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The Hard Science of Making Videogames

twoblackeyes writes "PopSci delves into the 10 greatest technical challenges faced by game developers today, and the technology that will hopefully make them a thing of the past. At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI, material physics, etc. Here directly from the developers where the tech stands today, and where it will likely be tomorrow. '4. Artificial Intelligence - Problem: Once upon a time, the bad guys in videogames wandered around mindlessly, shooting at you while they waited to die. That doesn't cut it anymore. Players demand sophisticated enemies to fight and reliable in-game allies with which to fight them. Thing is, it's freaking complicated, and it eats up processor speed. "We're faking just enough smarts to make it work," says Mathieu Mazerole, lead engineer on Ubisoft's Assassin's Creed. Status: Imbuing characters in a game with lifelike decision-making ability involves employing the kind of high-level logic theories--learning decision trees, mobile navigation, finite-state machine models--used by top robotics engineers.'"

194 comments

  1. Only a worthless fluff piece like this by JanusFury · · Score: 4, Insightful

    would rank the importance of realistic water simulations above the importance of good artificial intelligence in games.

    And to think, I used to subscribe to popsci...

    --
    using namespace slashdot;
    troll::post();
    1. Re:Only a worthless fluff piece like this by PackMan97 · · Score: 4, Insightful

      I don't think this is a ranked list. However, many AI's are already very very competent while most water looks like crap.

    2. Re:Only a worthless fluff piece like this by Jarjarthejedi · · Score: 3, Informative

      Agreed. I read the article a while ago when it came out in print, it's not supposed to be a ranked list. And the AI in games like Rainbow 6 can already surprise you (I got flanked in my last game by a pair of particularly enterprising AIs), good looking water is much, much harder to find.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    3. Re:Only a worthless fluff piece like this by OrangeTide · · Score: 1

      if it's blue and you can splash around in it, it's water. good enough for me. sometimes I wonder if I just took a real picture of waves on an ocean and showed it to people if they would just claim the water looked fake or it was photoshopped or whatever.

      --
      “Common sense is not so common.” — Voltaire
    4. Re:Only a worthless fluff piece like this by jdray · · Score: 1

      I'd like to see some video game AI developers use their talents to make some business software. Not that I think games don't deserve their efforts, but it frustrates me to see entertainment apps with more capability than the ones we're using to keep this country's economy running (or not, as the case may be). Take for instance the world of wholesale energy delivery (and try not to fall asleep). Once all the financial deals are done to buy (or sell) power at all the delivery points around the country, a small army of people get together on telephones and by IM to figure out what the most efficient way is to deliver all that power. This happens each hour of each day, all across the country. For that matter, AFAIK, in all Westernized countries.

      It wouldn't take long for a few savvy game developers to figure out how to put together an AI that would, in a distributed fashion, talk to all its brethren and coordinate energy delivery. Human monitors at each energy company would keep the situation from turning into Skynet (not that it ever would, but people would talk). At $250K per installation and 20% annual maintenance costs (standard pricing for vertical market apps), every one of the ~500 energy companies in the U.S. would be hot after the software.

      This is just one example of commercial software that would benefit from the advanced and abstract thinking that goes into game design. So, why aren't there products like these? Is game development that lucrative?

      --
      The Spoon
      Updated 6/28/2011
    5. Re:Only a worthless fluff piece like this by pthor1231 · · Score: 2, Funny

      One of those free mmos me and a friend tried out for a little bit, the water was terrible. I didn't expect miracles from a free mmo, but if you turned the water quality to the lowest setting, it was reflective. I wondered why my friend was having trouble attacking the crabs in the water, and then I looked over at his laptop screen, and saw the sky where the water should be.

    6. Re:Only a worthless fluff piece like this by MoxFulder · · Score: 2, Funny

      At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI Realistic spelling is cool too!
    7. Re:Only a worthless fluff piece like this by Surt · · Score: 1

      Generally game development is less lucrative, but more fun (if you're young and without family).
      Solving the problems you're worrying about is a matter of money. No one wants to spend to develop the solutions, and there's basically no way to break into the market from the outside. Game devs don't have any special magic talent that the rest of the industry lacks. Then there's also the matter of reliability: games are bug ridden. Do you really want your energy management system shutting down and causing blackouts 10 times a day, or routing so much power through one system that it explodes?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    8. Re:Only a worthless fluff piece like this by geekoid · · Score: 1

      The problem with water is that people tend to think of water as a jello like object, when it really needs to be modeled like a think gas.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:Only a worthless fluff piece like this by PhoenixOne · · Score: 4, Insightful

      That wasn't AI, but most likely level design (or blind luck).

      AI that can be put anywhere and act "smart" is still a ways off...

      --
      Spell cheek you've failed me four the last thyme!
    10. Re:Only a worthless fluff piece like this by zevans · · Score: 1

      There is plenty of terrifyingly intelligent business software out there - it just doesn't get the publicity - why would it?

      Also - Halo = 20m customers x $20
                - SAS (a seriously deep BI/MI/scoring set of applicatons and business rules) = 200 customers x $1m

      Halo: You buy it, you install it, you shoot things.

      Uber-business-software: you buy it, you install it, it fails to install on your platforms, then you get it working and it fails to scale, you can't get your data into it, you can't find skilled staff to run it... and then eventually it starts working for you.

      (I made these numbers up, but you see the point.)

      Disclaimer: I implement this stuff for a living, so I'm biased. Then again, I get paid more than the 3 or 4 game coders I know/knew.

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
    11. Re:Only a worthless fluff piece like this by PlusFiveTroll · · Score: 5, Funny

      People that can be put anywhere and act "smart" are still a ways off...

    12. Re:Only a worthless fluff piece like this by skeeto · · Score: 3, Funny

      many AI's are already very very competent while most water looks like crap. So, crap simulation is already very good. Check that one off the list then.
    13. Re:Only a worthless fluff piece like this by ultranova · · Score: 5, Interesting

      The problem with water is that people tend to think of water as a jello like object, when it really needs to be modeled like a think gas.

      Nah. Low-pressure gas can be modeled as independently moving particles which don't interact with each other, just the environment. This gets realistic enough spread, and you can easily add scripted events (like poisoning, snuffing out fires, etc) triggered by proximity of such points to anything.

      Water molecules, on the other hand, both repulse and attract each other. Basically, water needs to be made of particles which exert a force on other nearby water particles, and experience gravity. The force needs to be strongly repulsive when near each other, then turn to mild attraction when a bit farther, and zero when further than that. Apart from that, you need to take smaller simulation steps when two particles are near, since otherwise you risk one getting shot out like a cannonball.

      You could even have a full three-phase simulator to switch particular particles from water to gas mode if they get hot enough (or even into solid mode if they get cold enough).

      Of course, if you have the CPU power, you could simply model everything (including the solid matter) from particles and get things like realistic breaking, roof falling down when the walls get damaged, and so on. That's not realistic right now, thought, both because of CPU power and because of level design issues it would cause. Still, just imagine a FPS where the Anti-Matter Laser will set the enemy in fire, throw him into a wooden building through the wall, cause the building to catch (realistically spreading) fire form the flames, and make the roof fall on him because the wall was damaged and couldn't bear the load anymore. Then watch the flesh particles get burned out of blackening bone particles.

      Now that is a murder simulator ;).

      Now imagine an adventure/RPG game where the entire play area is made from such virtual molecules, allowing you to solve the problems using common sense rather than just pre-scripted solutions. For example, suppose the object is to get to the bottom of a mine inside a mountain, but the tunnels are full of poison gas. Either get a magical poison immunity amulet, or be creative and use a disintegrate spell to blow open the side and let winds (moving air particles) to blow out the poison gas (which would require more realistic gas simulation than I described above).

      The future belongs to simulators, not scripting. And I predict that eventually everything will be made from particles, not polygons, since particle systems enable cooler effects and more realistic/believable behavior of materials.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    14. Re:Only a worthless fluff piece like this by marcello_dl · · Score: 1

      Well personally speaking I lost him when he said "bad guys wandered around mindlessly..."

      This guy never met crush roller's bad guys, nor the little ufo in asteroids, nor witnessed some enemies xevious drop their bombs and flee - well trying to.

