered implementation of this kind of thing should be able to switch between using cached resources and generating them on the fly pretty easily.

      The point I was trying to make above (same AC as before) is that games made in this way can run just as fast as pre-rendered games, since you can also "pre-render" everything -- but do it on your machine so that the pre-rendered graphics are custom-tailored to your hardware capabilities and setup. Allowing you to make something that ages better and is more compact for digital delivery but has the same resource usage characteristics as a regular game, if those are really what you want in the first place. You can do it all on-the-fly if you want, but you don't have to.

    18. Re:Speed by Babbster · · Score: 1
      The real challenge will be interactivity. Now you'll want to be able to know when your generated object is being touched, how it reacts, it's physics, etc.

      ATI and Nvidia seem to want to address that issue (and, of course, get people to buy more powerful graphic cards). Their intention is to have their GPUs (apparently the ATI x1900 has this capability, if the game engine supports it) handle physics calculations as well as those involving actual display. If those two processes can be handled on the graphics card then, in theory at least, it should be easy to take the objects generated "procedurally" by the CPU, which are sent to the GPU, and make them fully interactive within the game. This shouldn't be any more difficult than if the objects/levels are loaded from disc, as long as the objects are handled discretely (which would seem to be what will take up processing cycles and RAM).
    19. Re:Speed by Hoi+Polloi · · Score: 1

      "but do it on your machine so that the pre-rendered graphics are custom-tailored to your hardware capabilities and setup"

      There is some of this being done already. In most games you get to choose the level of detail shown which affects how the scene is rendered which depends on you system's processing power. So there already is a precident for this sort of system customization. Granted it isn't the same as generating objects.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    20. Re:Speed by everphilski · · Score: 1

      Do you imagine that every time you see an actor that the geometry, animations, textures, and AI are being regenerated in every frame?

      Sometimes. Level of detail is recalculated. Lots of games the entire "zone" is not prefetched before play but is contantly being mapped. PG is much more processor intensive and degrades user experiance ... there is room for it, but it is not a panacea. (Yes, I work with 3D modeling)

    21. Re:Speed by pNutz · · Score: 1

      Lots of games the entire "zone" is not prefetched before play but is contantly being mapped.

      A system like that might benefit more from generating everything at install time. Or you could generate everything you need in your zone and surrounding zones. When you reach a new zone, the content for its surrounding zones is generated in the background as you play.

      You could also generate LOD degradations for every model and texture and store them along with the other content. Easy.

      The panacea for PG is a sandbox game like GTA, but where the cities can go on forever. A set of rules and procedures would generate zones, create new buildings and characters, develop new quests, and store all of the generated content as regular models, et cetera. This is not a degradation of the user experience. It's certainly different and hasn't been done since rogue/nethack, though I won't argue with you that it won't look as nice as traditionally modelled content.

      --
      Death and danger are my various breads and various butters.
    22. Re:Speed by Athanasius · · Score: 1

      Amen to that. Ever played Battlefield 2 on anything less than the very latest hardware, motherboard, CPU, RAM and GPU-wise ?

      Easily over a minute loading a map, almost as easily over 2 minutes. And this is on the kind of game where most folks are used to it taking 15 seconds tops, and *that* would be classed as slow.

    23. Re:Speed by mousdahl · · Score: 1

      Well, as a compromise, they could always pre-render to on-disk art asset files (either on first run or during install-time), and re-do it every time they detect an upgrade in either processor or memory. But I still don't think they'll do it, because it's still too complex. It's easy to find / fix art bugs, compared to find / fix an algorithm that randomly generates elves for you to hit with bricks.

    24. Re:Speed by Random832 · · Score: 1

      And what's the cost of bandwidth compared to cpu cycles?

      --
      We've secretly replaced Slashdot with new Folgers Crystals - let's see if it notices.
    25. Re:Speed by edxwelch · · Score: 1

      Speed might be part of it, but the real thing that stops it being used is development time. A game developer would be spending huge amounts of resources developing the graphical algorithms instead of spending time on the game itself.

    26. Re:Speed by miyako · · Score: 2, Interesting

      Procedurally generating content is computationally expensive, and not always easily done in parallel. To procedurally generate an entire level worth of content would take a lot more time than most people would wait for a level to load, for even a relatively simple and small level it wouldn't be surprising for it to take a few hours- even with heavily optimzied code.
      Things like texture synthesis can be done on the fly for simple cases, and procedurally generated models are being used today to some extent, but generating everything procedurally won't be realistic for quite a while.
      The other big thing is that procedurally generated content is rarely perfect. There are some things that can be done really well, but most things require a lot of processing to minimize the weirdness that can crop up from time to time.
      What it seems more likely to me that would be done is, instead of procedurally generating content on the console when the game loads, game makers will start to look more at procedurally generating content during the development process. This can help bring down the art requirements on large projects, and allow greater detail without requiring things to be run in real time.

      --
      Famous Last Words: "hmm...wikipedia says it's edible"
    27. Re:Speed by Vintermann · · Score: 1

      I suppose there's nothing wrong with pregenerating 200000 trees with speedtree and placing them on the DVD, so... generative algorithms are still interesting. They don't have to be run in real-time.

      --
      xkcd is not in the sudoers file. This incident will be reported.
    28. Re:Speed by Hal_Porter · · Score: 1

      Exactly, small but CPU intensive code is a perfect fit for the SPE's in a cell, or in the instruction cache of one the XBOX 360's 3 PowerPC cores.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    29. Re:Speed by kabocox · · Score: 1

      Speed. Running algorithms to generate every damn thing takes a lot more processor time than loading a pre-rendered object file. Disk space is dirt cheap compared to processor cycles, so the appropriate trade study is made....

      Ever remember playing stunts? I'd think most here has played it at one point in time. Graphics looked like crap, but you had lots of courses and it was fun to play. Now it would be interesting if someone took a concept like stunts and applied this sorta of tech to it. I'd want to few the results just to see what our modern processors could really do in realtime. I'd hope that we'd get graphics much better than stunts.

  10. Major problem with this technology! by Anonymous Coward · · Score: 0

    As the DNF team found out is this ageless technology is stillborn. The law of conservation of twilight zone posits that any attempt at software immortality will come with unforeseen downsides, one of which is that your timeless software can never come out of alpha.

  11. Didn't FarCry do this? by Beached · · Score: 1

    FarCry has been upgrading the graphics for some time now just by changing the engine to support newer graphics chipsets.

    --
    ---- aut viam inveniam aut faciam
    1. Re:Didn't FarCry do this? by Anonymous Coward · · Score: 0

      ...and with each engine update, the assets (game graphics, sounds, etc.) have to be upgraded too. Possibly FarCry is using procedural generation of the foliage, sky, water, etc.

  12. The Good? by MiceHead · · Score: 5, Interesting

    That's an interesting thought. The article makes it out to be a bit like a magical cure, but some aspects of it sound good to me. You can often improve the "wow" factor by tossing in "more" of something. Denser foliage; more of the tiny rocks that make up the detail; and so forth. Procedural generation would mean that these wouldn't have to be placed by hand, so this could make it easier to scale the visuals with system power. Similarly, particle sprays are often done procedurally, so being able to tweak those "up" to create more complex fireworks for mysterious future hardware could also work.

    Some games are still played for years after they've fallen behind the curve on graphics; this might mitigate the future ugliness, adding longevity to a popular title. Keeping gamers interested in (and talking about) your game makes sense, whether you'll be producing different titles in the future or will be focusing on sequels.

    Ultimately, though, my hope is that algorithmic content generation will bring game development costs down for indies. Maybe I'm dreaming. :)

    _______________________
    Indie Superstar - A video webcast for gamers who play indie games
    Dejobaan Games - Indie games for people who watch video webcasts

    1. Re:The Good? by Das+Modell · · Score: 2, Interesting

      Still, you can't retrofit certain things afterwards, like better architechture and more polygons. Take a look at Black Mesa: Source and compare it to the original Half-Life... the improved level design makes a gigantic difference. You could add improved textures and effects into Half-life, but it would still show it's age.

  13. Will Happen for Select Games by murraj2 · · Score: 2, Insightful

    There's no way that video game companies are going to take the time to do this for every game, especially considering the fact that only some parts will be upgraded while some will look like the shitty blocks they were originally. You will definately see some of the classics re-released with this technology because it will be a way to actual increase revenue and profits without being too much work. People want to play classic games like Zelda with modern graphics, I doubt there will be the same interest in 'Echo the Dolphin'.

    1. Re:Will Happen for Select Games by FinnWinter · · Score: 1

      That's Ecco the Dolphin, you insensitive clod.

    2. Re:Will Happen for Select Games by Garrett+Fox · · Score: 1

      I think that once the right tools are out there, a lot of games will get remade by fans or even the same companies. For instance, there's a fan-made Secret Maryo Chronicles, and a versatile Zelda Classic. Ecco the Dolphin has a following, too; I recently saw a weird Diablo-like top-down dolphin game called Finlay's Fathoms, and once built part of the physics for a side-view dolphin game using the engine Verge2.

      The key to making games possible to upgrade is to separate graphics cleanly from gameplay. In some projects of mine, I've done this so much that the game is playable in a pure-text mode, with the entire graphics system (not just the graphics themselves) being possible to swap out.

      --
      Revive the Constitution.
  14. Oblivion is a bad example by raygundan · · Score: 4, Informative

    Despite what the article says, everyone sees the same trees in Oblivion. The trees were generated using procedural synthesis (SpeedTree) *once*, and then the whole shebang was saved as a huge map and put on the disk. It's an example of the opposite of something like kkrieger, which puts the math on the disk and lets the end-user's machine to the generation, rather than the developers' machines.

    The grass, on the other hand, is randomly placed and might qualify. About all that could happen on better hardware in the future is "more grass," though.

    1. Re:Oblivion is a bad example by JFMulder · · Score: 1

      Really? I thought that they would only have saved a couple of parameters on disk for a tree and then the software would procedurally create the tree based on those numbers... If this is the real way SpeedTree works, it's kinda disappointing.

    2. Re:Oblivion is a bad example by raygundan · · Score: 1

      I'm pretty sure SpeedTree generates the LoD models up front, already set up for proper animation. The piece of their software that runs during the game is just an engine for efficient rendering of tree models.

      Of course, I've been wrong before. Anybody know for sure?

    3. Re:Oblivion is a bad example by gravyface · · Score: 1
      About all that could happen on better hardware in the future is "more grass," though.
      heheheh... and like, what's wrong with that, man?
      --
      body massage!
    4. Re:Oblivion is a bad example by Bryansix · · Score: 1

      I think you are confusing Procedural Generation with Randomness. There is not reason that Procedural Generation cannot be used to create exactly the same thing over and over again.

    5. Re:Oblivion is a bad example by SamSim · · Score: 1

      I'm reminded of Elite II, which contained an entire galaxy of 100,000,000,000 stars on a single floppy disk which didn't contain that many bits. Of course, most of the galaxy was completely uninhabited, but it was still cool.

    6. Re:Oblivion is a bad example by raygundan · · Score: 1

      I'm not, but I can see how you might read the post that way. Yes, procedural generation with deterministic algorithms could create identical stuff each time-- but I believe I read specifically that Oblivion does not procedurally generate the trees. They were generated up-front.

      I could still be wrong-- I haven't been able to find the article I read. If you find something that says otherwise, post away!

  15. Game Graphics Haven't Aged by ackthpt · · Score: 1

    It's just your perception that newer-flashier eye candy is superior and preferable to the simple, eligent graphics of yor. Honestly, Pac-man rendered with crisp graphics would actually look tawdry, losing it's original charm.

