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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...."

6 of 38 comments (clear)

  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. 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 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.

    3. 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.
  3. 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.