      Of course one might object those bad guys movements have nothing to do with AI. They're just programmed well enough to be fun. Sure thing, but that's exactly what counts: being fun to play. If the game makes you stick your tongue out and sweat, you have long forgotten the realism of the water, you're just having fun.

      --
      ---- MISSING MISCELLANEOUS DATA SEGMENT --- [sigdash] trolololol
    15. Re:Only a worthless fluff piece like this by _Sharp'r_ · · Score: 1

      The reason no one creates an AI to coordinate energy delivery is that we already have a great mechanism for that. It's called prices. That's why prices exist. They enable anyone in any location to make an intelligent decision about how much energy they want to pay to have delivered in order to fulfill their needs. Prices change as supply and demand changes in order to ensure the most efficient distribution of the resource being priced. This method has been refined over thousands of years and is very efficient.

      Perhaps you should do some basic economics research to get a longer explanation, but there is no way that a distributed AI with current technology could replace the price mechanism for coordinating energy delivery, because unless you had an AI replacement for every single human energy purchaser and supplier AND those individual AI's were smarter than the people they were replacing, your distributed AI system wouldn't be able to improve on the decisions being made.

      An AI replacement for the catallaxy by dedicating massive computing resources in order to make a simple and already solved problem at most a tiny bit more efficient isn't a very rational use of precious resources. Look at the trade-offs. Even if you were successful, you'd spend more energy resources on running the AI's than you would ever possibly make up in a minor increase in efficiency.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    16. Re:Only a worthless fluff piece like this by Anonymous Coward · · Score: 0

      Who needs spelling in games? Where would we be without such wonders as pwn?

    17. Re:Only a worthless fluff piece like this by tabby · · Score: 1

      judging from the article artwork I'd say the author ranks boob-wooble simulations much higher.

      --
      I've experiments to run, there is research to be done on the people who are still alive.
    18. Re:Only a worthless fluff piece like this by IAmGarethAdams · · Score: 1

      Exactly where we are today, but with better spelling

    19. Re:Only a worthless fluff piece like this by AaronLawrence · · Score: 1

      Good point about destructible environments. To me, the realism of a game is spoilt much more quickly by a thin wooden door showing no effect from a rocket strike, than from water looking a bit flat. Or surviving a nuclear explosion by standing behind a rock.
      An environment that really showed inreasing damage from the battles going on would be a lot of fun.
      A few games have tried it (and of course every game has crates) but obviously it's not catching on...

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
    20. Re:Only a worthless fluff piece like this by Anonymous Coward · · Score: 0

      Actually useful AI doesn't really matter in a lot of fun games where enemies are just supposed to be obstacles, such as in space shooters (Darius, Gradius, Ikaruga), in platformers (Super Mario Bros, Sonic), and plenty of other kinds of games (Katamari Damacy, etc)...

    21. Re:Only a worthless fluff piece like this by Floritard · · Score: 1
      That's just it, we're apparently not looking for smart. From the article:

      The next level of AI, Mazerole predicts, is dynamic, independent interactions between characters in a game. Two of them move and bump into one another, and the two happen to be aggressive, and they begin to fight--that's when we'll have turned a corner. So the goal is, apparently, to make assholes. Surly aggressive assholes. Funny how much intelligence it takes to simulate incompetence.
    22. Re:Only a worthless fluff piece like this by jdray · · Score: 1

      Once all the financial deals are done to buy (or sell) power at all the delivery points around the country, a small army of people get together on telephones and by IM to figure out what the most efficient way is to deliver all that power.

      I've been a Business Systems Analyst for energy companies for over eight years, supporting trading floors and transmission operators for most of that time, so I'm fairly familiar with what goes on in these places. It's not the trading that's the issue, but the coordination of delivery afterward that I believe could have a significant level of automation applied to it. In a tight market, traders make some very complicated deals in order to try and realize a profit. As you point out, it's far more complicated than 'buy low, sell high.' By the time they're done, energy schedulers end up pulling their hair out trying to figure out, on a physical level, who owes what to whom at which points, where they can do "bookouts" (physical position trading), how they want to shape their delivery with counterparties (human decision required here), etc.

      --
      The Spoon
      Updated 6/28/2011
    23. Re:Only a worthless fluff piece like this by nobuddy · · Score: 1

      The best water sim I have seen was simple: particles that repulse each other but are effected by gravity. The same applies to air, if you want to do a real atmosphere, say for flight surfaces. Now, it was pretty intensive, but it also used a LOT of particles. If you scaled their repulsive properties, you can greatly reduce the number while maintaining the effect. A good example is the "invisible water" effect shown in many a junior high science class. A heavy gas (sulfur dioxide?) is "poured" in to an aquarium, and a foil boat is set on it to float. Water-like effect, from a much less dense particle spread... and we don't have to follow the laws of physics! Our foil boat could hold a fully loaded mech if we want it to.

    24. Re:Only a worthless fluff piece like this by Anonymous Coward · · Score: 0

      Now you have to admit that the water in Half-Life 2 looks fantastic.

      Of course, that's just the lighting bit of it. There's no physics involved in the motion of the water, and just simple buoyancy involved in interactions of the environment with the water.

    25. Re:Only a worthless fluff piece like this by _Sharp'r_ · · Score: 1

      Sorry. Completely misunderstood you.

      Yeah, some AI help in figuring for a faster way to manage the accounting and trading of allocations would probably be very useful. It also sounds like even a good experst system would work well for that.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    26. Re:Only a worthless fluff piece like this by iocat · · Score: 1

      That shit's easy. It's tricky to make AI act like they're in a living breathing world... and yet somehow still have the whole world revolve around you, the player.

      --

      Dude, I think I can see my house from here.

  2. Good by Anonymous Coward · · Score: 1, Funny

    Game creation IS a science, NOT an art. I'm glad the author recognized such facts.

    1. Re:Good by pieaholicx · · Score: 2, Insightful

      On the contrary, it is both. However, the topics discussed here are the science portion of it. Things like the textures, character design, music, scripting, etc. are the art of it.

      --
      http://blog.heavensdomain.net
    2. Re:Good by adisakp · · Score: 1

      Game creation IS a science, NOT an art. I'm glad the author recognized such facts.

      As a professional game programmer for over twenty years, I will say that Game Programming is a combination of SCIENCE and ART. You can't exclude either. It requires hard science to solve and understand many of the computing challenge required to program games today. At the same time, it's quite often required to cut corners and do approximations. The approximations are sometimes not at all anything like the way you'd do things scientifically but you have to judge them on their ascetics - i.e. is it good enough that the user will know / care about the difference. This is one of the fun parts of the job that requires a lot of creative and "artistic" thought in programming.

    3. Re:Good by Schnoogs · · Score: 1

      Like cinema, game creation is a mix of science AND art.

    4. Re:Good by reverius · · Score: 1

      You keep using that word. I do not think it means what you think it means.

    5. Re:Good by Yoozer · · Score: 1

      Seeing what rolls out of Hollywood these days it's not much science (just look at computers) and it's definitely not much of art (except for the CGI, of course).

  3. Street Fighter - Anti Cheese and Luck by Dareth · · Score: 0

    I remember the box of my Super NES game, Street Fighter 2 Turbo bragging about it's awesome AI that kept you from "cheesing" your way thru the game.

    If that was true, why did they put Guile in there... talk about Cheesy!

    The computer "knows" too much. It is hard to find the middle ground to simulates luck element a player has.
    My brother could own me in Unreal Tournament in big open maps. Put us in a close quarters map, and more often than not I would walk up right behind him by sheer luck. Of course my lucks balances, can't count the number of times I "missed" at point blank range with a flak cannon.

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:Street Fighter - Anti Cheese and Luck by PitaBred · · Score: 1

      Same here. But I don't think it's luck... I used to pwn people in UT because I had superior tactics, and learned their patterns, which made up for the fact that I couldn't hit the broad side of a tower on CTF-Face from 10' away with the flak cannon ;)

    2. Re:Street Fighter - Anti Cheese and Luck by Dareth · · Score: 1

      My brother had damn near perfect aim. He often tripped "aimbot cheat catchers" without cheating.