    Was there already an article about Microsoft releasing classic arcade games such as Frogger and pac-man for the XBox 360? It's in the news anyway. All it really needs is PC emulation as the games have been on PC's for ages.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Game Graphics Haven't Aged by schon · · Score: 0

      the simple, eligent graphics of yor

      Wasn't Yor a text-adventure? :o)

  16. Call it by Marko+DeBeeste · · Score: 3, Funny

    The portrait of Dorian Duke Nuke'm

    --
    Faith: n. -- That human impulse that drives them to steal appliances when the power goes out
  17. One major reason by Have+Blue · · Score: 4, Informative

    From talking to artists I'm acquainted with, one major reason procedural rendering is moving so slowly is that it's difficult to exercise real creative control over it. All you have to work with are the inputs, and their linkage to aspects of the output may not be clear. It's very hard to tweak a procedural generator with any kind of strategy; all you can do is poke around at random values until the result looks pretty close to what you originally had in mind. Compared to the precise pixel/texel/vertex-level controls artists are used to, it's a step backwards and won't make game development easier or faster.

    1. Re:One major reason by jonno317 · · Score: 1

      I think that the whole point would be that the software is the artist. As I understand it, when you're doing procedural rendering, the goal isn't low level control of the graphics, but is to have a lot of graphics where everything follows the rules (every tree has a trunk, branches, and some leaves) and then the details of individual instances vary within the rules. With that in mind, there would only be a need for a "master" artist that set what the general things should have and then the software would take care of the details.

    2. Re:One major reason by Dalambertian · · Score: 1

      Looking at the creatures in spore, I think it's clear that the ability to add artistic touches has come a long way. I look forward to seeing the industry following Will Wright's lead.

    3. Re:One major reason by Dalambertian · · Score: 1

      BTW, you can see spore's realtime creature modelling here

    4. Re:One major reason by Anonymous Coward · · Score: 0

      This whole idea of "having something in mind and creating it" has to be ditched. Procedural synthesis will not create exactly what you have in mind, but neither would another artist if you outsource your design. This doesn't mean that the other artist is bad, it just means that you waste time insisting on something in particular, while *anything* good would work just as well.

      Times change, and basket weaving doesn't pay anymore. These artists have to adapt or die.

    5. Re:One major reason by Sax+Maniac · · Score: 2, Insightful

      This sounds just like when artists go from print to the web. The first thing they want is for the entire site to be one huge JPG so this foofah can be 32 pixels from the gajooble and "it HAS to be 3pt comic sans otherwise it just won't work!!". It took some time for web designers to come out as a distinct subgroup that can take advantage of the uncertainty.

      --
      I can explanate how to administrate your network. You must configurate and segmentate it, so it can computate.
    6. Re:One major reason by Gnavpot · · Score: 1
      It took some time for web designers to come out as a distinct subgroup that can take advantage of the uncertainty.
      Don't you mean "It will take some time for web designers..."

      It seems to me that they still (or even more than earlier) want to control the exact layout of a web page. I see lots of web pages where the width is artificially limited to 5-700 pixels - which looks quite strange on a 1600x1200, especially with increased text size (which may be necessary if said 1600x1200 is only 15").
    7. Re:One major reason by geekoid · · Score: 1

      There is no aaccount for bad programmers.
      Most 'webmasters' have a hard time dealing with the fact that there site may be visted by people with different versions of a browser, or god forbid, different browsers!
      ahh the horror!

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  18. Since we're on the subject... Exult 3D! by WWWWolf · · Score: 4, Interesting

    Exult was a good example of "procedural" "growth" of a game.

    Ultima VII was a 2D RPG. Yet, all objects in the game world have height. One guy at Exult hacked up a version of Exult that runs Ultima VII in 3D mode - basically, mapping all 2D tiles around cubes as described by their dimensions and height data.

    The results were quite interesting (buildings looked kind of good, creatures and many plants and natural formations not so good, so they are being replaced by 3D models).

    But it is a good example and exercise in extracting more detail from the game than the original developers intended or envisioned.

    1. Re:Since we're on the subject... Exult 3D! by iolaus · · Score: 1

      On a side note, if you haven't played Ultima VII and Serpent Isle, you really owe it to yourself!
      Exult has breathed new life into what are, IMHO, two of the best games ever created.
      A friend and I are playing through them both again for probably the 5th or 6th time and we're still finding new things.

      --
      I find laziness to be an excellent motivator.
  19. A bit OT by trianglecat · · Score: 5, Insightful

    I've often wondered if the bloat in modern games is somewhat intentional as a deterent to piracy. If a game is 96k (or 300 megs for that matter) it is easily moved, stored, downloaded etc. whereas a game that is 4Gb takes much more effort, bandwidth and energy.

    1. Re:A bit OT by Anonymous Coward · · Score: 0

      4GB+ sazes hasn't affected piracy of full DVD rips thanks to BitTorrent

    2. Re:A bit OT by postmortem · · Score: 1

      I don't think software pirates care much about size. Indeed it is mroe convinient to copy if it is smaller, but in the end, faster download speed is all waht is needed, and it is dirt cheap today.

      I've seen numerous posts on bulletin boards where wanna-be pirates download whole ISO image, and then ask what it does, and "how to open it with WinZip".

      and every Linux distro coems today on ~5 CD-ROMs or one DVd...are they trying same method of detering away users?

    3. Re:A bit OT by geminidomino · · Score: 1

      every Linux distro coems today on ~5 CD-ROMs or one DVd.

      That word... I do not think it means what you think it means.

    4. Re:A bit OT by Kijori · · Score: 1

      Ubuntu comes on one CD. With free delivery if you don't want to download it.

    5. Re:A bit OT by ichigo+2.0 · · Score: 1

      Ah, but he said coems. That's an important distinction!

    6. Re:A bit OT by Anonymous Coward · · Score: 0

      It boggles my mind that you think downloading 4Gb vs. 96k somehow takes more (MUCH more) physical effort and energy on the part of the user. Bandwidth and time, yes. But are you living in some parallel universe where the computers of Hackers or Swordfish actually exist?

    7. Re:A bit OT by shplorb · · Score: 1

      To a certain extent. Console games almost always pad out the disc with large files to force the actual game datafiles to the outer edge of the disc, where read speeds are a lot faster. You could fill a pad file with random data so the disc image won't compress, but what's the point when people have multi-megabit links and P2P?

      Really though, games are huge because gamers want them to be bigger and more detailed and it's a lot faster to precompute offline and store the data on disc in the hardware's native format so you can just stream it straight into memory where it can be used straight away with perhaps only a bit of work to fixup pointers or something. That way you don't have to burn precious cycles on generating data on the fly.

  20. Yeah, that's not that hard by Anonymous Coward · · Score: 0

    what if your old video games never aged, never looked out-of-date?

    Yeah, you don't really need complicated technology for that. All you need is competent art design.

    Graphics that age poorly, paradoxically enough, mostly only occur because of an overemphasis on graphics. Or rather, they stem from trying to make graphics that look "impressive" rather than graphics that look good. A game which impresses because it has more polygons than anything you've ever seen before, or some fancy new graphical special effect, you'll love it the first time you see it-- but that's because it surprises you, it's better than anything you've seen before. But that won't last; five years from now it won't be cutting edge anymore, cutting edge will have moved onto something entirely other, and the game will fail on its own merits because it can't dazzle anymore. A game which impresses because it has legitimately attractive artwork doesn't have this problem.

    Super Mario World still looks gorgeous over ten years after it came out; Katamari Damacy, simplistic even for its day, will still be visually great ten years from now.

    But if you don't have that spark of imagination and cohesive vision... well, it doesn't matter, with time you're going to look dated, aged, and crappy, and no amount of fancy technology will help you-- no, not even if you use "procedural" as a buzzword. If anything this procedural thingy will be even harder to make ageless than normal, becuase it will take a fantastic amount of artistic vision to design things such that the procedures scale to hardware you don't even have around to test on.

  21. What if... by Anonymous Coward · · Score: 0

    the gaming industry finally stopped pushing bigger/better graphics as the magic cure-all for a stale market?

  22. .kkrieger download by in2mind · · Score: 5, Informative

    For those who want to try the 96 k game kkrieger :
    Download here (beta version) :http://kk.kema.at/files/kkrieger-beta.zip

    1. Re:.kkrieger download by Anonymous Coward · · Score: 0
      That does not run properly. Error information is
      <?xml version="1.0" encoding="UTF-16"?>
      <DATABASE>
      <EXE NAME="pno0001.exe" FILTER="GRABMI_FILTER_PRIVACY">
          <MATCHING_FILE NAME="pno0001.exe" SIZE="97280" CHECKSUM="0x384919F6" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="04/11/2004 21:45:03" UPTO_LINK_DATE="04/11/2004 21:45:03" />
      </EXE>
      <EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
          <MATCHING_FILE NAME="KERNEL32.DLL" SIZE="983552" CHECKSUM="0x4CE79457" BIN_FILE_VERSION="5.1.2600.2180" BIN_PRODUCT_VERSION="5.1.2600.2180" PRODUCT_VERSION="5.1.2600.2180" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft&#174; Windows&#174; Operating System" FILE_VERSION="5.1.2600.2180 (xpsp_sp2_rtm.040803-2158)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="&#169; Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFF848" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.2180" UPTO_BIN_PRODUCT_VERSION="5.1.2600.2180" LINK_DATE="08/04/2004 07:56:36" UPTO_LINK_DATE="08/04/2004 07:56:36" VER_LANGUAGE="English (United States) [0x409]" />
      </EXE>
      </DATABASE>
    2. Re:.kkrieger download by in2mind · · Score: 1
      Yes it did not run for me too - I think that was because my system does not meet the high system requirements.

      That game is in beta. Check if your hardware meets the requirement......
      The "official" minimum specs for .kkrieger: chapter 1 beta are:

      * A 1.5GHz pentium 3 / athlon or faster.
      * 512MB of RAM.
      * a GeForce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
      * some kind of sound hardware.
      * DirectX 9.0b.
    3. Re:.kkrieger download by Anonymous Coward · · Score: 0

      I agree with you and disagree with the other AC. I'm trying to warez a DVD right now (video, not game) and it's taken me ages. I have a fairly low daily bandwidth limit, and the torrent isn't particularly fast. I've nearly given up a couple of times - if it weren't for the fact that WinDVD can play individual VOB files I would have said "fuck it" and waited for someone to post a 700 meg rip (which I can get in 2 days of transfer if I limit my upload) instead of a 4 gig, 2 week nightmare.

    4. Re:.kkrieger download by Man+Eating+Duck · · Score: 1

      Holy smoke, that game is impressive!

      I instantly booted into Windows to check it out. I've seen all their previous demos, most are in the "small demo" cathegory, and are among the more impressive pieces of coding I've ever seen. I've seen a lot of demos, by the way.

      The game has got almost 10 minutes of gameplay through changing environments, five different guns, four or five different enemies with distinct models, nice dynamiv lighting, the lot.

      It ran perfectly well on my W2k/3000+ AMD64/1GB/GF6800GS, very smooth too. It seems I was lucky, judging from the other replies. I had to clean out some disk space for it, though :)

      I believe these are the guys from farbrausch, check out their previous work here.
      Here is their current website, with some farbrausch demos thrown in as well.

      By the way, if you like miniscule demos, you've got to check this out, too. 256 bytes, source code available.

      OK, going to bed now.

      --
      Are you a grammar Nazi? I'm trying to improve my English; please correct my errors! :)
  23. User created content in MMORPGs by lawpoop · · Score: 0, Offtopic

    I think MMORPGs would improve immensely if users had greater control over the environment. Nowadays, the paradigm seems to be to hire quest designers who regularly churn out boring, unoriginal quests.

    If avatars were allowed to amass power (i.e. labor) and wealth, they could build castles and form alliances to protect their wealth. They could dig dungeons and spike them with traps and seed them with moster populations. Of course, the greater the treasure, the greater the incentive to find it, and the greater the incentive to protect it, leading to ever more creative dungeons, more daring heroes and quests.

    To carry the thinking out of the dungeons, if you have Kingdoms that control wealth, and royalty that commands armies, then you make for the kind of human drama that makes for interesting quests. People would form alliances, and break them and double-cross each other. Someone would try to make an ally look like an enemy.

