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EGM On the Future of Games

A few issues back, EGM ran a cover story theorizing on what gaming would be like in the future. Attempting to sidestep the easy answers of neural interfaces and crazy inventions, the editors at the magazine spoke with game makers of all stripes to get a feeling for the pulse of gaming in the next twenty years. They discuss everything from control to display, to the business of gaming itself. "How long until Bleszinski's dream comes true? Answering that question is just one of the goals of this months-in-the-making cover story. We've asked experts across the industry to track the next 20 years of everything from game-design trends to the evolution of your living room. A two-decade forecast, we figure, is near-term enough to be tangible (we're staying away from silly sci-fi stuff) but far enough out to fire up your imagination. And maybe give you some kick-ass dreams, too. Your trip to 2027 begins now...."

38 comments

  1. plug-in matrix style by bdjacobson · · Score: 1

    My interest in the plug-in matrix type game is to visit the billions of places I'll never afford to be able to go, or that simply aren't possible. How about being a noble in the dark ages? Or a knight in a battle? Or be king in your own fantasy world and run the universe. These sorts of "games" would not only be entertaining to the inquisitive type, but would be quite educating as well, both in the strictly historical sense, yet also in the real life sense-- where else would you learn the complexities of running a kingdom? Where could you spar "for real" without fear of getting hurt?

    But in reality, games will be the same they are now, there will be enough cool new features here and there to get you to buy it, but none more; else what would they put in the next game? We'll get the same old same old from the usuals, marketed to heaven and shipped from hell.

    1. Re:plug-in matrix style by technos · · Score: 3, Insightful

      You just summed up 'Westworld' without Yul Brynner trying to plug you with a Colt.

      So actually, not only is your idea is 30 years older than the accelerated graphics card, it was written by Michael Crichton after an acid trip through 'Pirates of the Carribean'.

      --
      .sig: Now legally binding!
    2. Re:plug-in matrix style by Guppy06 · · Score: 1

      "My interest in the plug-in matrix type game is to visit the billions of places I'll never afford to be able to go, or that simply aren't possible."

      Haven't Shadowrun and Ghost in the Shell taught you anything about why you shouldn't put wires into your brain?

    3. Re:plug-in matrix style by Stormwatch · · Score: 1

      How about being a noble in the dark ages? ... These sorts of "games" would not only be entertaining to the inquisitive type

      NOBODY expects the Spanish Inquisition!
    4. Re:plug-in matrix style by Creepy · · Score: 1

      by "plug-in matrix style" I assume plug in and the reality is entirely in the mind is meant. This was hinted at in early cyberpunk (late 1970s - mid-1980s) and elsewhere in sci-fi, though it really wasn't exploited in the movies much until the 1990s.

      Westworld was all about androids going out-of-control. Technology running amok was a common theme in writing of the time (2001: A Space Odyssey, for instance), and for the most part (outside of Asimov), there were two types of robot - servile, and evil. Crichton melded the two servile robot becomes "evil robot" (heck, the first morally questionable android I remember was Bishop in Aliens, mainly due to his "evil" counterpart Ash from Alien).

    5. Re:plug-in matrix style by technos · · Score: 1

      I think it boils down to a question of perception.

      It doesn't matter whether they're computer generated digital constructs injected into my brain-stem ala 'The Matrix', computer controlled androids ala 'Westworld', or actors.

      If I can't tell the difference with my eyes and senses, it doesn't matter.

      --
      .sig: Now legally binding!
  2. My living room is for living, not gaming by Wee · · Score: 1
    We've asked experts across the industry to track the next 20 years of everything from game-design trends to the evolution of your living room

    Why assume that consoles are going to be around? Or in a common area? I've been playing video games since around 1982 (when I wrote a crappy Asteroids clone in BASIC on my VIC-20). The last console I owned came with an orange plastic gun and a copy of Duck Hunt. Consoles have a horrible interface when compared to PCs, and until recently, TVs had a horrible screen on which to display games.