      I do love Insta-Gib, but it really sucked when I missed him the first time...never was a second!

      --

      I only look human.
      My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
  4. Dumb Article by JeremyGNJ · · Score: 0, Troll

    What a stupid article. I wouldnt call it the top-10 challenges of making video games....its more like the top-10 ASPECTS of making video games.

    It really just runs down the major points involved in making video games. Of course they're all difficult yes, but I challenge you to list additional aspects that arent a challenge.

    1. Re:Dumb Article by Sciros · · Score: 1

      Music. Hire Jeremy Soule, Yasunori Mitsuda, Yuki Kajiura, or a film composer. Done.

      --
      I like basketball!!1!
    2. Re:Dumb Article by Anonymous Coward · · Score: 0

      You sir don't make any sense. Aspects of making computer games that aren't challenges:

      - overlaying a score on top of the screen
      - the settings/preferences menu
      - playback of pre-recorded music
      - ...

  5. So... by Anonymous Coward · · Score: 0

    Am I the only one who only really cares about a couple of these? Enemy A.I., sure. And having enemies react realistically to being shot is fine. But personally, I've never cared about how water or fire looked in a game...it's only a video game, after all. If it looks nice, great, but really, I'd rather see the focus returned to making actual gameplay.

  6. Hopefully make them a thing of the past by Anonymous Coward · · Score: 0

    The challenges or the game developers?

  7. Hmmm by MyLongNickName · · Score: 4, Funny

    " '4. Artificial Intelligence - Problem: Once upon a time, the bad guys in videogames wandered around mindlessly, shooting at you while they waited to die. .."

    I think this describes me on any FPS.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    1. Re:Hmmm by Red+Flayer · · Score: 1

      I always suspected you were a bot. :)

      Does your real name perchance happen to be ELIZA?

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    2. Re:Hmmm by Minwee · · Score: 1

      I have told you before, I do not care about names.

    3. Re:Hmmm by VAXcat · · Score: 1

      My name is Legion, for we are many.

      --
      There is no God, and Dirac is his prophet.
    4. Re:Hmmm by zevans · · Score: 1

      Does your real name perchance happen to be ELIZA?

      Can you tell me what you think it is that makes you feel that way?

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
    5. Re:Hmmm by Anonymous Coward · · Score: 0

      It describes the vast majority of people that play on public FPS servers, only they cant make up for it with various tricks like AI bots do. Maybe they should look into gathering data on how the flocks of shee- players play the game and use that to program the bots behavior.

    6. Re:Hmmm by TheVelvetFlamebait · · Score: 1

      Me too! I've always found the AI so lifelike!

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  8. Not Quite. by David+L.+Koenig · · Score: 5, Insightful

    The article should be renamed from "10 greatest technical challenges faced by game developers today" to "10 greatest technical challenges faced by first person shooter game developers today" Contrary to popular belief, not all game developers are striving for photorealism.

    1. Re:Not Quite. by tholomyes · · Score: 1

      To limit it to FPSes is a bit much, though. You could easily include everything from Spider-Man, Skate, Madden, Myst and Grand Theft Auto into that list. And 3rd-person shooters!

      --
      When did the future switch from being a promise to a threat? -C. Palahniuk
    2. Re:Not Quite. by Jarjarthejedi · · Score: 2, Insightful

      For the average person game has come to be equated with First Person Shooter. They are by far the most hyped and talked about types of games, far beyond any other type. For the average non-gamer the word Game is equated with either images of GTA (for the game haters) or an FPS. For the average gamer the main genre is FPS.

      So you're right, this should be 'Top 10 issues facing FPS developers'. However, since for a lot of people game = FPS and this article is written for those people*, saying Top 10 game issues is perfectly reasonable.

      *9 of the 10 are extremely obvious to people who play lots of games, better AIs? Yeah...that's been a well known problem for a LONG time now. A lot of modern games advertise their AIs because gamers have demanded good AIs for a long time now

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    3. Re:Not Quite. by jpfed · · Score: 1

      For the average person game has come to be equated with First Person Shooter. I'm not disagreeing when I say that's the saddest thing I've read all day.
    4. Re:Not Quite. by cliffski · · Score: 1

      They may be the most hyped and talked about, but they are unlikely to be the most profitable. On the PC, the most popular game by far is 'the sims' which is the total antithesis of this entire list.
      I'm a game designer/coder by trade, and reading that article just depresses me. Nobody is actually worried about the fact that the end game may be just as predictable and tedious as the game before it.
      The biggest challenges in game development are gameplay concepts and play balancing.
      I've coded pretty much every aspect of games over the years. Most of the graphics stuff is actually quite easy in some ways, because
      1) you know exactly what you are aiming to achieve and
      2) you have a visible reference of what it should look like (thanks to hollywood).
      Neither of these apply at all to trying to create truly innovative gameplay mechanics. That is by far the hardest thing, yet it doesn't make for good articles or screenshots. It mainly involves a lot of dead ends, a lot of typing, and a lot of head scratching and coffee. when you finish and have a great game mechanic, everyone tells you how its obvious and they could have thought of it, although noticeably, they didn't :D

      --
      DRM-free indie games for the PC and Mac: Positech Games
    5. Re:Not Quite. by Anonymous Coward · · Score: 0

      For the average person game has come to be equated with First Person Shooter. They are by far the most hyped and talked about types of games, far beyond any other type. For the average non-gamer the word Game is equated with either images of GTA (for the game haters) or an FPS. For the average gamer the main genre is FPS.

      So you're right, this should be 'Top 10 issues facing FPS developers'. However, since for a lot of people game = FPS and this article is written for those people*, saying Top 10 game issues is perfectly reasonable.


      Obviously you have a myopic definition of 'average gamer'. Among all the console sales, Nintendo managed to outsold the others by NOT playing the photorealism race, and concentrated on offering innovative means to entertain. It attracts many people who aren't into video games at the first place (eg: grandparents). Even without counting consoles, there is also the rising trend of casual gaming that contains mostly non-FPS titles. Gaming demographic is definitely not set in stone as you or the original article writer believe, and certainly far the whole picture.
    6. Re:Not Quite. by mdwh2 · · Score: 1

      Contrary to popular belief, not all game developers are striving for photorealism.

      True, but there are far more genres than just first person shooters that are striving for photorealism (The Elder Scrolls series springs to mind).

    7. Re:Not Quite. by westlake · · Score: 3, Insightful
      Contrary to popular belief, not all game developers are striving for photorealism.

      The problem isn't photorealism.

      The problem is drawing a player deeper into a game by creating a richer and more persuasive environment.

      The alien world of the old LucasArts game The Dig was defined by water. There were pools, falls, founts and streams to be found everywhere. Bioshock's Rapture is a contemporary example. What could be more disorienting - and terrifying - than being trapped in a city whose protective shell is disintegrating?

      Not consciously aware of being submerged until the truth is shoved in your face.

      Special effects don't have to be "realistic" - movie makers learned long ago that what it is "real" is often not what is believable and dramatically effective.

    8. Re:Not Quite. by Anonymous Coward · · Score: 0

      > What could be more disorienting - and terrifying - than being trapped in a city whose protective shell is disintegrating?

      Raptors.

    9. Re:Not Quite. by Jarjarthejedi · · Score: 1

      Heh...I find that amusing because I myself own a Wii...as my sole console. You're right, there are a lot of people getting into the Wii who didn't used to play games and a lot of non-FPS gamers. However you seem to imply that FPS = Photorealistic graphics, which I think Metroid Prime 3 disproved and is fast using the become one of the hottest games of the year. In fact it may soon become the best selling Wii game if the current trend keeps up.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    10. Re:Not Quite. by ben+there... · · Score: 1

      For the average person game has come to be equated with First Person Shooter. They are by far the most hyped and talked about types of games, far beyond any other type. I thought that was WoW. Even non-gamers know about WoW. Not that many could even name Counterstrike, Halo, Battlefield, Quake, or Doom.
    11. Re:Not Quite. by grumbel · · Score: 1

      If only developers would actually strive for realism, the thing is, by far most of them don't. The flightsim genre is mostly dead, Need for Speed got turned into a primitive arcade racer instead of striving to be a simulation like the first did, if Grand Turismo ever gets a realistic damage model is still on open question and everytime somebody mentioned 'realism' and points his finger at some bunny-hopping, circle-strafing FPS shooter I don't know if I should laugh or cry.