    I think for this to work, there needs to be some kind of lego-type feature for building new, creative things. You start with a basic, finite set of elements, and allow for their combinations to affect the world in novel ways. Put them in people's hands and you will witness creativity you never thought possible.

    Basically, make the world creative, generative, and put people in charge, and you will have sustained, user-created content.

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
    1. Re:User created content in MMORPGs by dhakbar · · Score: 1

      Ultima Online had basic elements of player control. Housing was used to store the vast wealth players could accumulate. At one time, long ago, housing was inherently insecure in UO. This spawned house break-ins and rivalries, guild wars and just a general sense that dying and losing your shit was IMPORTANT. The importance of your success or failure is not gauged by what other players can take from you or do to you in most MMORPGs.

      UO, while inherently flawed, had the winning combination of meaningful geography and legitimate ways to cause permanent harm or help to other players. I've never again experienced such raw, fun competition as I did in UO.

    2. Re:User created content in MMORPGs by Merle+Darling · · Score: 1

      I think for this to work, there needs to be some kind of lego-type feature for building new, creative things. You start with a basic, finite set of elements, and allow for their combinations to affect the world in novel ways. Put them in people's hands and you will witness creativity you never thought possible.

      Have you tried Second Life? It sounds sort of like what you're talking about here, but instead of doing neat creative things they mostly just try to sell each other porn or put on a female avatar and act as "escorts".

      There's potential there to do much more, it's just that most people don't seem interested. Maybe you could show 'em what they should be doing. =)

      --
      "Bother," said Pooh, as lightning knocked out hi%#&(F*@NO CARRIER
  24. What if Game Graphics Never Aged? by Jakhel · · Score: 1

    We'd still be playing Half Life modds..

    1. Re:What if Game Graphics Never Aged? by Reapman · · Score: 1

      You mean like this http://www.fragapalooza.com/cs_rules_16.php ? *cries*

  25. Don't they already ? by aix+tom · · Score: 5, Funny

    Nethack still looks as fresh and crisp as it did 20 years ago.

    1. Re:Don't they already ? by Dorceon · · Score: 1

      Somehow "D" is not as awe-inspiring as Niv-Mizzet or Smaug stalking you in 3D. YMMV.

      --
      What sound do people on rollercoasters make? Hint: it's not Xbox 360.
    2. Re:Don't they already ? by Ibag · · Score: 1

      Yes, but only because it has been under constant development.

    3. Re:Don't they already ? by Cederic · · Score: 1


      Don't bet on it. Play angband and bump into a D at 1000 feet. It's damn scary shit.

  26. Procedural Paradigm by GreggBz · · Score: 2, Informative

    The whole concept of procedural creation in games has not been fleshed out as I would have hoped. Procedural methods can do much more then make great FPS graphics fit on 800K. Way back in 1986, I played a game called Starflight. Starflight used fractal algorithms to create a pretty diverse universe with about 200 star systems and 800 planets. You could land on and explore each planet. Close up. Let me say that again, you could land on each planet, collect it's life, find unique artifacts and rove your little tank around for hours. All of this fit onto two low density 5 1/4" floppies. Now, the CGA graphics and restrictive CPU power did no favors. Things got pretty repetitive, but the enormity of the game went unmatched for about 12 years.

    In reflection, and now that I better understand it's design, it seems to me to be a microcosm of the real universe. You have a set of rules and a set of elements and by happenstance, (not by human hands in 3ds max) worlds are born.

    For a long time, we've been stuck with with character models, human built maps, plot-lines on rails and worlds confined to the imagination of the story line department. Procedural graphics and world creation could make the universe out of a few megabytes.
    There are a few games here and there that use this idea. Here is a game in development using procedural graphics and fractal planet creation: Infinity

    1. Re:Procedural Paradigm by Anonymous Coward · · Score: 0

      but the enormity of the game went unmatched for about 12 years.

      It was that bad, was it?

    2. Re:Procedural Paradigm by Cheeze · · Score: 1

      I could never figure that game out. I spent hours on it, and only got to a few different planets before i was whisked away in a black hole or something and ended up on the other side of the universe.

      --
      Why read the article when I can just make up a snap judgement?
    3. Re:Procedural Paradigm by rolofft · · Score: 1

      You could land on and explore each planet. Close up. Let me say that again, you could land on each planet, collect it's life, find unique artifacts and rove your little tank around for hours.

      Sounds like Spore.

      --

      "Give a man a fish and he will ask for tartar sauce and French fries!"

    4. Re:Procedural Paradigm by maubp · · Score: 1

      Or, for an example from 1984 try Elite where 256 planets were procedurally generated.

      http://en.wikipedia.org/wiki/Elite_(computer_game)

    5. Re:Procedural Paradigm by geminidomino · · Score: 1
  27. Allow me to translate.... by Duncan3 · · Score: 4, Insightful

    "Console companies have gone ot such great lengths to make sure their API is so specific that we have to spend a year porting from one console to another, that we'll just come up with a way to make it all never change."

    At least half the design time of a console these days is making sure it's HARD to port games to another console, so that it will be an exclusive title, and they can make more money.

    I fyou think Microsoft hates things like OpenGL, you've never seen the fires of hell hatered that people like Sony, Nintendo etc have for anything that makes game development easier.

    --
    - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
    1. Re:Allow me to translate.... by uarch · · Score: 3, Insightful

      Great theory but no.

      If you want an exclusive title then you have your lawers draw up a contact with their lawers. The fact that two APIs are different might just be due to the fact that they were *gasp* designed by two different design teams.

      If someone wants to port a game then they will figure out how to port the API. Figuring out how to get around a legal contract is another story.

  28. Re:super mario 64 kb ! by in2mind · · Score: 1

    Though I have come across many 'makes' of super mario , i was stunned with one version - Its just 64 kb & it looks as good as the orginal nintendo console version!
    That was when I came to know a whole nice looking game can be packed into 64 kb!

  29. Off topic: RSS error by houghi · · Score: 1

    I know this will be marked off topic, but where can I tell people that there are errors in the RSS feed. It worked great till a few days and No I get to a wrong page with several articles.

    --
    Don't fight for your country, if your country does not fight for you.
  30. Total Annihilation by Maxo-Texas · · Score: 2, Informative

    This game... created in the 1990's looks as good as ever. And in fact, recently went to a true 3d environment ("Spring"). All those tiny 1/2" objects were 3d objects from the beginning. As the 3d cards got better, the game got better.

    Likewise, the AI engine and other aspects were forward thinking- table based, programmable and over the years the AI for the game and units and maps have all only improved with age.

    It is the *only* game that I purchased back then that I still play and enjoy.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    1. Re:Total Annihilation by Woy · · Score: 1
      And in fact, recently went to a true 3d environment ("Spring").

      The Spring project is a gpl engine in the style of Total Annihilation but in true 3D. This engine has a lot of mods developed for it, some of them pretty mature. They have a linux version and provide debian and ubuntu packages. Linux players can't play multiplayer against win32 players yet but that's about to be fixed opening a nice community and game to linux users. The Spring project is free software and it welcomes your help.

      http://taspring.clan-sy.com/

      I welcome it too, as i play it and its half the reason i boot into windows sometimes.

      --
      "If God created us in his own image we have more than reciprocated." - Voltaire
  31. DON'T by Anonymous Coward · · Score: 0

    Man, I wasted like 4 whole seconds clicking on the parent!

  32. What would happen? by jacoby · · Score: 1

    More than likely, the money for creating the newest, coolest thing would drop off and you'd get fewer players in the field, and far fewer games. Technology is good, standards that allow technology to expand is better. But money drives it.

  33. Makes sense, depending on your point of view. by Onuma · · Score: 2, Insightful

    The games are disposable today. I don't know how many I own or have rented and played, but never finished - or just never picked up again. Yet again and again I go out and get these asinine games which I will not remember in the future, but merely use to burn up time. I think i'm going to start going to the library to get books more often, at least I will gain something from there, rather than wasting my time on pointless games. It's cheaper and healthier that way.

    The gaming industry is like medicine, there's no money in the cure. Return customers are where they make their bucks.

    --
    What else can happen when an unstoppable force collides with an immovable object?
  34. I'm not convinced that this will work that well... by Lendrick · · Score: 1

    ...but let's say that it does. Why on earth would a company want to sell you a game that will never start to look dated? If Morrowind looked like Oblivion, a lot of people probably wouldn't have bought Oblivion. This goes double for games that lack any sort of story or plot, like basically any cookie-cutter sports title ever made.

    So, in short, don't expect this to happen. As long as graphics continue to improve, game companies will use that to sell you new games, not improve the old ones for free (or even a small cost).

  35. Messiah did this.. anyone remember? by Anonymous Coward · · Score: 0

    The game "Messiah" did this, released March 31, 2000. The character's poly counts would increase if you had enough hardware. Supposedly when the game was released, no video cards or pc's existed which could show the game in full detail. It would add detail until you get 30fps and try to keep it smooth. Of course, it didn't help that the gameplay was boring. Anyways, the problem with procedural generation is readily apparent, as can be seen using this game as an example. Gaming hardware changes, and the programs would have to be re-written to take advantage of this hardware. Sure, you can keep adding in polygons or textures, but procedural generation won't write a more detailed or efficient shader. It won't help with the physics or AI either. If your AI is handled by a neural net, you may be able to scale it up and down based on the hardware, however with neural nets there is an efficiency ceiling which is hit around 1000 nodes. Anyways, I think that the game Messiah was maxed out around 2 years after release.

  36. Demoscene, anyone? by seadoo2006 · · Score: 2, Informative

    Procedural synthesis has been around for quite awhile in the demoscene. These demos are computer programs that have been specifically engineeered to impress in both sound and graphics quality?

    Check out FR-08, circa 2000, by Farbrausch...this demo goes on for nearly 15 minutes at 1024x768 graphics that certainly blew away anything of that time, and its 64KB.....64KB!!
    Download Here[pouet.net]

    Also, see FR-025, circa 2003, this "popular" demo absolutely blew my mind when I first watched it.
    Download Here[pouet.net]

    Heaven Seven, circa 1999, the demo completed by Exceed, is a journey threw time with beautiful textures and graphics. This is also a 64KB demo, so beautiful...
    Download Here[pouet.net]

    The demoscene is alive and well, publishing the most beautiful and interesting works of art in modern days. Even the largest demos (~50MB), blow away HL2 and any other 4GB+ game. Check these out at http://www.pouet.net

    1. Re:Demoscene, anyone? by Anonymous Coward · · Score: 0

      The 96K game mentioned in the summary *IS* a demoscene production. .kkreiger was made by Farbrausch.

  37. That will NEVER fly by Opportunist · · Score: 1

    How would EA sell you the same game again next year if they couldn't at least point to the better graphics?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:That will NEVER fly by Metroid72 · · Score: 1

      I thought that was part of what they did. I haven't played Madden since the 16 bit days, but in my experience they just updated the graphics, roster and some of the playbook.... Oh... also, I forgot... they updated the title with this formula: Title = "Title of Game " && Year++

    2. Re:That will NEVER fly by Anonymous Coward · · Score: 0

      Think World Of Warcraft...

    3. Re:That will NEVER fly by Opportunist · · Score: 0

      That's the point. So when graphics adapt to development of the system it runs on, how could EA sell any games? I mean, would you buy a game you already have?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  38. Krondor by Dareth · · Score: 1

    Betrayal at Krondor

    Some of the best RPG fun that can be had on a computer. Graphics are good enough, gameplay is just well... AWESOME!

    Where did I put that spider... I want to poison my blade again!

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:Krondor by andreyw · · Score: 1

      I agree. I read the books and by accident stumbled on the game in 2003. Best two weeks of my life evers spent. The game is so good that after a while you don't notice you're playing a game made for DOS. Just more proof that glitzy graphics a game make do not.

  39. PC emulation isn't required... by Akaihiryuu · · Score: 1

    One word: MAME

  40. The game is already about to launch... by WaR.KiN · · Score: 0

    As proof, here are some Duke Nukem Forever screenshots:









    .