    More than that: I have a very nice set of computers in my office, and only one TV (which is in the family room). My 24" LCD can display pretty much any game beautifully, and someone can watch TV if they want at the same time. People can do this without interrupting each other. If I want to play a video game, I want a little peace and quiet, a little alone time. I don't want to be in the middle of the family room. I think the rest of the house (who might be arguing over the remote) wants the same.

    Anyway, I'm probably in the minority, but I don't ever see myself buying a console, or playing video games in the living room.

    -B

    --

    Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.

    1. Re:My living room is for living, not gaming by biovoid · · Score: 3, Funny

      Question:

      Why assume that consoles are going to be around? Or in a common area?

      Answer:

      Anyway, I'm probably in the minority, but I don't ever see myself buying a console, or playing video games in the living room.
    2. Re:My living room is for living, not gaming by doctor_nation · · Score: 2, Insightful

      Consoles have a horrible interface when compared to PCs Right, because everyone loves controlling a game with a keyboard, especially when you need a template to figure out what all the keys do. Console controllers are comfortable and have as many buttons as any game should ever need, plus you get extra effects like rumble and motion sensing.
    3. Re:My living room is for living, not gaming by Anonymous Coward · · Score: 0

      You're missing one of the selling points of a console, social multiplayer. When we have friends over we could get up a lan game of Age of Empires or something, but 4 player Wii Sports, Mario Kart or Guitar Hero is much more fun.

      Don't get me wrong, I like PC gaming and long solo games, but it's not the be all and end all of gaming.

    4. Re:My living room is for living, not gaming by (A)*(B)!0_- · · Score: 1

      "My 24" LCD can display pretty much any game beautifully, and someone can watch TV if they want at the same time. People can do this without interrupting each other. If I want to play a video game, I want a little peace and quiet, a little alone time. I don't want to be in the middle of the family room. I think the rest of the house (who might be arguing over the remote) wants the same."
      Uh, what does that have to do with the death of the console? My Xbox 360 is in my office plugged into a KVM switch. It looks beautiful on my 30" LCD.

      "Anyway, I'm probably in the minority, but I don't ever see myself buying a console, or playing video games in the living room."
      So consoles are going to fail and disappear but the majority of people are going to be buying consoles? I think you're confused.

      "when I wrote a crappy Asteroids clone in BASIC on my VIC-20"
      Your logic skills certainly haven't improved any.
    5. Re:My living room is for living, not gaming by CronoCloud · · Score: 1

      Consoles have a horrible interface when compared to PCs,


      Oh really? I remember the "joys" of trying to play action games with a keyboard. It sucked then, it sucks now.

      and until recently, TVs had a horrible screen on which to display games.
      Depends on what you consider recently, and besides some of us aren't as resolution obsessed as PC gamers are. Sometimes I think PC gamers care more about benchmark bragging rights in regards to frame-rates, resolutions and so forth than actually having fun playing games.

      and only one TV


      You do realize that many households are multi-TV households and don't have just one TV in the living room.

      If your 24" LCD has component or HDMI in you can hook a console up to that.

    6. Re:My living room is for living, not gaming by enjerth · · Score: 1

      Console controllers are comfortable and have as many buttons as any game should ever need Let me introduce you a console called the Atari. You get 2 buttons. They do everything you need them to do.

      The point is that games have to limit their number of functions to what's available on the console controllers their designed for. Just because the console has enough buttons to perform all the tasks that a certain game requires does not mean no game should ever need more. As games become more advanced, so do the controls.

    7. Re:My living room is for living, not gaming by enjerth · · Score: 1

      Actually, shithead, the Atari 5200 had TWO buttons.

      You fail. Go hang yourself in your mom's closet.
  3. Dream Machine, Powerful Idea by Intrinsic · · Score: 1
    From the articile:

    The guy who designed one of last year's biggest blockbusters hits the hay each night dreaming about the ultimate game. He just can't make it happen yet. "It's a world that can flip upside down in a second and change from an empowering fantasy to a dreadful nightmare," Cliff Bleszinski, lead designer of Epic's Gears of War, says of his dream game. "It all hinges on thoughts and impulses--not on button presses. The biggest obstacle we're facing now is one of interface. We need a significant advance in this area for gaming to truly allow for an interactive landscape of dreams."