      Developers for most part try to do yesterday games with prettier graphic, not more realistic games. A todays FPS shooter is just as unrealistic as Doom1. It however looks prettier, but even that not in the necessary in the realistic sense (i.e. reality isn't build out of 30 foot wide corridors like all of Half Life 2, a pretty sky box doesn't change that fact).

      I for one have kind of lost the feeling for what is considered pretty by todays standards, I just don't really see much of a difference between a game from five or ten years ago and a game from today. Sure, more shaders, more polygons, but the underlying gameplay is often very much the exact same.

    12. Re:Not Quite. by Vokkyt · · Score: 1

      I think a major issue though is that a lot of developers spend more time worrying about how it looks then how it adds to the game. So much time is spent with how the water looks from the outside, little concern is given to what the game looks like when you're actually submerged in water. Games of all genre's are guilty of this. On top of that, many are so focused on keeping a soundtrack going, with unique sounds from each moving item on screen (metal scrapping, enemies yelling), that a submerged character can hear everything with crystal clear quality.

      Guns operate miraculously underwater, players move just as quick as they do on land as they do beneath water. Characters without any sort of SCUBA gear breath for minutes underwater while carrying ridiculous amounts of gear (the amount of gear has lessened recently though), and other such silly actions. The water looks pretty, but the looks are quite deceptive. Hell, Metroid Prime had a better underwater physics than a lot of games today have simply because it took into consideration the movement of a person in water. It was a small effect, but damn did it make those water pits disturbing, knowing that you could feasibly get stuck, or one wrong jump meant you're starting over. That small element of realism added more to the atmosphere than watching every droplet of water slowly evaporate off Samus' visor ever could have.

      Oh, and though this is just a pet peeve of mine, we need to stop being able to jump and shoot in games, or at least add in the element of difficulty that would come with trying to do so.

    13. Re:Not Quite. by nobuddy · · Score: 1

      Special effects don't have to be "realistic" - movie makers learned long ago that what it is "real" is often not what is believable and dramatically effective.

      Agreed. many "underwater" scenes in movies like "The Abyss" were just smoke filled sets or models. The smoke looked like water to the camera, and that is all that matters!
  9. more like 8 by Anonymous Coward · · Score: 0

    -water effects look really well now, it's basically the only thing that looks realistic in the game(see hl2 or any modern fps)
    -light and shadow effects have been also perfected (see doom3 or any doom copy fps, fear,quake4,etc...)

    the thing i hate the most is how cheezy fire effects still look, they are the only thing that has barely evolved these lasts 10 years

  10. Who cares about tech? by EricR86 · · Score: 2, Insightful

    You'd think with the success of casual games, and less "technically advanced" games for platforms like Wii and the web, game developers would see huge market of gamers who are simply looking for games to be more fun again. Who cares if it has the latest AI or better cloth physics? Leave the better cloth and fire effects to the SIGGRAPH people :).

    1. Re:Who cares about tech? by SpiritGod21 · · Score: 1

      I do, and so do a lot of cash-paying gamers out there. Do you really think they'd make the games if people weren't buying them?

      The videos for Assassin's Creed blew me away, and it may very well be the first game I've ever pre-ordered (though this is largely due to the fact that I had a gift-certificate to use and nothing else to use it on). It's exceedingly beautiful and the engine astounds me. That's what I'm paying for. The same goes for Gears of War. I bought it because it looked kind of cool; I didn't know how gameplay would be until I played it.

      If it is pretty AND has great gameplay, that ensures I'll buy the sequel. But let's be honest: I buy the game up front because it looks cool.

    2. Re:Who cares about tech? by badboy_tw2002 · · Score: 1

      Umm, probably because the graphics on the Wii and those casual games blow away graphics from 5 years ago? Because in some cases, yes, the graphics do make the game more fun. That's not knocking PacMan - PacMan is fun. But so is Halo. So is Fight Night. So is Metal Gear, Gears of War, and a lot of other games that have cool _immersive_ graphics. Video games are a visual medium. They aren't interactive text, and so like other visual mediums you want to see stuff happening on the screen. Better graphics, better AI can make a good game better. It won't polish a turd, but in terms of AI I guaruntee you that dumb AI can ruin a game, and smart AI can make it Fun.

      As in 23% funner in standard Fun Units, which you seem to be able to quantify given you "to be more fun again" statement. That implies that games aren't fun anymore, or that they're quantifiably less fun since some predetermined point at which graphics and AI reach their maximum level of fun contribution before peaking and thus taking away from the funnitude of a game.

  11. It's not that this list sucks.. by Steveftoth · · Score: 3, Insightful

    It's just that even if they solve all these issues with games, and are able to render a true to life simulation with AI that can mimic a real person. It still doesn't even begin to solve the most important aspect of video games, which is FUN.

    Fun cannot be realized through more processor power, better looking faces or AI.

    All these problems are very hard to get 100% right and all they really need to do is to get it right enough that people pretend that they are in a fantasy world. Which is why old text based games like Zork can still do a good job of pulling a player into the world enough that it's fun. It's all about stimulating a person's imagination, not creating a photo realistic simulation of reality.

    Sure it would be neat to have photorealistic fire that can burn the entire environment and interact with water in a realistic manner. But is that what you really want? I mean it's also very fun to be able to play as the human torch, which means that you have to bend the laws of physics in your game world to simulate such a being. So it's not really about being real as much as fun, no?

    Art direction, character design, level design, are much more important then these issues, yet we are spending much more time on the motion capture of a video game then on the plot. Crazy, IMO.

    1. Re:It's not that this list sucks.. by tholomyes · · Score: 4, Insightful

      Well, for one, motion capture is more important than plot in, say, most sports games. Also, it would be really fucking cool if you could play a game like Zork but where nearly every puzzle doesn't have a single, contrived answer.

      Then maybe you could be in an environment where, as the hulking barbarian with the double-bitted axe, you encounter The Locked Door and, instead of having to find The Key, you can just break the damn thing in. Simplistic example, but hopefully it illustrated the point: a better physical simulation can allow for more creativity in the game.

      --
      When did the future switch from being a promise to a threat? -C. Palahniuk
    2. Re:It's not that this list sucks.. by halcyon1234 · · Score: 1

      Sure it would be neat to have photorealistic fire that can burn the entire environment and interact with water in a realistic manner. But is that what you really want?

      Yes, because I want the creative field to be as open as possible, with as few technical limitations as possible. I want to be able to play a game where I'm a firefighter trapped in a building with a psychopathic arson, who is intent on burning me an my team alive. I want a intelligent, thinking AI who understands how combustibles work, and I want the environment to follow those laws of physics. I want my firefighting apperatus to interact with that fire realistically-- from the ABCD fire extinguisher to my flame-retardant jacket. I want teammates who will act watch my back, get smoke inhalation, panic or radio back to the chief-- not because some linear script programmed them to, but because they figured it out on their own.

      I'm not saying that the technology should advance to make this game-- but it should advance so that it is possible to make this game. Games worked just fine on cardboard. But someone made Pong anyways. Games worked just fine with text descriptions, but people made Rogue anyways. Games worked just fine without graphics, but people made Pacman anyways. Games worked just fine without 3D, but people made Doom anyways. And so on and so on.

    3. Re:It's not that this list sucks.. by Loke+the+Dog · · Score: 1

      What you're missing is that convincing games are more fun. Sure, there are other ways of making games more convincing and thus more fun, but graphics, physics and AI are very tangible and an area which we can be sure has a potential to improve a lot, unlike more artistic elements which vary from title to title without necessarily improving over time.

      Its also a personal opinion about what convinces you, just like with books, movies etc. People who like Conan the Barbarian might think the movie Sound of Music is just silly because everyone sings all the time. Some people think a 2d surface is enough to represent water, but can't stand a level of a supposed factory that doesn't appear to produce anything. But others might feel just the other way around.