  41. My zillion dollar idea - for free! by spyrochaete · · Score: 1

    I'm too dumb to capitalize on this idea so go ahead and rake in my would-be millions, fellow Slashdotters.

    3D games look great as-is, but they look even better with antialiasing, right? But AA is a huge tax on the GPU, slowing frame rate considerably.

    So why have the GPU do AA at all? Why not put a dedicated antialiasing CPU into monitors? GPUs would push polygons and shaders which is what they do best, and the monitor could use some kind of algorithm to pretty-up textures, reduce jaggy edges, and smooth fonts. It could work in games and on the desktop. Maybe it could scale up a video card running at 800x600 to appear smooth at 1600x1200.

    What say you all? Feasible?

    1. Re:My zillion dollar idea - for free! by Brix+Braxton · · Score: 1

      Not really feasible.

      The reason that AA works is that it knows about lines and polygons - a monitor doesn't.

      Very crude AA on a monitor would be to run a game in a lower resolution than the monitor supports (on LCD) - so if your LCD is 1280x1024, running a game at 1024x768 will provide you with crude anti-aliasing because the LCD monitor actually has to do the downsampling into the lower resolution (whereas on a CRT monitor the video card sends the appropriate sync level).

      Also - if you expected a monitor to do everything you asked - then the same thing that would pretty up the textures (sharpening) would do the opposite to the lines (taking away any smoothing). It would be extremely complicated to put a processor into a monitor to handle all of that.

      If you want a good example of what it might look like - just take a look at ZSnes with 2xSuperEagle enabled - that's kind of in the right spirit of things - it's taking something old and without changing the content - upgrading it to something new.

      --
      www.wildpad.com
    2. Re:My zillion dollar idea - for free! by chis101 · · Score: 0

      I don't know how the monitor, which as far as I know just receives a whole bunch of pixels to display, would be able to tell where edges were to apply the AA to...

      The graphics card knows "This is the edge of a polygon... I can AA this" but the monitor just knows "This is a blue pixel next to another slightly different colored blue pixel"

    3. Re:My zillion dollar idea - for free! by MrSquirrel · · Score: 1

      Even if it worked technologically (it doesn't), there is no business-case for it. Everyone who wanted to use it would have to buy a new monitor -- not everyone is going to use it, maybe 10% of people who want to have crisp graphics... any monitor manufacturing company would have to completely alter their process, create a chip, code the instructions, etc... a big under-taking just to hit a small target market... who wouldn't buy the product anyways because the monitors would be extremely expensive where-as the user could just spend that money on a quad-SLI system and then would be able to keep their already-awesome monitor.

      --
      A computer once beat me at chess, but it was no match for me at kick boxing.
    4. Re:My zillion dollar idea - for free! by Tim+Browse · · Score: 1

      GPUs would push polygons and shaders which is what they do best, and the monitor could use some kind of algorithm to pretty-up textures, reduce jaggy edges, and smooth fonts.

      It's called a TV.

    5. Re:My zillion dollar idea - for free! by spyrochaete · · Score: 1

      Funny, I was going to suggest ZSNES as an argument FOR my idea. Super Mario World looks GORGEOUS with 3xMAME shading.

    6. Re:My zillion dollar idea - for free! by forkazoo · · Score: 1
      So why have the GPU do AA at all? Why not put a dedicated antialiasing CPU into monitors? GPUs would push polygons and shaders which is what they do best, and the monitor could use some kind of algorithm to pretty-up textures, reduce jaggy edges, and smooth fonts. It could work in games and on the desktop. Maybe it could scale up a video card running at 800x600 to appear smooth at 1600x1200.


      You do AA on the GPU because that's the only place you can do it. It's like Z-buffering. It happens when you draw the polygons, or it doesn't. If the image is jaggy, then no amount of post processing and filtering is going to properly reconstruct the way the image was supposed to be. You can blur it a bit, and filter it, but that always introduces some degree of artifacting. (which may or may not be worse than the aliasing depending on the algorithm and the content being filtered...)

      And, if it is easy to add monitor hardware to do it, then you can just add that same theoretical hardware to the GPU, and not need to invent a whole new way for GPU's to talk to the monitors. (To tell the monitor what needs to be filtered, etc. I don't want my word processing to get blurred by the monitor, for example, so the GPU would need some way of identifying which regions on screen need to be filtered!
    7. Re:My zillion dollar idea - for free! by spyrochaete · · Score: 0

      You're right. It would make the most sense to take my proposed monitor AA CPU and just stick it on the video card.

    8. Re:My zillion dollar idea - for free! by Brix+Braxton · · Score: 1

      You are correct - that's what I meant when I said "if you want a good example of what it would look like". Sorry I didn't make it clear - I meant that ZSNES would be a good example of what you were asking for (but ZSNES is a simpler implementation than what you were discussing). Another good example would be EPSX or any other PSX emulator that uses OpenGL or DirectX - the games look better but there still isn't much they could do for the textures getting sharper.

      Another consideration is to look at HDTV's and their analog upconversion - it still doesn't perform miracles and they have had a few years to develop it.

      If it ever does make it through - sign me up :)

      --
      www.wildpad.com
    9. Re:My zillion dollar idea - for free! by Tim+Browse · · Score: 1

      That's probably why nVidia and ATi did that.

  42. machines aren't human. by Anonymous Coward · · Score: 0

    they cannot create art. And graphics don't make a game.

  43. $$ KA-CHING $$ ! by eko33 · · Score: 1

    This will never do. No company it their right mind would deploy a game that is capable of keeping up graphically with technology. Doing this effectively extends the playability of a game right on up to the infinity threshold.

    Limiting cash flow like that would be the corporate equivalent of chopping of your own two legs.

  44. Diablo? by zapp · · Score: 1

    Didn't Diablo (released in 1996) dynamically generate dungeons? Was that "procedural"?

    --
    no comment
    1. Re:Diablo? by SatanicPuppy · · Score: 1

      Not in the sense that they're talking about. Diablo had random maps but those maps were drawn with the same graphics template every time, so now, 10 years later, the orginal Diablo graphics look blocky and campy.

      What they're talking about is a way to generate the graphics on the fly, rather than working with bulky image maps, so you could "upgrade" the graphics simply by feeding the rendering engine more cycles.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  45. Pong! by mlow82 · · Score: 1

    Does this mean I cam make my paddle look like Serena Williams??

  46. A couple of points by ocbwilg · · Score: 2, Interesting

    Firstly, there is the question to how much effort a company would want to put into making a version of their game that gets better with age. Using current models of "create a game, sell a couple hundred thousand copies, then make another game" it doesn't really make sense. The key is that the graphics can improve as hardware improves, and the only sorts of games that really come close to fitting that sort of lifecycle today are the MMOGs. Like I wish Ultima Online had graphics that had improved over time. The game is almost 10 years old and is largely unchanged. Other games (like the soon to be serialized Half-Life 2 and SIN series) might also benefit from improvements, though HL2 is already incorporating improved graphics with each new episode (according to the developers commentary). Secondly, the procedural systhesis method is much more compute intensive. They use as a prime example the forest scenery in Oblivion. As we all know, Oblivion is a performance-killing game on the PC, and the Great Forest part of it is the slowest part by far. So if you go too far with procedureal synthesis today, your game can turn out to be a real pig. So there's a definite balance that you have to strike between performance today and upgraded visuals tomorrow.

    1. Re:A couple of points by geekoid · · Score: 1

      I expect when dual chip 8G ram video cards come out, this technique will become mainstrem for most of the game graphics.

      Which should be in about 4 years.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  47. Hmm by TheShadowzero · · Score: 1

    Imagine a 2D game like this...pop it in your GBA, yay 2D! Pop it in your 360, yay 3D! The possibilities, the possibilities (too bad this is most likely NOT possible [the 2d-3d thing])

    --
    If history repeats itself, why can't we study the future?
  48. Halo 2 in XBOX360 by mr_zorg · · Score: 1
    Imagine putting Halo 2 into your Xbox 360 only to have it automatically upgraded to look like Halo 3 in graphical quality.

    It already does that to a limited extent. Doesn't look like Halo 3, but it definately does look quite a bit better than on the old XBOX.

  49. On Launch: by crabpeople · · Score: 1, Offtopic

    "pn001.exe has encountered an error and needs to close"

    Perhaps all games are really 96k and the rest is error handiling? this seems to be optional with this version.

    --
    I'll just use my special getting high powers one more time...
  50. Fear of aging... by mbirkis · · Score: 2, Insightful

    What is with this constant fear of aging? People (mostly girls?) are scared to get some history on their body, and now videogames?? I think it is quite charming to dust off my old video games, and play them like "the good old days"

    1. Re:Fear of aging... by mattmacf · · Score: 2, Funny
      I think it is quite charming to dust off my old video games, and play them like "the good old days"
      s/video games/ex-girlfriends

      ; )
      --
      I only mod funny =D
  51. procedural generation loses something by mugnyte · · Score: 1

    When walking through any content generated procedurally, I find it lacks something. Without knowing how content came about, the elegance is in the cohesive nature of the layout. The realism begins to derive from the logical connsistency of the map, not the beauty of the textures and variations achieved when compared to size.

    For example, when someone built a map in (say) the Thief series, most recent release included, I felt as though I was in a planned setting. The pathways and places had an appeal that a Endless Dungeon(TM) format didn't. Dating myself even more, the maps of 2D Mario or pov-style Myst games probably wouldn't be as interesting if created procedurally.

    That said, the landscapes created via Terragen are indeed astounding, but they too require quite a bit of work to detail well. Overall, I'd say procedural generation of content is a great way to save space, but it cannot achieve the "suspension of disbelief" that many FP games desire, once you start learning the character space.

  52. why wait then? by cliffski · · Score: 1

    why wait then?
    Nobody forces you to buy a game absed on its graphics engine. Companies like Matrix games or my own don't compete on graphics, but on gameplay. Nobody is forcing you to buy cutting edge visual games, there are plenty of indie titles, or small budget retail titles that are out there waiting to be discovered.

    --
    DRM-free indie games for the PC and Mac: Positech Games
  53. Eve Online by jjohnson · · Score: 1

    Eve is actually an interesting case study in how a game can retain relevence by maintaining current graphics standards. Over 5 years old, Eve is at a high point in its membership with over 100,000 players (and still growing), and the game looks as current as possible. In the dev blog, they say that the next patch will include high dynamic range rendering (which will be particularly applicable in a space environment where an asteroid can unmask a nearby star, for example).

    Granted, there's nothing procedural about this, and the fact that Eve is a MMO means that it's in an ideal position to keep the graphics at current standards. It still demonstrates that games don't have to age past relevence, and makes on wonder why Everquest didn't tyr to keep up. Especially for MMOs, there's no reason they have to fall behind.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Eve Online by illumin8 · · Score: 1

      Especially for MMOs, there's no reason they have to fall behind.

      Actually, there's a very good reason why most MMOs fall behind in the graphics department and look very dated after a few years: Installed User Base. Think about it this way: WoW was released in 2004 and used average graphics for the time, not wanting to require people to have a top of the line PC to run it. Now, 2 years later, the graphics look extremely dated to me. Why wouldn't they just updated them? Well, they have 5 million users out there that most likely don't want to have to buy a new PC just to keep getting their WoW fix. Do they risk alienating their user base by increasing the system requirements for the game? Hell no. Because that's what updating the graphics are all about: Increased graphics require increased system specs.

      I would love for MMOs to release a new client that supports the latest whiz-bang graphics features, yet still support the original client so that all of those people with 3 year old machines can still play. That would be the best of both worlds... Don't lock anyone out because they're not part of the techno-elite, but let those of us with dual SLI rigs see the latest eye-candy on a game they know and love.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    2. Re:Eve Online by jjohnson · · Score: 1

      It's a fair argument, against which I can point out Eve Online, and the fact that the development costs of an 'A' client vs. a 'B' client (A for current machines, B for older) would be recouped by keeping ongoing subscription fees at a constant level vs. watching it taper off.