    This would be really powerful for dream psychology. Meaning if it can respond to your thoughts you can work though your own pain and fear of the past, by living it in the dream world created in realtime. Today lucid dreaming can be a powerful tool because during the dream state, the mind trys to work on problems that you might be having a hard time dealing with during your waking hours. Some times fear and pain of past experiences can cause you to live your life in a less meaningful way, and dreaming helps you overcome that. But somethings take allot of time to get though, unless you are seeing a hypnotherpist. To be able to call this type of imagery up at will would probably cause an evolutionary shift in how we handle situations that we stumble though by relying on past negative experiences that don't do our current situations any justice.

    I can see us coming to terms with things we have done or had done to us in the past in an accelerated pace. Alowing us to transcend the substantial weight of the ego, making easier for us to truly live in the now.
    1. Re:Dream Machine, Powerful Idea by Anonymous Coward · · Score: 0

      To be able to call this type of imagery up at will would probably cause an evolutionary shift in how we handle situations that we stumble though by relying on past negative experiences that don't do our current situations any justice. Or an evolutionary shift in porn.
  4. It's obvious by l3mr · · Score: 0, Redundant

    In 20 years, we'll all be playing Duke Nukem Forever...

    --
    The world always seems brighter when you've just made something that wasn't there before. - Neil Gaiman
    1. Re:It's obvious by IndieKid · · Score: 5, Funny

      In 20 years, we'll all be playing Duke Nukem Forever...
      Come on now, the article is trying to stay clear of the silly sci-fi stuff.
  5. In 2027 by Travoltus · · Score: 1

    Games will all be web based, using some souped up evolution of Flash or whatever, and you'll have to log in to play; this will make any kind of piracy irrelevant. The servers will control all access to the game and thus you always need access rights. And cheating will then be impossible, too.

    Of course 10ghz multi core processors with 64gb RAM will be the norm by 2027... *eek*

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:In 2027 by will_die · · Score: 1

      Cheating will still be wide spread because you need to download the program and other information down to something under my control.
      You already have cheat programs that do not modify the original, on disk, in any form they just are run before you start the other program and then add thier hooks and cheat into the running software.
      The only way to advoid this would be everything is run on the servers and all the users computer does is act as a dumb terminal; full circle from the old multi-player games from Compuserv, Prodigy,etc. Even then you would have aim-bots, and other cheats that allow the cheater to more quickly do something.

    2. Re:In 2027 by montyzooooma · · Score: 1

      Aim-bots? By then you'll have ACTUAL robots sitting at your desk and cheating for you.

  6. P2P Theory gives networking speeds a boost by CrazyJim1 · · Score: 2, Insightful

    Now that we have some broadband penetration, at the theoretical level of networking that thousands of players to play at once if you can get over the video card and memory bottlenecks caused by thousands of players. P2P is a good solution, but even at the client-server model you can stop the number of connections being n^2. Here's the good part: if you're running a mostly melee video game: you don't have to update people that are far from you as often. You update the closest 4 people at 50 ms increments, and then as you go outwards, you send packets less frequently. It turns out that a melee game like a Tekken MMOG can easily have 1000 combatants on the field at once. It takes a little bit more work to get the next 9000 combatants, but theoretically it is possible with P2P melee games.

    1. Re:P2P Theory gives networking speeds a boost by Aladrin · · Score: 2, Insightful

      I disagree about the memory/video bottlenecks. Have you played Dynasty Warriors? Even on a PS2, it manages an impressive number of on-screen characters, all doing their own thing. NNN on the 360 already has hundreds onscreen. 1000 on a PC is easily do-able right now. The network is the only bottleneck for that on the PC.