    4. Re:It's not that this list sucks.. by J-1000 · · Score: 1

      Fun cannot be realized through more processor power, better looking faces or AI.
      Right on. I suppose you could argue that those things make a game more marketable though, which is really what these people are primarily concerned with.
    5. Re:It's not that this list sucks.. by Dusty00 · · Score: 1

      Too true, but this is a list of things the game developers want, what you're talking about isn't really the developers job.

    6. Re:It's not that this list sucks.. by xtieburn · · Score: 1

      'Fun cannot be realized through more processor power, better looking faces or AI.'
      Yeah but they really really help.

      When you can mimick real life perfectly you can bend it in to whatever you want.

      The real life part is simply the benchmark. Few people with the ability to simulate it will then go no further and start producing some crazy effects. The human torch being a great example, the fire is a part of reality but when perfected and applied to a whole human body, bam you have the superhero come to life. (Shame the films didnt come to life as well...)

      and as for the importance of graphics overall ive always found it irritating that many like to claim the graphics dont matter as long as there is good gameplay. Fact is a lot of the time graphics are responsible for getting good gameplay, games like Splinter Cell, Rez, virtually any survival horror game they rely on the atmosphere and graphics to immerse a player in the experience and as a result are often great games. (One, people will probably be able to guess, I believe to be the greatest.) This isnt to say that text games like Zork are worse but immersion in to Zork is harder and takes longer. (Though it may be more rewarding) Ultimately I see it as a good thing that modern games like Bioshock drop you immediately in to an atmospheric environment and can also reward you. I dont believe this would have been possible without all the graphics and AI we have today even if you could make a game that was just as fun without that experience.

    7. Re:It's not that this list sucks.. by Red+Flayer · · Score: 2, Insightful

      Also, it would be really fucking cool if you could play a game like Zork
      (snip)
      Then maybe you could be in an environment where, as the hulking barbarian with the double-bitted axe, you encounter The Locked Door and, instead of having to find The Key, you can just break the damn thing in.
      I believe Nethack has been meeting your requirements for over a decade... though, ironically, via less complex physical simulation.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    8. Re:It's not that this list sucks.. by Anonymous Coward · · Score: 0

      Maybe you should just become a volunteer firefighter?

    9. Re:It's not that this list sucks.. by cowscows · · Score: 1

      While I'll agree that as far as games are concerned, the greatest graphics in the world can only go so far in making crappy gameplay fun. But I'm willing to cut the linked article a break, since you can't really describe "fun gameplay" in any sort of useful scientific way, meaning that such a discussion might be outside of the purview of a PopSci magazine article.

      It seems pretty straightforward to me that the article was not intended to be a dissertation on game design, rather just a quick overview of some of the aspects of video games that have a connection to "real" science. There are lots of reasons beyond gaming why we should develop more realistic simulations of water and fire. The fact that that same development can make our video games look better is just a nice bonus.

      I'd imagine that most of the engineers developing that new motion capture system would not have that much to contribute to video game plots or art direction. And that's probably one of the reasons why they've chosen to be engineers instead of writers/artists.

      --

      One time I threw a brick at a duck.

    10. Re:It's not that this list sucks.. by Anonymous Coward · · Score: 1, Informative

      "Also, it would be really fucking cool if you could play a game like Zork but where nearly every puzzle doesn't have a single, contrived answer."

      People have played with the genre since the days of Zork. I've played some text adventures with physics, AI and non linear stories.

      The question of how you do realistic physics in a text adventure is an interesting one. :)
      Play some recent games, they have come on a bit.

    11. Re:It's not that this list sucks.. by mdwh2 · · Score: 1

      And how well would a text based game sell?

      Don't get me wrong, I agree that simple games can be playable, and that commercial success isn't the only measure of success - but simple games aren't going to make money (perhaps because more people can write them, or because there are already lots of old games filling the market), so it's these challenges you face if you are a commercial game developer.

      Why does the movie industry not get the same treatment? I mean, surely a film with bad acting, crappy looking props, no special effects and scenery provided by a backdrop drawn by a child with crayons, would still be good as long as the story was good, right? But no one complains that movie producers strive for realism.

      What people do complain about is if a movie has a crap story, and loads of special effects - similarly it's annoying when a game is unplayable, but they've spent loads of effort making it look good. But if a movie has a good story, and looks good, people don't seem to mind.

      Also I would argue that a text game is fundamentally different, but the same rules still apply. Consider, which would be better: a text game that said "You are in a room", or one which gave detailed and vivid descriptions?

      Surely the former is just as good, if only the playability matters, right? But no - the latter is fundamentally important for stimulating the imagination, creating realism, and pulling the player in.

      When you have a graphical game, you bring in problems that the text based game avoids. If you have unrealistic graphics, the player finds it harder to immerse himself in the game, just like the text game with badly written descriptions. I would argue that striving for more realistic graphics and behaviour is no different to a text game (or book) that has well written descriptions, and believable characters.

    12. Re:It's not that this list sucks.. by CrazyJim1 · · Score: 1

      You described Wasteland 1 for C64. You can either pick the lock, have the key, or my favorite: Use explosives.

    13. Re:It's not that this list sucks.. by Blakey+Rat · · Score: 0, Flamebait

      I don't get people like you. If you think the most fun games were all text-based, Infocom adventures or MUDs, then you're in luck: That technology is already about as advanced as it's going to get! If you don't care about graphics in games, then you're done. Go play your text games and don't bother commenting on stories like this so us people who do appreciate good graphics in games can have a nice civil conversation without you.

    14. Re:It's not that this list sucks.. by halcyon1234 · · Score: 1

      And maybe you can join the space patrol.

  12. Do the AI run out of bullets? by khasim · · Score: 4, Interesting

    Designing good AI is extremely difficult.

    But is good AI really needed in games? Wouldn't it be enough to give the enemy AI's a few basic styles/options and what to do when they run out of ammo?

    #1. Team options - how well do they operate together?

    #2. Seek cover/concealment vs charge!

    #3. Prioritize area effect weapons vs others (grenades vs pistol).

    #4. Play dead vs pick up comrade's weapon.

    You enter their zone, they have high team operations so they'll ALL have the same reactions. They ALL take cover and throw grenades at you.

    You enter their zone, they have low team operations so they'll ALL be decided individually. "A" charges, firing his pistol as he runs. "B" ducks behind a tree and throws grenades until he's out then he fires until he's out and then he plays dead. "C" ducks behind a tree, shoots his pistol and then tries to move to a tree closer to you. When he's out of ammo, he grabs what he can off of "A"'s corpse and keeps fighting.

    With a few options, each game will be very different.

    1. Re:Do the AI run out of bullets? by Jarjarthejedi · · Score: 1

      Not quite. Firstly your plan itself would be extremely difficult to implement, easily as difficult as current AIs. How do you teach the AI to prioritize area effect weapons? What if the AI's in a place where he's not supposed to damage the enviroment? Does he still prioritize area effect? How does the AI decide if his dead teammate's weapon is better than his current one? Especially when the two weapons are extremely similar (2 different SMGs), what does the AI do then? Does the AI base it's decision to charge or cover on what the PC is using? If so where's the line, for what weapons will the AI cover and for what weapons will it not? If not then the AI's gonna be pathetic when the PC's taking cover with a shotgun.

      The sequence you describe is about the limit of AI programming today.

      On top of that your sequence misses out on one of the best parts of modern AIs, in effect it's dumber than some current AIs. When an AI flanks you and you start taking fire from a direction you thought was safe it can be extremely surprising, and being surprised in a game is one of the best parts.

      AIs need to advance because the smarter the AI the more options are available for the game. For example, old games tend to have the enemies be a lot stronger that you and outnumber you because they're so dumb they need that to stand a chance (for a modern example think the brutes in Halo 2. Simple AI but they can take and deal a lot of damage). As AI's get smarter and smarter they can get closer and closer to the player's stats, until the AI and the player both are equal in terms of stats and ability. That is when the game would be a lot of fun, when single player is like a game of multiplayer except the enemy has more players and you have surprise. In addition smarter AIs make for awesome boss fights as the tired old strategy of 'the boss has 3x normal health and damage' can be retired and the boss can instead be more intelligent then the other characters but no stronger, which is both more realistic and fun.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    2. Re:Do the AI run out of bullets? by klenwell · · Score: 1

      Wouldn't it be enough to give the enemy AI's a few basic styles/options and what to do when they run out of ammo?