      Eve bundles its graphics updates in its regular patches that aren't much larger than WoW's regular patches. I can only blame a fairly shortsighted business decision ("Why spend money when we're not losing customers?").

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  54. Re:scalable? - Check out "spore"! by tiluki · · Score: 1

    Hmmm. Yes, procedural "generation" - not just graphics - but behaviour, physics, and (basically) the rules of the game!

    There has been alot of hype about "Spore" recently...

    http://en.wikipedia.org/wiki/Spore_(game)

    And the official site is just recently online:

    http://www.spore.com/

    Now, I'm personally rather excited about this. I think it'll really bring out the "open-ended" nature of gaming to a whole new level...

    One that, lets face it, has been around a while - "user based asset creation". AKA modding (but, with the twist of doing this while actually playing the game!!!)

    Think I'll have a sit down...

  55. Re:super mario 64 kb ! by EvilBudMan · · Score: 1

    I know one better than that in 8K.

    http://en.wikipedia.org/wiki/Star_Raiders

  56. supreme commander by Anonymous Coward · · Score: 0

    While TA is a highly extensible game, it does not use the full power of our modern computer technology. Be happy, Chris Taylor impress us once again with the unofficial (thanks to copyright) sequel to Total Annihilation in 2007.

  57. Wil wright talks about this is a recent lecture by Captain+Rotundo · · Score: 2, Informative

    It is available at www.longnow.org (previous months lectures). Its not the same topic, but it is a talk with brian eno entirely about 'generative content'.

  58. Procedural generation is still crap. by kinglink · · Score: 4, Insightful

    This generation or next.

    The problem with the idea is instead of creating larger high quality unique images, or large quanity of images, the idea is to generate your images on the fly through code.

    Ok that would work. And it does. However it doesn't work in large scale games. First off if you look at Procedural generation you have to code the way the system works very carefully. It's like explaining to an alien what my DDR pad is. "it's a large pad with four buttons on it, It has lights." oops forgot it's metal, forgot this and that. And what's worse, every single time you use it you'll have to create a new way to describe the texture, or you'll get the same texture for everything.

    But do you realize how long it would take to design the ENTIRE world of Halo with that tool? How about Prey? how about GTA? It wouldn't take 3 years between games, it'd take 10 years, or it would cost vastly more.

    Xbox 360 fanboys (not that I hate the system) tout this as the reason they don't need blu-ray. The theory is sound. (It does work, it will work, it will always work) But at the same time, the developed a small game for it. Did they have trees, multiple people with tons of different clothes, flowing textures. Did their game sell a couple million copies?

    Some companies do use procedural generation, for stuff that's inconsiquencial. Trees is the big one currently, Speed tree save tons of time, but that's the only widespread use of the technology so far.

    It boils down to this. If procedural generation is the solution to all our problems why haven't we used it in everything? Why wasn't it discovered earlier? It's not because of the power of computers, it's because it's not going to save the world. We arn't going to see well made games using procedural generation for graphics because it just bogs down the processor, and it doesn't give any noticable improvement in graphic quality. If we had 10 processors, then yeah we can waste 4-5 working on generating the world, but even with 6 processors, 1 is for graphics, 1 or 2 is for physics (a must have in most games now), and the rest is for your gameplay components, we don't have the extra power no matter what ivory tower scientists want use to believe.

    This is all "what if" the answer though is "it can't"

    1. Re:Procedural generation is still crap. by geekoid · · Score: 2, Insightful

      no it wouldn't take 10 years to deveop a game, in fact each game would get quicker becasue you would have already created a foundatation of basic elements, parts and things.

      If I create armor in one game, I could use that same armor in each game, or use it as a template for the next set of armor.

      This doesn't work to well today because of the very issues this would solve.

      "If procedural generation is the solution to all our problems why haven't we sed it in everything? Why wasn't it discovered earlier?"

      Thats you arguement? no one has done it therefor it can't be done? Yeah, people like you complained that man couldn't fly because it hadnt been discovered earlier.

      First:
      "It's not because of the power of computers"
      then:
      "If we had 10 processors, then yeah we can waste 4-5 working on generating the world, "

      it seems to me that the power of the computer IS the limitation. at the very least create large scale games to see if it would work.

      ", it's because it's not going to save the world."
      Dude we are talking about a game(where you might save the world!), not actually saving the world.

      Just becasue YOU can't imagine how to do it, or lack the thought process to solve some of the incredibly simple 'problems' you meantion doesn't mean someone else can't.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Procedural generation is still crap. by _jameshales · · Score: 1

      The new Maxis game, Spore, will supposedly be using procedural generation at least for the creature animation. Procedural generation could be very useful to all sorts of "open-ended" games, not as a means of compression for stored and immutable game data, but to facilitate in-game creation.

    3. Re:Procedural generation is still crap. by Anonymous Coward · · Score: 0

      Procederal texturing was developed first. thats how Renderman makes all (well most) images.
      The reason procedural textures are not more commonplace is also until the addition
      of pixleshaders there was no way to do this on the graphic card, you had to either
      render it all in a raytracer taking minutes or hours or days or weeks (1990 old hardware)
      Or once 3d hardware was invented, render a flat image and apply it as a decal, but why
      when it was easier to take a image made by an artist instead of a program made by a phd CS.

      here is some example code from The Renderman Companion, Steve Upstill
        Addison-Wesley publishing 1990 page 282. /* clouds():a surface shader for a cloudy surface*/
        surface
        clouds( float Kd=.8, Ka=.2)
      { float sum; float i, freq;color refl; sum=0;freq=4.0;
        for(i=0; i6; i=i+1){sum=sum + 1 /freq* abs(.5 -noise(freq*P); freq=2*freq; } refl=Cs * sum; Ci=refl*Ka*ambient() + Kd*diffuse(faceforward(normalize(N);I))); Oi=1.0 /*always make the surface opaque*/
      }
      Simple huh

    4. Re:Procedural generation is still crap. by Profound · · Score: 1

      If procedural generation is the solution to all our problems ... why wasn't it discovered earlier?

      You mean like in 1984.

    5. Re:Procedural generation is still crap. by SanityInAnarchy · · Score: 1

      First off if you look at Procedural generation you have to code the way the system works very carefully. It's like explaining to an alien what my DDR pad is. "it's a large pad with four buttons on it, It has lights." oops forgot it's metal, forgot this and that.

      Sounds familiar... Ah, yes, this is what you have to do with any kind of deisgn! This is exactly what modelling is all about.

      And what's worse, every single time you use it you'll have to create a new way to describe the texture, or you'll get the same texture for everything.

      Are you familiar with concepts like fractal geometry? The whole point of things like SpeedTree is that it generates different trees, every single time, even though it's using about the same algorithm. It means that humans don't have to design a forest. Humans design five or ten different kinds of trees, and say "Go Go Gadget ProceduralForest" and BOOM! And yet, each tree is different in the kinds of ways a tree might be different in real life.

      It's a bit harder to do with things like GTA, because of things like street signs and such. But it's by no means impossible to generate a city.

      And since you don't have to use it for everything, you have to wonder, why aren't people using procedural techniques for things like GTA? Generate a city, all the buildings and everything, then start manually editing. Leave some buildings alone if you like.

      In fact, I know for a fact everyone uses roughly procedural techniques for all kinds of things. Half-Life 2 is about a gig because of their ability to copy and paste, and keep track of everything, meaning that they defined a wooden plank once, and use it everywhere, and it behaves exactly the same everywhere they use it, and refers back to the exact same chunk of space.

      But at the same time, the developed a small game for it. Did they have trees, multiple people with tons of different clothes, flowing textures. Did their game sell a couple million copies?

      No, but then, neither did Cube or Saurbraten. The 96k game was developed by a team of maybe 10 people, probably in their spare time.

      It boils down to this. If procedural generation is the solution to all our problems why haven't we used it in everything?

      Who's claiming it solves all our problems? It just does a lot of nice things.

      And that's like saying, if anything obscure is great, why isn't it more widespread? For instance: If Linux is so great, why doesn't everyone use it? What about Firefox? What about Erlang and functional languages? What about Lisp?

      The answer is as disappointing as always: momentum. Take Lisp: There have been examples of small companies who, mostly by using Lisp properly, were able to keep their code insanely small, flexible, and functional compared to their competitors. A competitor announces a feature in a press release, and a couple of days later, our Lisp guys have it already implemented -- not because they're stealing trade secrets, but because their code is that much easier to work with.

      Or take Erlang: Ericsson has been using it for awhile, and its proven itself over and over again to be fast enough for just about anything (despite not having a functional JIT), but it also provides a very nice mechanism for hot code replacement. Think about that -- most people have to reboot Windows to get a patch, an Erlang program doesn't even have to restart the program. Just drop the new functions in and phase out the old ones -- like an Apache Graceful Restart, only without any extra effort from the programmer to make it possible.

      But really, I don't have to argue this with you, because everyone has some obscure thing they like. Just because it isn't mainstream doesn't mean it isn't suitable for mainstream. In the case of procedural graphics, I think the issue is just a lack of people who are trained to work that way -- right now we have prog

      --
      Don't thank God, thank a doctor!
    6. Re:Procedural generation is still crap. by ichigo+2.0 · · Score: 1

      Play the F-ing Game [abraxas-medien.de]. 96k Windows download, you have no excuse not to.

      How about not having Windows?

    7. Re:Procedural generation is still crap. by kabocox · · Score: 1

      It boils down to this. If procedural generation is the solution to all our problems why haven't we used it in everything? Why wasn't it discovered earlier? It's not because of the power of computers, it's because it's not going to save the world.

      Think of it that trees were the first "easy" low hanging fruit to go after. From my reading on /., it sounds like the level planners and artists don't like this tech because it doesn't give them as much control over the output compared to doing it the other way. When I first started reading this, I thought of the comparing this tech with vector graphics verse bitmapped graphics. Ideally, you'd have tons of these things and you could feed it an input that would output the general shape/volume of the item/landscape feature you were wanting. What will be "difficult" for this tech is say you want a climbable tree with a hidden treasure in the brances. How would you handle that? Or if you want a branch to creak and fall down if a player walks underneath the tree. You what if you have a switch in/on the tree that activates another event? Those are things gamers expect now, but doing them by this method now may not be as easy. Of course the short term answer is just do the "extras" or "filler" details with this tech and everything actually game play related do the other way. I just had a vision of a game with ultrareal graphics and the player is looking for the least detailed items because that's the only thing that's important.

    8. Re:Procedural generation is still crap. by kinglink · · Score: 1

      So you want the same armor code to be used in every game? Oh how fun. That'll really make everyone feel like they have a custom character. Honestly we'll all bitch because the game doesn't look unique enough. We all already do that.

      Do you know how long Speedtree took? Have you actually looked? 4 years. 4 years for CURRENT-GEN speed trees. Sorry article writer, Speedtree and all procedural generation still ages. Sorry that speed tree doesn't generate random trees, they generate trees using pseudo random algorithm. You seed, it generates the same tree. Looks nice the first time, then you ignore the trees because they all start looking the same. Not that Oblivion isn't beautiful but when you really examine it you'll find it's a facade.

      That's 4 years mind you when people were WORKING on Procedural generation. 4 years of these guys lives. My companie's game has also been worked on for ideas to production in 4 years. That means we've likely taking the same dev time, yet they still only have focused on trees, and we are producing full games. Does that sounds like a worthy amount of time? I do applaud it. Unlike Havok I've yet to be flooded with speed tree games, but then again I've only played one and my company is making one. Who knows 3 years down the line.

      Do you know how long it would take for everything, or even something more important than trees to be uniquely procedurally generated?

      The problem is when we get 10 processors, are we going to be willing to dedicate half our processors to generating the world? or are we going to upgrade our games to 3 processors for havok, 4 processors for graphics, 2 processors for gameplay and 1 processor for audio?

      Good games like everything has always been substance of graphics, so why use processor intensive graphics or gaemplay when we are creating larger and larger systems, why not spread that gameplay around to everyone, tell our NPCs to do more things, think in new ways, rather then focusing only on generating the world or graphics?