      I agree with your idea for a network model, though. I've been thinking about a P2P-based MMO and how well it would work. I've been thinking a step further, though, where the main server was only needed for logon/update/coordinating communication between people, and not have to do the actual communication itself. There would be no massive server needed to simulate everything and keep everyone coordinated.

      It does leave the system open to cheaters, though, as the clients have to trust each other, instead of trusting the server. That's true with your model as well, though.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:P2P Theory gives networking speeds a boost by RyuuzakiTetsuya · · Score: 1

      The problem is games like Tekken require accuracy down to the individual frame. Online fighitng game play is just now coming into fruition.

      --
      Non impediti ratione cogitationus.
    3. Re:P2P Theory gives networking speeds a boost by CrazyJim1 · · Score: 1

      Right on man.

      I have a multifaceted toolset to deal with cheaters. First off, I don't want to be a target, but I will be, so I have many things to deal with hackers.

      I am using the server you mentioned. It only keeps information for logon + save characters and telling which other players are in the zone you're entering.

      If you want to see the MMOG I'm working on, its RoamingDragon.com

    4. Re:P2P Theory gives networking speeds a boost by CrazyJim1 · · Score: 3, Insightful

      If you update every 50 ms, then you're only off by a single frame in a 32 FPS system. That is something that is negligable. Also, stop to think about how MMOG fighters will be different than traditional arcade fighters. Your special moves will be drained via a stamina bar instead of you having to do complex motions. And short windups for moves could be in place to account for allowing your opponent a little time to block. I mean, imagine your worst case scenario: Killer Instinct. If someone crouch blocked, only a jump kick or a hammer fist would penetrate it. The hammer fist had like a 1 second windup. People still enjoyed that game while it was out. I mean you have a vast array of options available to you in order to account for 50ms ping delay.

    5. Re:P2P Theory gives networking speeds a boost by RyuuzakiTetsuya · · Score: 3, Insightful

      You're also worrying about sync problems too, which just adds to your overhead.

      Fighting games since Super SF2 Turbo have been about tightly timed combos and counter attacks. If there's even a little bit of lag, some players will complain, whether there's a problem or not.

      --
      Non impediti ratione cogitationus.
    6. Re:P2P Theory gives networking speeds a boost by Joe+The+Dragon · · Score: 1

      just coming?
      back in the mid to late 90's there was a network version of Ultimate Mortal Kombat 3 and San Francisco Rush the Rock Alcatraz Edition useing T1 lines.
      http://en.wikipedia.org/wiki/Ultimate_Mortal_Komba t_3_Wave_Net#Ultimate_Mortal_Kombat_3_Wave_Net
      http://en.wikipedia.org/wiki/Rush_Wavenet
      http://www.vpforums.com/forum/showthread.php?s=&th readid=32236&highlight=Ultimate+Mortal+Kombat+Wave +Net

    7. Re:P2P Theory gives networking speeds a boost by RyuuzakiTetsuya · · Score: 1

      Yeah, but UMK3 wasn't close to having the tough requirements that Virtual Fighter has in terms of timing. Plus it was on a dedicated T1 that wasn't connected to anything else but Williams.

      --
      Non impediti ratione cogitationus.
  7. Inane statements by 4D6963 · · Score: 0

    That's the question every developer on the planet would love to answer. "If I saw a whole new genre that needed to be created, I'd probably go create it myself," says Warren Spector. "The fact is, no one can predict a new genre's creation. I feel pretty safe in saying that someone, probably a 12-year-old staring at the ceiling avoiding doing her homework, will create something entirely new in the next 20 years, but I wouldn't presume to say what that might be."

    Translation : we don't know what will be created within the next 20 years, but one thing's for sure, new things will be created, and some of them might be created by people who currently are children. Or to make it simpler, we don't know what will happen in the future, but things will happen, and young people who'll grow up in the future will make some of these things happen.

    And about how long games should last, what about the next trend is not games which have a defined duration like adventure games do, but rather an undefined duration, like, open ended games? Why should we have nothing but games that can be completed? And why so much emphasis on having stories? If we cared so much about stories when we want to have fun, then how come we now have nothing but plot-less porn movies?