      And have million of NPCs representing every variation of those options fighting each other in the background, then have only the Nth generation winners of those battle show up to fight you.

      This was the approach taken by one baseball sim game.

      --
      Innovation makes enemies of all those who prospered under the old regime... -- Machiavelli
    3. Re:Do the AI run out of bullets? by teh+moges · · Score: 1

      I generally find those who think programming "very good" AI is easy usually haven't tried it themselves.
      What you are talking about is a rule based system (or expert system). The problem with these systems is that no matter how many rules, you can never account for all possible scenarios and once an exploit is found, it stays there. In a scenario with very few possibilties (say, PacMan), creating AI is easy to do with a set of perfect rules. However in more complex environments such as a FPS, RTS or pretty much anything else made today, the possibilities are too numerous. As the possibilities grow, the number of rules that would be needed usually grows exponentially with it, with no promise of a non-exploitable solution.
      That said, good AI often isn't needed in many situations where "good enough, but add more enemies" will make a game hard. I look forward to the day when the last level of a FPS is you versus the boss. Same health, same guns and ammo, no advantages to either player. Just you versus the AI. Most games make the final levels harder by either increasing the health of the opponent and/or adding advantages like giving him a rocket launcher and you only a pistol.

    4. Re:Do the AI run out of bullets? by vuffi_raa · · Score: 1

      I personally think that a panic AI would be good too- that accuracy and frenzy actions as well as just fear by enemies could be adjusted by "close calls".

    5. Re:Do the AI run out of bullets? by Eivind · · Score: 1

      AI actually has two problems, one is being clever. The other is modeling human limitations.

      Sure, you want the AI to be clever in the ways that humans are clever. But you *also* want it to be weak in the ways that humans are.

      It is trivially easy to aim and fire a perfect headshot in 0.05 seconds, but impossible for a human being. You want the opponents to have realistic limitations.

      It is trivially easy for an AI to give detailed instructions simultaneously to 50 different troops. A human commander cannot (he can give the *same* order to all 50 at once, but he can't give 50 soldiers 50 different orders in 0.1 second)

      Good AI should miss, should sometimes not notice somethint which it'd be possible to notice. Should sometimes miss more in high-stress situations because it is nervous. etc etc etc.

      Granted adding these restrictions tend to be easier than making the AI clever in the first place. It still has to be done though.

    6. Re:Do the AI run out of bullets? by KDR_11k · · Score: 1

      Try Quake 3 Arena or the Unreal Tournament games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  13. You've got to be kidding me. by SynapseLapse · · Score: 3, Funny

    Did anyone actually read this article before greenlighting it? This isn't news, science, well researched or even well written. It's crap.

    Less than a year ago, there wasnt enough processing power to dynamically generate the movement of water in games, says Lee Bamber, a programmer for 20 years and founder of The Game Creators, Ltd.

    Wow, fluid simulations started less than a year ago? Damn.
    Simulate it on the molecular level real time, maybe no. But still.

      If a characters face is too close to human, players will reject it, a psychological phenomenon known as the uncanny valley: Objects more familiar to the human eye are inspected with greater scrutiny, leading to a drop-off in acceptance as the simulated object nears the point of being lifelike.

      A terrible description of a lousy buzzword.

      "Like cramming the sum of all automotive engineering knowledge into a joystick"

      Please.... please stop writing.

    1. Re:You've got to be kidding me. by Mattintosh · · Score: 1

      Less than a year ago, there wasnt enough processing power to dynamically generate the movement of water in games, says Lee Bamber, a programmer for 20 years and founder of The Game Creators, Ltd.

      Wow, fluid simulations started less than a year ago? Damn.
      Simulate it on the molecular level real time, maybe no. But still.


      Good call. I remember Nintendo bragging about the wave physics in Wave Race 64 back in 1996. It wasn't new then, and it certainly hasn't been getting any newer in the 10 years since.

    2. Re:You've got to be kidding me. by Red+Flayer · · Score: 2, Interesting

      Less than a year ago, there wasnt enough processing power to dynamically generate the movement of water in games

      Wow, fluid simulations started less than a year ago? Damn.
      Out of curiosity, when did fluid simulation == dynamic generation of water movement in games?

      A terrible description of a lousy buzzword
      Ah yes, a relatively new term used to describe something is automatically a buzzword? And a lousy one at that? Perhaps you have a different, better description in 50 words or less?

      It's fine that you do not like the author's writing (for the record, I wasn't very fond of the piece either), but how about some substantial criticism?
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    3. Re:You've got to be kidding me. by Anonymous Coward · · Score: 0

      The 'wave physics' in Wave Race just meant that you actually raced on a 'dynamic' surface. That's 'dynamic' as in changing, not as in dynamically generated! Big waves appeared in very unlikely places, in exactly the same way for each run. Changes in the wave surfaces were actually triggered by your progress around the track.

      "Fluid simulation" indeed.

    4. Re:You've got to be kidding me. by Anonymous Coward · · Score: 0

      They can't stop writing. It's a sales pitch.
      They need to tell people that coding games is for the 1337 hackers and should not be attempted without a point and click construction kit, since it is possible to make anything with it.

      Well.. that is, if it is the sort of game they meant, with sort of the same idea behind is, where you can make something that will always be an exercise of mental masturbation since nobody but you will ever play or see it..

      Now i feel really old, when i felt that AMOS and STOS where terrible concessions to game development.
      This is much of the same, only even simpler.
      I know you have to start somewhere, but don't make it seem like rocket science, when the last sentence is pretty much 'but hey, look what we have..'

    5. Re:You've got to be kidding me. by SynapseLapse · · Score: 1

      Out of curiosity, when did fluid simulation == dynamic generation of water movement in games?

      Ok, fair enough. I blundered on that issue as I read it incorrectly. It was imprudent of me to fire off a comment in the midst of trying to dash out the door for the weekend. For some inexplicable reason, Popular Science started sending us their magazine without us actually subscribing to it. I read through the article and it bothers me how it's less about science, scientific advancement, as it is a fluff piece written from the press sheets handed out at a games trade show. I'm guessing PopSci sprang for sending a reporter to the recent one in Leipzig.
      Seeing the article linked on /. just disgusted me.


      A terrible description of a lousy buzzword
      Ah yes, a relatively new term used to describe something is automatically a buzzword? And a lousy one at that? Perhaps you have a different, better description in 50 words or less?

      It's fine that you do not like the author's writing (for the record, I wasn't very fond of the piece either), but how about some substantial criticism?


      The term uncanny valley is hardly new; the usage goes back decades and the concept goes back even further. Isaac Asimov, Alan Turing, and to a lesser extent Phillip K. Dick and Arthur C. Clarke, all postulated on the issue. It's usage as applied to video games is indeed more recent. My real problem with the term is the media's newfound fondness for it as an oversimplification of arguably design aesthetics as well as artistic and technical merits. A good example of it's usage might apply to the criticism of the two movies Final Fantasy: Spirits Within versus Final Fantasy VII: Advent Children. Spirits is prime example of the issue due to it's coupling of mostly photo-realistic models with overly wooden movements. The results were jarring and distracting primarily because the quality of animation didn't match the realism of the models. With Advent Children, the models were exaggerated and simplified achieving more of a cartoon quality. While the animation was improved nominally, it was far more appropriate for the models and sets they were working with. Publications that have previously never concerned themselves with the scope of artistic quality beyond just "Halo 3 features fantastic improved graphics" and "bump-mapping will really bring about amazing shadows and highlights," are suddenly gushing with usage and speculation of a game's Uncanny Valley levels.

      Uncanny valley is an interesting trait in human behavior and certainly valid as a concept, however your average press writer treats it as some sort quantifiable value that leads to an invisible pitfall. "Be careful Frank, the eyes on your hero character give it +20 accuracy and that'll put you in uncanny valley. Maybe give him -10 on his nose and -5 on both ears." Were the articles slightly more analytical, critical or even personable I would take significantly less umbrage to the usage.
  14. This assumes FPS by Ralph+Spoilsport · · Score: 4, Insightful
    This assumes that the most important games are first person shooter games, which frankly bore the living shit out of me.