      There's a reason why we are investigating blu ray and HD-DVD, because our current DVD is at the end of the life. Microsoft touted Procedural generation because they were at a disadvantage to the Ps3 in disc size, however I'm sure they knew it wasn't actually going to do what they promised (create smaller disc size games that are produced just as fast as games that don't use procedural generation).

      Btw yes spore is using procedural generation, I'm hopeful for it. However we're not going to see a final product til next year, and I'm sure it's been developed for quite a while, so I have no idea if it was worth it or not, but I'm interested in the dev diaries for that.

    9. Re:Procedural generation is still crap. by kinglink · · Score: 1

      Pretty much that's the problem, anything worthy can't just be procedurally done. One reason speed tree is so well acceped is because it doesn't generate hyper real graphics, it generates good graphics on the fly.

      If you had a huge amount of control (the only way it would be worthwhile) it would be too long to program games to use procedural generation or have a lot of Memory usage (all those trigger points). If instead it's quickly done then it's going to be like Speedtree, great for a tree you can't interact with, however if you wanted one tree you could destroy, you'd need to put triggers on the tree, stop generating the tree when you destroy it and then warp in "destroyed" parts.

      It's hard to say Procedural generation is going to be a bad thing, it's not. But it's also not worth the time it's going to take. Sadly we see the final result of the 96K game, we don't see the hours it took to create it, or the hours of theory before that.

    10. Re:Procedural generation is still crap. by SanityInAnarchy · · Score: 1

      Do you really not have access to a Windows computer? You can at least look at the screenshots, anyway...

      I'll try it under Wine/Cedega later, if you like. There are at least a few demos (though maybe not this game) reported to work perfectly under one of the two.

      Anyway, why are we even still discussing this? Any high school / college computer lab would be able to play the thing. A floppy could easily hold several copies of it.

      --
      Don't thank God, thank a doctor!
  59. Procedural vs. Generated by kmhebert · · Score: 1

    Like almost everything else in the world, sometimes one is better; sometimes the other. When it comes to video games, the ends justify the means. Whatever works is what is best!

    --
    Regular Meta Moderators are not more likely to get mod points.
  60. Something for Nothing by Nom+du+Keyboard · · Score: 1
    Imagine putting Halo 2 into your Xbox 360 only to have it automatically upgraded to look like Halo 3 in graphical quality.

    Sounds like getting something for nothing, which never seems to turn out in real life as well as the theory promises.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  61. The obvious by zlogic · · Score: 1

    I'm probably stating the obvious, but procedural textures (as well as models) are a lot harder to make than bitmap-based. For bitmaps, you need a digital camera or an artist. To make a complete 3D model, you'll need a person who knows Photoshop and 3ds max. For procedural models, you'll need someone who knows advanced math (including matrices, linear transforms etc.) and has some artistic value AS WELL.

  62. I can't see this working for too long... by Adeptus_Luminati · · Score: 5, Insightful

    I can't see this working for long...

    Eventually when memory (RAM & HD) are nearly free and nearly infinite, visuals in games may come close to paralelling reality (i.e. a tree in a game may look more like a real tree than it does today). A game that is developed today even with the most advanced mathematical algorythms applied in a graphics platform to be expandable to future, will not be imediately upgradable (from an end-users's perspective) to benefit from an instant graphics upgrade. I.e. you can't just shove the game in the latest new console and expect it to have graphics magically upgraded to the latest high standards. Somebody will still have to go through the entire game and add granularity to each wall, floor, and animated characters in the game which mathematics can not auto-magically generate with accuracy enough to come close to paralleling the randomness & beautify of reality. So the only alternative, I can see is to have the games of today allow future artists to ADD new graphic content into the old game with some newer gaming technology... but somebody still has to put in the effort to create & import all the new graphics.

    So I think perhaps the article is misleading. Again, from an end-users's perspective, the game can't just magically upgrade all its graphics and have it equal in looks to whatever the latest high benchmark of impressiveness might be. At best, the end-user plugs in the CD/DVD into the new console (assuming it even accepts older formats) and over the internet, for a fee, newer graphics are downloadable... will users pay a small fee for this service? And more importantly, will gaming companies bother to re-create nicer graphics for old games? Is this a sustainable business model? I would venture to guess that only the most popular addictive games of all times might justify this kind of effort in a gaming company's project list.

    Having said all that, I'm all for http://en.wikipedia.org/wiki/Second_Reality

    Adeptus

    --
    No trees were killed in the making of this post; however, many trillions of electrons were horribly inconvenienced.
    1. Re:I can't see this working for too long... by xtracto · · Score: 1

      Somebody will still have to go through the entire game and add granularity to each wall, floor, and animated characters in the game which mathematics can not auto-magically generate with accuracy enough to come close to paralleling the randomness & beautify of reality.

      Oh no, you are wrong there. There is a way to automagically generate with enough accuaracy the randomness & beautifulness of reality, the only thing that is still lacking is processing power. There is a book by Stephen Wolfram (the guy who invented Mathematica) call "A New Kind of Science" (yep I've read the thousand pages beast) where he proposes that complex systems are just combinations of simple elements and simple rules. I research complex systems for a living and I agree with him in that point.

      The point is that using techniques as fractals and procdural generation you CAN combine simple elements to create complex patterns, this can be applied to "behaviour patterns", "visual patterns", "sound patterns" (Holophonic sound generator) etc.

      Of course what you need to do that is processing power. However, as a lot of people said, you would only do it once. Imagine if the "installation" of the game was a process of benchmarking your PC and calculating the level of deatil that the system should use to calculate the game elements. Then, as you played the game would just calculate the elements (graphical, sound, behaviour, etc) as you needed them and would add them to the resource directory to be used again.

      That way, if I used my P3-1GHz computer I would be able to play Halo4 with simple billboard characters while you would be able to see your PS2-LIKE-TOY-STORY-BUT-REALTIME graphics with your 5Ghz-nVidioso98000-ePCIexpressUltra and 9000000000000GB of ram.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
  63. Other places for this technology by Nom+du+Keyboard · · Score: 1

    So can I drop Windows 3.1 in to the PS engine, and have it come out looking like Windows Vista?

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:Other places for this technology by woolio · · Score: 1

      Nah. It was die with a GPF before it finished rendering.

  64. Starflight by Shivetya · · Score: 1

    Starflight used a similar process to render planets, but their goal was to repeat the same pattern each time. This allowed them to cram nearly 800 unique worlds on two 360k diskettes. Of course they managed to make a good looking Earth as well.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  65. yeah also imagine by ohzero · · Score: 1

    game titles that can justify a cost of $500.00. eep.

    --
    -- http://www.criticalassets.com
  66. Re:I'm not convinced that this will work that well by twistedsymphony · · Score: 2, Insightful

    I'm going to have to disagree. Lets take a look at something like Grand Theft Auto..
    Grand Theft Auto III graphically looks the same as Vice City graphically looks the same as San Andreas. Those games sell incredibly well when new "versions" come out regardless of the fact that there arn't any graphical improvements.

    Why?

    ...because people are interested in the story or the characters involved. They're interested in new scenarios. If you created a version of those games who's graphics were procedurally generated and upgraded with whatever hardware the games were played on franchises like GTA would get lots of people buying the old versions after playing the new versions long after the game was "past it's prime". As it is right now when GTA4 comes out for the next generation consoles GTA3, VC, and SA will be left in the dust because they'll be graphically crap by comparison. But if their graphics updated procedurally someone who's first experience with the franchise is GTA4 might be interested in picking up the older titles without being turned off by their bad graphics.

    It doesn't work for every game but it does work for quite a few. I can think of lots of games (mostly from the PS1/Saturn/N64 era) that I enjoyed a whole lot back then but can't stand to play now due to their horrid 3D graphics, if I could play them today with more modern graphics I'd buy them again, and new gamers would still be buying those titles.

  67. Re:scalable? - Check out "spore"! by Anonymous Coward · · Score: 0

    Been there, done that (SimLife). Spore might have the answer, but it's not the first attempt and the others have been spectacularly unsuccessful despite following the same apparent formula.

  68. Re:super mario 64 kb ! by Khith · · Score: 1

    Wow, that brings back memories. I had the 5200 version.

  69. Escape Velocity by Jerry+Smith · · Score: 1
    I still play Escape Velocity, and you're not gonna tell me it's because of the graphics. It's NOT. Sometimes the graphics have a minor, supporting yet elegant role. Sometimes that is a strong quality.

    game!=movie

    --
    All those moments will be lost in time, like tears in rain. Time to die.
  70. BLAZEMONGER by FIGJAM · · Score: 1

    .kkrieger is impressive but NOTHING is as excellent as BLAZEMONGER.

    --
    Do your best, hope for the best, suspect the worst.
  71. Evolvable Code by RonDiggity · · Score: 1

    Not really related to Procedural Synthesis at all, but there's also Evolvable Hardware in which an FPGA (field programmable gate array) can be reprogrammed on the fly as well, essentially giving you, say, a custom co-processor.

  72. This is a dream come true by DragonTHC · · Score: 1

    Then we could replay games like system shock 2 and requiem: avenging angel.

    I think graphics are the main reason why I don't replay old games.

    They really were fun, but going backwards visually doesn't appeal to me.

    Half-Life: Source is a great example of how dificult it is to keep games fresh looking.

    I think studios have learned a great deal about this and now make high-poly models to start with.

    One of the tricks now is scaling graphics down to work with current systems.

    LOD is the easiest way to do this, but great advances recently with 3d techniques like normal mapping have made it easier to keep games looking fresh on future hardware.

    The greatest impact is in texture quality. even low-poly models look better with high-quality textures

    --
    They're using their grammar skills there.
  73. plot based games increase company revenues? by DarrylKegger · · Score: 1

    Those saying that games companies would hardly want to create a game that never went out of date and more easily facilitated piracy through reduced size make a good point. This makes me wonder about other things game companies might do to reduce the replay value of a game. Is this partly why many titles (mostly FPS) are so densely plotted? Just like any narrative based media you rarely digest it more than once or twice before tiring of it, so then you shell out some more dosh for the latest and greatest.

  74. never aged? by Anonymous Coward · · Score: 0

    like duke nukem?

  75. EVE Online by not-admin · · Score: 1

    A cool Icelandic company, CCP, has created a game that exemplifies your concept.
    EVE Online takes a basic set of concepts (space, ships, weapons, mining, market), and allows the player to expand on it. Al most all of the "News" ingame is player-related, and things such as espionage, trickery, and invention are allowed and even encouraged in the world. There are no classes, no limits on what a character can be/can't be.

  76. The end of graphix... by paynesmanor · · Score: 1

    A few years in the future there is going to be a bump. As soon as we can make non reality look as good as reality on a IMax screen, while tracking trillions and trillions of pixels. When that happens graphics probably will not go further, untill we all step outside the box, that we call a monitor and move twards holograms..

  77. Already Supported by the Xbox 360 by ThinkFr33ly · · Score: 2, Informative

    I don't know if developers are taking advantage of it, or to what extent it supports it, but I'm fairly sure the Xbox 360 already has Procedural Synthesis capabilities.

  78. Good and bad by Anonymous Coward · · Score: 0

    I can see good and bad here. Yes, it would be nice to fire up, say, quake 1 and getting brand new fancy graphics on my faster computer. It would also be a travesty to start up an old classic like pac-man, loadrunner or commander keen and find that the "classic" graphics had been overwritten by new stuff, making it just another game. Remember, part of the fun of old games is the quirky old graphics.

  79. Meme of the week. by Anonymous Coward · · Score: 0

    Well let's see what the prevailing meme is for this story.

    "Bingo. Game developers aren't interested in technology that will extend the life of games (unless people are paying a subscription).""

    Don't tell him about mods

    "Maybe some of them will even invest in these silly radical concepts called "storyline" and "plot."""

    What's insightful about saying the same thing in every game post? Let alone there are examples that disprove it's premise

    "At least half the design time of a console these days is making sure it's HARD to port games to another console, so that it will be an exclusive title, and they can make more money."