    --
    You just got troll'd!
    1. Re:Inane statements by p4rri11iz3r · · Score: 0

      If we cared so much about stories when we want to have fun, then how come we now have nothing but plot-less porn movies? Forget porn, just look at regular movies. Oh yeah, "Live Free or Die Hard" has such an ORIGINAL story. Lets see:

      • Bad Guys do Bad Things
      • Good Guy responds, begins kicking ass
      • Bad Guys get worried, kidnap daughter for "insurance"
      • Good Guy just gets pissed off, kicks it up a notch, and kills even more people and causes even more explosions.
      • Good Guy fights Bad Guy, Bad Guy is winning for a while.
      • Good Guy gets second wind, kills the bad guy, rescues his daughter, saves the world.
      • Roll Credits
      • Profit!!
      Almost as inspired as the new "Fantastic 4" movie, whose plotline is so thin I'm surprised they made it past FCC censors (its downright scandalous).

      In fact, the new "Pirates" porn movie looks to have more of a plotline than these movies.

      --
      "Now I'm seriously serious!" - Serious Sam
  8. Smell-o-vision. by Organic+Brain+Damage · · Score: 1

    In 20 years, we'll smell our avatar's farts. Huge advance. As a result, we'll all be having sex in 3d virtual worlds instead of the real world. For the first time in human history, recreation will be fully separated from procreation.

    http://www.buzzle.com/articles/day-smelly-computer -has-arrived.html/ + http://www.fuckingmachines.com/ + http://www.nvidia.com/page/home.html/ = http://www.3d-sexgames.com/

    Probably won't take 20 years. All the pieces are there, just waiting for some shameless pervert to assemble and market them.

    1. Re:Smell-o-vision. by Anonymous Coward · · Score: 0

      Um... no. 19 years from now, we'll all be having sex in virtual 3D worlds. In 20 years when smellovision comes out and we start to smell our virtual sex partners' farts, we'll go back to the real deal.

  9. > My interest in the plug-in matrix type game is to visit the billions of places I'll never...be able to go.

    Like a vagina?

    Oh come on. You wish you thought of this.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Visit by HazMathew · · Score: 1

      Zing! All though chances are the OP was in one once for a bit, when they were really young. They just don't remember, and it was their mom's :\

    2. Re:Visit by HazMathew · · Score: 1

      Zing! Chances are they were in one once when they were young. They just don't remember, and it was their mom's :\. Oh well, it was good for me.

  10. Wow... I'm scared... by 7Prime · · Score: 2, Interesting

    This assessment couldn't possibly be farther than what I want to get out of gaming.

    One theme tends to ring clear: INTERACTIVITY, INTERACTIVITY, INTERACTIVITY! And to that, I'm yelling back, STOP, STOP, STOP! It's difficult to up interactivity without in some ways destroying immersion. The more control the audience has over the environment, the less they're able to freely immerse themselves in it. I have no interest in creating an environment or a persona, I'd like to see what a great artist can come up with, and experience that... the same way I love listening to a great piece of music.

    I love how their definition of RPG seems to be limited to the much smaller subset of American PC-style RPGs. That definition may be a realistic one, but it's pretty much moot for a good 75% of games that are considered "RPGs". So what if half the genre needs a new name, that's what they're called.

    Also, I found the definition for "platform game" to be completely wrong, and over-complicated: A platform game is simply an adventure game in which the character's movements are key to progressing through the environment. A staple has been to have a plethora of floating and moving platforms... hence the genre name, "platform game". Some have unrealistic graphics... some don't. Many traditional adventure games have unrealistic and stylized graphics too... but I'm noone's going to call the latest Monkey Island a platform game. Action Adventure and Platformers are merging to the point of indistinguishability. Every action/adventure these days has platform elements, and platformers are fastly becoming epic and intriquite like their action/adventure counterparts. But it's not graphical style that dictates the traditional boundary.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.