    Dance Dance Revolution is goofy as can be, and I don't play it, but as a "game" it's a lot more fun and interesting than the anti-utopian fascist horseshit that passes for fun these days.

    In fact, the Wii opens up a whole 'nother wonderful can of possibilities, as does Guitar god games an similar things. THAT'S where the creative action is, and that's wher ethe REAL innovation is going on. Not in stupid 12 year old boy shoot 'em up bullshit.

    RS

    --
    Shoes for Industry. Shoes for the Dead.
  15. Only a worthless fluff piece as thisq by aepervius · · Score: 4, Insightful

    would place the importance of graphical detail as shown inside above gameplay. If you don't have a good gameplay, you can have 1000000000000 triangle per square inch of pixels, it won't make your gamer more happy. The Primary challenge of a good game is not graphism. it is a good idea which translate to a good technical gameplay.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
    1. Re:Only a worthless fluff piece as thisq by Guysmiley777 · · Score: 1, Offtopic

      Number one should be "Developers forgot how to provide more than 10 hours of gameplay per title"

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    2. Re:Only a worthless fluff piece as thisq by zippthorne · · Score: 1

      Once upon a time, 5 hours was plenty of play-time and had plenty of replay-ability, too. Heck, without the ability to save, 5 hours was a bit long. How long did it really take to complete a game of Super Mario Bros. for instance?

      --
      Can you be Even More Awesome?!
    3. Re:Only a worthless fluff piece as thisq by Bluesman · · Score: 1

      It took me years to complete SMB. I hate that damn one block wide ledge in level 8-2 or 8-3, that thing psyched me out almost every time.

      Then you get to the end of that level and the stairs have holes in them and that goddam cloud thing was throwing spiny shit at you. Bastards.

      --
      If moderation could change anything, it would be illegal.
    4. Re:Only a worthless fluff piece as thisq by mdwh2 · · Score: 1

      This is an article on technological challenges - which doesn't include gameplay. I don't see anything that implies that gameplay isn't as important, it just isn't a challenge in the same way that those other categories are. Obviously it goes without saying that gameplay is important, but covering how to get good gameplay is a topic for another article.

      it is a good idea which translate to a good technical gameplay.

      Not quite - ideas are cheap. In some simple cases, a good idea alone is good enough to make an addictive game, but in most cases, getting everything together to make a playable and addictive game takes more than just a good idea.

      (One of my favourite and most addictive games is the Civilization series. But an idea of "a strategy game where you control a civilization throughout the whole of history" is the easy bit. Getting all the mechanics of the game to work in a playable fashion, and actually writing the damn thing, is the much harder part.)

    5. Re:Only a worthless fluff piece as thisq by Anonymous Coward · · Score: 0

      Sure, it took you longer because the game was hard.
      But how many hours of "content" does SMB actually have?

    6. Re:Only a worthless fluff piece as thisq by Bluesman · · Score: 1

      I don't really get that. Games are for playing, they're not movies you watch. Well, some are practically movies, but I don't find those very much fun.

      Tetris has about 5 minutes of content, but I played that for years.

      I don't want interactive movies, I'd rather watch regular movies. I'm sure I'm not alone.

      --
      If moderation could change anything, it would be illegal.
    7. Re:Only a worthless fluff piece as thisq by zippthorne · · Score: 1

      That's precisely the point. If a game is fun, it doesn't need to have a 40 hour arc. Now, granted, RPGs probably need more extended material. On the other hand, how long was "The Legend of Zelda," really?

      --
      Can you be Even More Awesome?!
    8. Re:Only a worthless fluff piece as thisq by Bluesman · · Score: 1

      Hard to say. I can beat it now in under two hours, but it took me a couple of weeks when it came out.

      Funny thing is, it's still one of the best games ever, IMO. I replay quite often.

      --
      If moderation could change anything, it would be illegal.
    9. Re:Only a worthless fluff piece as thisq by bjorniac · · Score: 1

      I dunno, some people have been playing Counter-Strike for about ten years now...

    10. Re:Only a worthless fluff piece as thisq by i.r.id10t · · Score: 1

      And some have been playing quakeworld even longer.

      But what provides the good game play isn't the level design or storyline of the game - its playing against the "perfect AI" - other humans. At that point, it doesn't matter about the map design (looks, not layout), whether you have 256 varying colors of brown/grey/etc. vs. 16bit color, etc. It is about meeting other humans and beating them (or being beaten)...

      --
      Don't blame me, I voted for Kodos
    11. Re:Only a worthless fluff piece as thisq by bjorniac · · Score: 1

      Right, my only point was that there is still a lot of good gameplay in new games. I had probably a thousand hours of CSS, Enemy Territory etc etc. I'd disagree about the map design - map design is key in team games - making it balanced yet varied, having different types of play in different areas. ET was a great example of this - the game was totally asymmetric (one side defends some objectives, the other attacks) but good map design made the game even between the two teams.

      Unless you're just talking about the prettiness, in which case I largely agree with you. However, with technical innovation does come an increase in variety - we went from essentially 2D maps in Doom, for example, to fully 3D maps, lifts, overpasses, destroyable landscape etc which does make for interesting play.

  16. 100% realism 0% fun makes a very bad game... by BlueParrot · · Score: 1

    The list includes at best 1 element which actually has a decent impact on how fun the game will be to play, AI, and it isn't even ranked highest. Seriously, I don't remember playing Super Mario because of the realistic "material physics" of the bouncing stars or bricks which shatter if you knock your fist against them... Based on this article I'd say the greatest challenge to designing a video game is convincing all the idiots that realism actually doesn't mean a whole lot compared to gameplay. Defcon's supersonic submarines and rather inefficient missile trajectories didn't exactly stop people enjoying that game.

  17. Too Realistic by Brian+The+Dog · · Score: 1

    I think they're going to bite themselves if they get things too realistic. People play games to escape, and be 'bigger' than they really are. Let's face it, the stuff that happens in movies would never happen in real life. I want to say the average life of a marine during WWII was in the range of minutes. That'll make the next Call of Duty really fun!!

    1. Re:Too Realistic by Anonymous Coward · · Score: 0

      That's the whole point.
      Trying to bring a successful conclusion to the scenario despite the odds.

  18. Blah blah blah by SatanicPuppy · · Score: 4, Interesting

    Yes, AI is difficult. The best way to do it is to model it on the way actual players play, which would mean collecting a large database of player actions in specific situations, something that is finally becoming achievable due to the popularity of online play.

    Programming a logic tree is old school. It doesn't work very well because it's easy for a player to "learn" the logic tree of a bot...It's something you don't even do consciously, but after you find yourself tossing a grenade in a certain direction, because you just sort of know the bot is going to be there...It's game over. You know the tree.

    Picking up the data from the game though, you can get a lot of information. Using weapon X, 70% of players started shooting from 100 meters, hitting the target 30% of the time. Why? Who cares? A bot that engages from that distance with that weapon at that accuracy will seem normal to a person. Weapon nerf comes along, and all of a sudden people only engage with that weapon at 20 meters or less (desperation). The tree updates itself.

    Learning systems are the next step. Build the tree from harvested data, don't sit and try to figure it out yourself. You don't even have to make it that complicated a tree...Take the 10 most popular situational actions (Bot on Defense with Weapon X) add some random rock-and-roll to keep the choices from getting repetitive, and you can work out positioning and situational reactions based on statistical comparisons with the actions of previous players.

    Compile stats on a daily/weekly basis, resample the tree, and push it out to the clients as a patch...Or hell, if the bot logic is online, just update their datasets.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  19. Only a waterless piece like this by Anonymous Coward · · Score: 1, Informative

    The water in Farcry and the Exile games was very good. However with that being said. When in a FPS, water isn't going to be the most important thing (unless you're making "Abyss:the shooter").

    1. Re:Only a waterless piece like this by dkf · · Score: 4, Interesting

      The water in Farcry and the Exile games was very good. It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard.