    Let's pretend that consoles are architecturally different underneath, and that smoothing out those differences involve sacrifices, be they economic, code size, or speed. Or we could simply go with the above and pretend we're more enlightened than before

    "I would think the main reason to do this wouldn't be to "future proof" your game. That's the last thing you want to do. If games kept getting better by themselves, you'd undermine your own future revenue, either from upgrades or from new titles."

    Or we could go with the simplist explaination possible. Procedural synthisis isn't ready for a majour role

    "What we need is the opposite, something that makes current games not look crappy and 3D."

    This poster was thoughtful enough to buy every "crappy and 3D" game, then post on slashdot about his terrible experience. Thanks dude!

    "I for one hope that we just get to the point where graphics are real-life quality and we can focus on gameplay. Just my $.02"

    I think we know were the previous poster got his seed money. Thanks to you too

    Well I'm certainly glad I'M not creating games. All the above should certainly give one pause before going into game creation. Wouldn't want to create another "crappy and 3D" game that's "future-deficient", now would you?

    --
    "Games are not storytelling.""

    Don't tell him about the Max Payne series

  80. Pointless. by Rallion · · Score: 1

    Even if somebody comes up with a way to make this feasible on a large scale, it just won't matter at all.

    Starting the generation after next, eh? Right. Look, the graphics for NES games are clearly old. Yes. Absolutely. Anybody who can't tell an NES game from an SNES game from an N64 game from a Gamecube game has something wrong with them. But that's over now. The systems are now, in this new generation, powerful enough to make distinctions like that a thing of the past. The system power no longer matters. If Resident Evil 4, as it was on the Gamecube (best looking version) came out exactly as it is on the PS3, it wouldn't look out of place at all despite the massive difference in power.

    And yet some games still look bad. It happens. The reason isn't the fault of the system, it's the fault of the creators. Bad programming, lack of attention to detail, bad ART. And that's the key to making games pretty now -- art. Algorithms can't pull that off like humans can, they probably never will. Humans know what's pretty to humans.

    I can imagine an argument that the power differences do still matter at current power levels. That's fine, it's not something that's really an arguable point. There can be disagreement but no rational argument. To the people who would disagree, though -- this isn't something that would start this generation. It would start next generation. And I think that by then, the difference in graphics will have shrunk to nothing.

    The next big jump in graphics probably won't even work on a 2D screen.

  81. Dot Hack Video Games used something like this.... by jameskojiro · · Score: 0

    They used a three word system to generate maps and you could go to some different cool maps and there were almost an inifnite number or world maps and dungeons to explore.

    --
    Tsukasa: All I really want, is to be left alone...
  82. So you'd call that... by AstynaxX · · Score: 2, Funny

    ...security through obesity?

    --
    -={(Astynax)}=-
    "Darkness beyond Twilight"
  83. For procedural check out Mojoworld by ubrkl · · Score: 1

    (maybe a bit OT) Pandromeda make a procedural world generator called Mojoworld which creates very complex worlds with layered fractals mapped onto a sphere, they look quite amazing. I would like to see something like their engine in a game world, and it looks as though Spore will be fractally generating their worlds too.

  84. if (storytelling == good) replay_value++; by Jesus_666 · · Score: 2, Insightful

    But it is true that most mainstream games are either really shallow or have a plot you just don't care about. However, a game that tells a captivating story is one that you might want to replay later just to experience the story again.

    For example, I'm going to buy Escape Velocity Nova, not because I'm such a big fan of Elite clones but because in the demo I played halfway through the Vell-os storyline and I want to get that mind-control device out of my pilot's spine and then get back at the Federation. I'm not thinking in terms of "by getting rid of the device I can advance in the game", I'm thinking in terms of "just wait until I can free myself (and hopefully the Vell-os) and Fucking Kill(TM) you assholes". I want to get back at them. I am pissed about how they used me to hurt their enemies (getting those enemies to hate me in the process). That kind of passion is pretty rare with games; I usually reserve it for good books or movies.
    Without the storylines (and modability; I love modding) EV Nova would definitely not be worth thirty US bucks to me. But I am willing to spend the money on a game that does such a good job at storytelling. The fact that I want to Summer Bloom the shit out of Commander Krane also plays into that.


    When I think about truly good games with high replay value I usually think about games with a good story (off the top of my head: Fallout 1/2, X-Com 1 to 3, Final Fantasy Tactics (NOT Advance), most LucasArts games before Monkey Island 4, the Marathon series...); games that are great without a decent story usually are so because of great modability (Unreal, Unreal Tournament, Quake 3 Arena). The few games that have neither invariably have outstanding gameplay (Gunbound, the 2D Metroid games (Fusion even has a half-decently told story)).

    A brilliant story might not be the best way to drive sales, but it is an excellent way of increasing replay value. If graphics really would become self-upgrading and more developers would focus on things like immersion that goes beyond the visual/acoustic level we'd probably see more memorable games.


    Let's see... Presenting the name of the game, check. Linking to the game's website, check. Telling the price, check. Praising the game while giving away teaser-sized parts of the plot, check.
    Getting paid for what amounts to a Slashvertisement... un-check. Damn.

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    1. Re:if (storytelling == good) replay_value++; by Cederic · · Score: 1


      I find the replay value of games with a big storyline very low. I already know the story.

      If I want to read a story, I'll read a book. If I want to watch a story, I'll watch a film.

      Games with story can be truly excellent - I love Baldur's Gate (and II) and Max Payne and Deus Ex - but knowing what's going to happen means I don't want to play them again.

      Games with good gameplay are replayable.

    2. Re:if (storytelling == good) replay_value++; by 7Prime · · Score: 1

      Heh, EV Nova is a great game. Of course, I started with the first game in the series, which had its moments. Override (effectively, EV2) seemed a bit lost, but Nova (EV3) takes the cake. Never really got into modding them though. The Vell-os mission is insanely cool though, you're just SO angry that you have to do the evil guys' dirty work, and if you don't, you'll die. Not like in some RPGs, where you know (out of character) that you're being used by the bad guys... no, this time your character KNOWS IT, and still can't do anything about it. I thought that was really well done.

      BTW: I thought the Metroid game with the best storytelling (and probably gameplay) was probably Prime 1. It really reminded me of Marathon 2 (and 1, but I mostly played 2) in that you learned about the story by finding little inscriptions and accessing computer terminals, I've played very few games that do that, and do that that simply and effectively. One of the many reasons Prime 1 is my favorite game in the series. I couldn't really get into Fusion all that much, it was way too linear feeling, I much prefer Zero Mission, and of course Super Metroid. Can't wait for Corruption... even if Hunter was a disaster (made by a different company though), and Echos was kinda lame.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    3. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      You don't want to immediately play it again, but a few years down the road, you might want to. I'm currently rereading the Wheel of Time series. I know what happens (well, most of it, but at more than 10.000 pages the WoT series is too big to remember all details), but it's still good reading and I do enjoy watching the story unfold again.
      Also, when I'm done rereading the whole thing they'll maybe finally release the next book.


      Two posts, two plugs. I should get paid for this.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    4. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      To be honest I didn't play any Metroid game after Zero Mission (which was superior to Fusion in terms of gameplay), mostly due to the fact that I don't own a Gamecube. I might get one after the Wii comes out, though.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    5. Re:if (storytelling == good) replay_value++; by Cederic · · Score: 1


      I have a few hundred books. I've read them on average 3-4 times each. Some much more than that, a few only once.

      The reward from a book is the way it's written, the storytelling aspect.

      Going back to Deus Ex or Max Payne may be fun, as it is now several years since I played them. Going back to Baldur's Gate would not. There's too much legwork to progress the story - the story may be interesting, but it's not worth the 80 hours of playing that I'd need to see it. I can read ten books with better stories in that time, or 5 such books and 40 hours of gameplay on a game that gives me a new experience. I just picked up SW:KOTOR for the first time and I'm greatly enjoying the opening parts to that..

      Incidentally, the Wheel of Time series just leaves me cold. It's a big epic tale in a massive complex world.. but narrative is poor, the rewards too few. I'd rather read Robin Hobb, Ian Irvine or even George RR Martin.

    6. Re:if (storytelling == good) replay_value++; by 7Prime · · Score: 1

      Actually, Prime came out before Zero Mission, it was released on the same day as Fusion, actually. Zero Mission came out about halfway between Prime 1 and Prime 2. Do check out Prime when you have the chance, though, seeing as though your other favorite games include Marathon, I think you'll really like it. It's some weird combination of Marathon and an action/adventure game, ala Zelda, with less emphasis on reflex-driven shooting, and more on problem solving and navigation. It brings back a lot of fond memories of the cool switch puzzles from Maratho 2, complete with bubbling lava and weird floating enemies... gosh, I never realized just how similar they are! Anyway, it is an EXTREMELY worthy sequal to the Metroid series, which includes some of my favorite games (Prime, Super Metroid and Zero Mission all being grade A+ games)... you HAVE played Super Metroid, haven't you? If you haven't, do yourself a favor and grab it on an emulator. As much as I love Zero Mission, it's still the bastard child of Super Metroid (even though, theoretically it's based on the original NES Metroid).

      Oh, once you get a Wii... Prime 3: Corruption will be released on launch day. Start with Metroid Prime 1 first. You can skip Prime 2: Echos, if you want, but I'd go ahead and play the original Prime game before you play the new one, they are a series, with a connecting plot (Echos doesn't end with any new story information, though, it's sort of a side trip). Echos is to Prime 1 what Fusion is to Super Metroid, a very linear, though very difficult game with uninspired level design and areas.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    7. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      It's true that a game that relies too heavily on storytelling does not have high replay value. However, so does a game with storytelling that isn't worth crap. A well-told story should be there but there should be a decent gameplay to back it up. (I won't comment on Baldur's Gate; I tend to lump all third-person RPGs with (pseudo-)realtime combat together with Diablo...)
      If games were food good storytelling would be... glutamate? It makes sense as an additive (and it makes people want more), but as a main ingredient it has far lesser impact, at least as far as er, re-eat value is concerned.

      Okay, that analogy sucked.

      As for WoT: It might be important that I'm reading the German version, so some minor bugs might have been ironed out during translation (although of course some annoyances were introduced, such as some places changing names when the translator changed). While Jordan might not be a second Tolkien I do find the books enjoyable, even if there are some glaring flaws such as the main character killing off half of the oh-so-powerful bad guys within a couple books*. What's lacking in narrative is there in presenting an interesting world, however. Even if Jordan spends most of his time systematically demolishing it.


      * Yet another artifact of the German translation - every English book is released as ~three German books. The advantage is that we get the books faster. (Ha! I've been waiting for the next book for almost two years!)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    8. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      you HAVE played Super Metroid, haven't you?

      *cough* Well, I'm currently using SABS and SMILE to create a little mod that forces you to play the game out of order (such as starting out with Power Bombs; regular bombs only become available after obtaining the Speed Booster). Before starting on the mod I played through the game for the... fourth time, I think. Definitely a great game.

      Prime as Marathon with a Morph Ball... Tempting. I really should look into getting a Gamecube (also because I want to play Eternal Darkness again; the insanity sequences are fun to watch - a nice example of non-story derived replay value, actually).

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    9. Re:if (storytelling == good) replay_value++; by Kelbear · · Score: 1

      This Escape Velocity Nova sounds like Star Control 2 to me. Which is a good thing. Definitely going try out that demo.

      One of the things that struck me in Star Control was how /vast/ it was. So many unique species, and each having history with the others. As the game moved on, you felt the game history moving as the territory of each species moved, even getting wiped out! If you don't keep up, you might not even discover a species before a war finishes them off.

      Saving the P'kunk from destruction at the hands of the Ilwrath was a big win for me. They die off fast(aided by their hippie suicide warfare), and your intervention changes the end-game. Lots of little mini-goals like this to hit on the path to the end-game. By the time it was over, a player who'd seen and done it all would have a considerably different universe over the player who ploughed to the finish line. Felt great to be able to change the "world" so much, you really were the small ship that made a big difference.

