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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there's even more that Procedural Synthesis might be able to do; what if your old video games never aged, never looked out-of-date?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."

75 of 398 comments (clear)

  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?

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    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."

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    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.

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    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.

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    5. 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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    6. 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.

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      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    7. 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.

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    8. 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.

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    9. 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.

    10. 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.

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    11. 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.

    12. 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.

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    13. 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.

    14. 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.

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    15. 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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    16. 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.

    17. 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?

    18. 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.

    19. 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).

    20. 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

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    21. 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.

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    22. Re:Disposable Games Vs Design Patterns by TCM · · Score: 2, Funny
      What the hell are you smokin'?
      A magic dragon?
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    23. 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".
    24. 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.

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    25. 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.

    26. 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.

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

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

    28. 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.

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    29. 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.

    30. 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.

    31. 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.

      --
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  2. 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 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.

    2. 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

  3. 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.

  4. 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/
  5. 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.
  6. 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 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.
    2. 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.

    3. 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.

    4. 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"
  7. 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.

  8. 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'.

  9. 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.

  10. 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
  11. 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.
  12. 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 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.
  13. 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.

  14. 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.

  15. .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

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

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

  17. 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.

  18. 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.

  19. 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

  20. 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.

  21. 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.
  22. 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?
  23. 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

  24. 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.

  25. 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
  26. 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'.

  27. 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
  28. 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.
  29. 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.

  30. 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.

  31. So you'd call that... by AstynaxX · · Score: 2, Funny

    ...security through obesity?

    --
    -={(Astynax)}=-
    "Darkness beyond Twilight"
  32. 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)