      The quick little summary of species on GameFaqs for Star Control 2 is a great read for any who've forgotten the experience. Not really a nostalgia trip, I'm only 21, and game is still fresh in the memory because I finished replaying it again recently after downloading the freeware conversion.

    10. Re:if (storytelling == good) replay_value++; by Pope · · Score: 1

      Deus Ex is very replayable. The power up/skill choices totally affect the way your character can complete his tasks. You can go for total stealth, trying not to kill anyone or set off a single alarm, play Doom style and barge into buildings firing, etc. etc. Plus, there are a number of choices you make along the way that affect the outcome and lead to 3 different endings.

      Stop focussing solely on the storyline and you'll find a lot to do in Deus Ex. Have you found ALL the secret areas?

      --
      It doesn't mean much now, it's built for the future.
    11. Re:if (storytelling == good) replay_value++; by Cederic · · Score: 1


      It's very unlikely I found all the secret areas. It's very certain that I'm not prepared to spend hours quartering the levels to do so.

      Finding a secret area to avoid a fight I can't win is fun and rewarding and a great facet of the gameplay. Finding them all to be able to celebrate finding them is to me tedium.

      Yes, I have a little regret that I haven't found them all. Yes, I have a degree of respect for anybody that has found them all. However, the reward for finding them would have to be pretty spectacular to make it worth the time and effort for me.

      My time is limited, my patience short. Perhaps I'm a child with low attention span, and maybe that means I get less value from the games I buy. I accept these things and seek games that entertain and delight me, that interest and stimulate me, that I can find fun. I suspect those goals are no different to many peoples, yet meeting them will be different for most.

    12. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      Interesting. I'll have to look into that game, as well (ie. emerge uqm). One question, though: Do you start out with nearby powerful factions hating you? That's one thing that put me off of Vega Strike (which otherwise wasn't bad) - whenever I'm trying to play it it takes me thirty minutes at most until a random Aeran fighter shows up in $SYSTEM and kills me. EV Nova has the decency of making most factions neutral to you in the beginning, which makes for a much smoother start into the game.
      As long as you don't get caught up between two fleets bashing in each others heads, that is.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    13. Re:if (storytelling == good) replay_value++; by Kelbear · · Score: 1

      You're a nobody at first, the game factions move on with or without you and start to respond after you start shaking things up. Each species only shows up in the territory it's shown in which makes things a little easier. The encounters are semi-avoidable too.

    14. Re:if (storytelling == good) replay_value++; by mink · · Score: 1

      I know how you feel.
      In the first System Shock game after about 1/3 of the way in I started talking back to Shodan. That "AI" was given enough attitude and the plot gets to you enough it becomes personal.

      So I play System Shock 2, I was expecting Shodan at first, but then they made it obvious that The Many were my adversary. That was until I got up to the office of my mysterious helper. When I found the body in the chair, the door shut and the walls turned into view screens showing Shodan, I instinctively fired at them. There was no reason for it other then the first games affect and how well the second game sprung that on you.

      I'm disappointed there will not be a system shock 3 because I want another chance to "challenge a perfect immortal machine" as she calls herself in taunts.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    15. Re:if (storytelling == good) replay_value++; by mink · · Score: 1

      You start out as a lone ship and a slave shielded earth. You first encounter a single spathi hiding on Pluto. How you deal with the Spathi determines relations. I'd say about 2/3 of what you encounter early on is not too hostile. depends on where you go, and you can go as far as your fuel will take you.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    16. Re:if (storytelling == good) replay_value++; by Jesus_666 · · Score: 1

      Very true. SHODAN will always have a special place in my heart. Only the best are shut down young...

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  85. CS by nude-fox · · Score: 1

    then people would play cs for litereally ever

    not that they arent already.

  86. this is procedurally generated... so is that... by KillzoneNET · · Score: 1

    I was put off on how great the concept is after watching the Spore presentation and having to sit through an entire speech by Will Wright where "procedurally generated" was uttered by him over 50 times...

    It's nice that they have a system that can pretty much think itself out, but please do us all a favor and just say "procedurally generated" and leave it at that

  87. Old News about procedural generation by Samurai+Crow · · Score: 1

    Rescue on Fractalis distributed by Epyx (actually created by Lucasfilm Games) used procedural terrain generation (hence the name Fractalis for fractals) and it ran just fine on a Commodore 64 or Atari 800 back in the 80s. If the same source code were recompiled for a modern PC it would look just like a terrain generator in OpenGL. The catch is: Where is Epyx now? This game would have outlasted its company if it had been written for other operating systems now. Furthermore it wouldn't hold people's attention nowadays since all the modern games look like that with the 3d polygon renderned graphics and such.

  88. It would just change by geekoid · · Score: 1

    the way games are built designed, and sold.

    Games would consist of several smaller piece that you buy to add on too.

    so you buy a 10 dollar game, which has a mini story, as well as pieces of an over-arching plot line.

    If they gameplay is good, and the game is fun, people will want to buy the next piece.

    This means quicker content, and could lead to a place where developers aren't working 60-80 hour weeks to meet a milestone that could be planned well due to the sheer amount of work a large game needs. That is a potential problem with all large projects, BTW.

    The game industry really needs to get some managment that know how to schedule a projects, and can learn PM techniques from other industries.
    Project managment is horrible in the game industry. Usually it's people with no formal project management training. i.e. we will make Bob a project manager becasue he is a kick ass programmer! Hello Peter principle.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  89. It's true! by davidbrit2 · · Score: 1

    Seriously, you should see Zork in an anti-aliased TrueType font!

  90. This already was partially solved once. by Firehawke · · Score: 1

    Origin solved this once about 13 years ago in a game called Strike Commander. It's not quite the same, but the solution would work all the same.

    Strike Commander generated its maps using a terrain generation program after install. It took ~45 minutes on the machines of the day, but saved the amount of space the game actually needed on install media significantly. This was very important in terms of floppy space back then.

    So, what you do is to include a pregenerated set of meshes, textures, and so forth for a modern machine as of the time of launch, but ALSO include the generation tool so that as time goes on, you can regenerate things to match your machine.

  91. Max Payne by funkdancer · · Score: 1

    I loved the first Max Payne for story telling. Dark as hell. Awesome voiceovers. Didn't detract from the shoot them up action in any way, it only inspired more!

    --
    ISO certified == THX certified
  92. Moderation by Vendetta · · Score: 1

    I'm just posting to undo some stupid moderation I did. I hate when I do that.

  93. Speaking of .kkreiger... by D14BL0 · · Score: 0

    Has anybody actually been able to run this game? I've tried it on many different computers, with different specs that all meet the requirements listed on the site, yet every time it crashes when I try to run the EXE. On one of the machines here at class, however, it attempts to load and then crashes. Is there anybody out there who's actually played this game, or do I just have the worst luck in the world?

    1. Re:Speaking of .kkreiger... by fferreres · · Score: 1

      I just tried on my notebook, and ran perfectly. It's a 2 years old average notebook, so graphics looked dull and washed, but it worked.

      --
      unfinished: (adj.)
    2. Re:Speaking of .kkreiger... by D14BL0 · · Score: 0

      Interesting. I'm starting to wonder if, perhaps, the hardware on the machines I'm trying to use is too powerful. All this time I've been thinking that better specs would surely run it just fine, but maybe the game can't recognize the hardware properly because it's too new.

  94. Glad they mentioned Oblivion by Anonymous Coward · · Score: 0

    One has to not look far in the whole Procedural Synthesis business than the character creation for Oblivion.

    So many inputs for the face YET after hours you simply can not come up with a good enough looking character. So instead you opt for some orc or beast race so they'd look ugly anyway!!!!

  95. Well duh. by NekoXP · · Score: 1

    Yeah. Procedural synthesis should be where it's at. The XBox 360 apparently is geared to "generate" content on the chip (for instance subtley modify trees so you don't end up with 100 of the same tree in the forest. All the branches and leaves would be procedurally generated).

    Pixel and Vertex shaders are also the BIG THING that comes to mind, which kind of came out a damp squib. With pixel and vertex shaders (and whatever unified model comes out next) you can change the look of any surface, including bumpiness, shininess, the colour, wood grain, metal brush, blah blah, procedurally. With a procedural function in the pixel shader or vertex shader. How come people aren't using it that way?

    It just seems that the cool thing to do is to slap a texture on a polygon and then use vertex shaders to make it glint in the sun. HDR came along and took the light away (narf!) from all the cool things they SHOULD have been doing.

  96. It works. by ichigo+2.0 · · Score: 1

    There's one big reason procedural generation works: everything in nature is procedurally generated.

  97. Re:super mario 64 kb ! by EvilBudMan · · Score: 1

    Here is some more info.

    http://www.dadgum.com/halcyon/BOOK/NEUBAUER.HTM

    I sw this on an Atari 400 in 1980. After that I got an 800XL, I stopped dropping quarters for good then.

  98. Vector Graphics by dkhanmam · · Score: 1

    Macromedia flash is similar in design to this. Moreover, it requires much less CPU horse-power, so mobile phones won't drain their batteries displaying 1 min of processed code.

  99. How can I argue with that? by exp(pi*sqrt(163)) · · Score: 1
    I think it's possible for a serious love story to work in a game
    If I say it's not then you can just claim it hasn't been done yet. So you have adopted a position that I can't possibly argue with.

    Hmmm...documentary game...interesting idea...

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  100. it would kill the industry by treak007 · · Score: 1

    If graphical updates were no longer a reason to produce a new game, the game developing industry would probably produce about 75% less games. Think of all the titles of games that really don't add anything new other then updated graphics and physics.

    --
    Klingon Software is not released, it escapes, inflicting terrible damage onto the enemy as it does
  101. Broadband Age: How fast is your pipe? by tepples · · Score: 1
    I suppose there's nothing wrong with pregenerating 200000 trees with speedtree and placing them on the DVD

    Each new console has its own downloadable game shop similar to iTunes or Napster. The time to transfer a DVD-9 (8000 MiB) of material over a 1024 kbps link is 64,000 seconds, or nearly a day.

  102. Story Vs. Gameplay... by DanielNS84 · · Score: 1

    Congratulations! You two have discovered what I like to call "Personal Preference".

  103. Re:.kkrieger download - Is it a trojan? by Anonymous Coward · · Score: 0

    AVG Free gives a warning that the this download contains a trojan downloader called "Downloader.Zlob.AFD". AVG might be wrong about this, but if not, that download or maybe the hole story is a hoax to spread computer viruses or own your computer.

  104. And a game publisher would do this why? by ScrewMaster · · Score: 1

    Imagine putting Halo 2 into your Xbox 360 only to have it automatically upgraded to look like Halo 3 in graphical quality.

    Well, given that sales in the gaming industry have been driven by generational improvements in graphic quality, it's hard to imagine that this would be considered a good development by publishers. If I can take my four-year-old game, drop it into the latest hardware and have it look as good as something that came out last week ... would I have the same motivation to buy the latest greatest? On the other hand, it might allow developers to put more effort into overall design and playability and worry less about the quality of the graphics. I dunno. But this sounds like a disruptive technology to the current way games are produced and marketed, and we know how much established business love disruptive technologies.

    --
    The higher the technology, the sharper that two-edged sword.
  105. recreating a demanda as a bonus pack by krahd · · Score: 1

    This might actually work, from a commercial and technologickal point of view. Lots of comments did point out that procedurally generating graphical information (shadowmaps, textures, reflection maps, whatever) requires a lot of processing juice. But you can solve this by only running the procedures once and storing their output in the HD (which is, as has been pointed out, way cheaper than proc. cycles). Lots of comments did also point out that game developers do not want a game to last unless they can charge for it. And, what would prevent them to charge users for the revamping of the game's graphics? You set the procedures to run only if the user payed for it, while allowing them to download (previous payment) a new version of them... It seems to be a good and sound way to a) allow users to improve their gaming experience and b) allow game publishers to charge for an actual service. --krahd

    --
    mod me up scottie!