      Indeed, two of the problems mentioned in this piece are really the same thing: both Water and Fire are manifestations of Fluid Dynamics. Real supercomputers (not Beowulfs or BOINC nets, but specialist big iron) are mostly used for this sort of thing, and the nature of the problem (non-linear fractal) means that it can soak up every bit of compute power you throw at it and you'll still not really have enough. Indeed, it's going to come down to how good a cheat people can get away with (rather like AI, another of the Really Really Hard problems...)
      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    2. Re:Only a waterless piece like this by SatanicPuppy · · Score: 1

      AI is easier...All a bot has to do to seem real is surprise you every now and then. But the eye has been trained from birth to expect certain things from water, and when those things don't turn up, then there are problems.

      I imagine they'll start doing something like with facial recognition software...Matching 100% of the face is a nightmare because even small deviations can stymie a computer, but matching the important 3 or 4% is easy. All we need to do is figure out what amount of simulation we need to do to trick the eye into believing it's real, and we're good to go.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:Only a waterless piece like this by Anonymous Coward · · Score: 2, Interesting

      "It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard."

      Well the solution is also a trick. Zones of energy. The greatest amount is at point of impact and a certain degree out. That's the first zone. The second has less energy and less visual effects. And so forth and so on till you get to the banks were it could be a simple ripple. This is basically the divide and conquer solution to the problem. most code and processing inner, and decreasing working out. It's also in keeping that the water surface is a sheet.

      Fire would be point sources with degrees of repulsion* on each other based on amount of energy from inner to outer (source of greatest energy to least). Basically model energy flow and factor in surrounding (cooler?) geometry.

      *This is in keeping with the nature of a gas expansion.

      "Indeed, two of the problems mentioned in this piece are really the same thing: both Water and Fire are manifestations of Fluid Dynamics."

      In the real world, yes. However part of a trick is to model ONLY what's absolutely needed to create a believable effect.kisses

    4. Re:Only a waterless piece like this by mcpkaaos · · Score: 1

      When in a FPS, water isn't going to be the most important thing (unless you're making "Abyss:the shooter").

      Or Bioshock, which did an excellent job with water (imho). I highly recommend you check it out if you haven't already.

      --
      It goes from God, to Jerry, to me.
    5. Re:Only a waterless piece like this by blahplusplus · · Score: 4, Insightful

      "It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard."

      Who cares about that level of Water physics? I mean seriously. It adds practically nothing to gameplay, the physics in many games are merely gimmicks, take Bioshock for instance. The water EFFECTS are very beautiful and interesting but you don't need to model the physics of water for it to be immersive. The art, color and sound, and atmosphere built up by the game is far more important then the physics of water.

      I mean really... look at all of the best games we've ever played... Take God of war for instance, basically an action-platform game, one of the best games I've ever played who's AI was not overly complicated, but a game that allowed a lot of freedom of action and had well built combat system, tight control, withimmersive camera angles while fighting, all set in a fantastic 'plastic' world in which you were for the most part 'on rails'.

      The game EXPERIENCE is most important, what kind of emotions and stimulation you're giving the player matter more then something totally irrelevant to the experience...

      When we think of the best games we've ever played, we're not thinking about -- woah, the water physics in that game was 'awesome', we're thinking about something ENTIRELY different, unless the game is based around someone having figured out a way to make it integral to the FUN and enjoyment someone gets out of a game.

    6. Re:Only a waterless piece like this by Anonymous Coward · · Score: 0

      "When we think of the best games we've ever played, we're not thinking about -- woah, the water physics in that game was 'awesome', we're thinking about something ENTIRELY different, unless the game is based around someone having figured out a way to make it integral to the FUN and enjoyment someone gets out of a game."

      Right, but what you're missing is that a decent physics engine sets the player free. A unified physics engine that allowed things to be broken, bent, stuck together, set on fire and poured would allow the players of the game to solve problems *as they would in real life*, not by working out which convoluted series of actions the developers thought of would be the one that magically worked. If you don't think that would lead to better games, then by all means stay in the gaming dark ages, but personally I can't wait!

    7. Re:Only a waterless piece like this by Anonymous Coward · · Score: 0

      I thought Myst's graphics were pretty integral to the fun of the game, since most of the time is spent just looking at stuff. But yeah, there is definitely a threshold beyond which you are simulating reality for little benefit for the player.

  20. Hard science? by Guysmiley777 · · Score: 4, Insightful

    The article claims "hard science" but instead is a collection of blurbs that read like half-assed filler written by someone without a clue as to the subject.

    --
    Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    1. Re:Hard Science? by Anonymous Coward · · Score: 0

      Well the US army hasn't managed it yet...

  21. you can talk all u want about this stuff by Anonymous Coward · · Score: 0

    all i know is that spore is ganna rock!

    http://robbie785.googlepages.com/spore

  22. water effects by raygundan · · Score: 1

    I don't think they're referring to just the relatively still "rippled mirror surface" water in a pond. They're still absolutely miserable at realistically simulating water that flows or splashes, and even worse than that at interactions between other objects and water. The oceans in games these days look fantastic right up until something falls in.

  23. Multiple areas of AI by chrae · · Score: 1

    The strategy of a game might involve for example, ten different things that a human player could do well or poorly based upon the unique nature of the player. A good AI should be balanced against those ten things. A player might be very good at 3 of those things, but are weak in the 7 other areas. The AI should match those abilities. The AI should never be too good in a players weak areas, and never too weak on a players strong skills. Greater granularity of difficulty is the key. An AI doesn't even need to be all that "smart", because the game mechanics are known to the programmer. Just collect metrics and adjust the AI's "strength" to a player's performance.

  24. Translation: by Dracos · · Score: 4, Insightful
    1. Hardware
    2. Eye candy
    3. Eye candy
    4. AI
    5. Eye candy
    6. Eye candy
    7. Physics
    8. Animation
    9. Physics/eye candy/animation
    10. Animation

    This list is about making games more real, which doesn't necessarily mean better. There more to it, such as balance, game play, user interface, premise, and plot.

    I'd still rather play NetHack than any MMO game, and I enjoy the early Final Fantasy games more than the later ones.

    1. Re:Translation: by AdonaiElohim · · Score: 1

      Yep. There's a certain segment of the population (magazine writers and the less imaginative teenage boys, maybe?) that is convinced that the ideal video game would be an exact simulation of the real world, except that you are holding a weapon, car or football. But it's clear from these comments that aside from that small segment, people understand that photorealism is not the only goal. So how do we beat it into magazine writers' heads that video games don't have to be photographic life simulators for people who are so unimaginative that they only fantasize about driving cars or shooting people?

  25. Cat logic by jbeaupre · · Score: 3, Interesting

    Trust me, my cat doesn't use learning decision trees, mobile navigation or finite-state machine models when trying to evade me or get into various trouble. And her processing power is pretty dim compared to a computer. Maybe it's time to start looking simpler solutions. Like rules based behavior.

    Everyone is now familiar with flocking algorithms. That's one behavior. Model several behaviors, superimpose them where possible (i.e. walk and chew gum), slap a probability algorithm, and that's how a lot of researchers are getting lifelike behavior from robotics. Best of all, you get goofy, unexpected results. Just the type of stuff to make a game interesting.

    --
    The world is made by those who show up for the job.
    1. Re:Cat logic by geekoid · · Score: 1

      "..And her processing power is pretty dim compared to a computer. "

      OK, that was just stupid.

      "Best of all, you get goofy, unexpected results."

      And the again.

      First off, you computer processing abilities is no where near a cats. But that doesn't matter, because comparing a computer to a brain is stupid. The only exception is if you are modeling a brain using computers. Something that takes vast more resources then your computer.

      Second off, you don't want goofy unexpected results in a game. You want results that fit within a parameter set by the game. This can vary from encounter to encounter within a game.

      I suspect the fact that no developer wanted to see more fun is an indicator of the current state of games. Team fortress looks like a good game, and it isn't realistic. "The incredibles" was a great movie, but they didn't make it as life like as possible. They made it enjoyable see and fun to watch.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Cat logic by Mattintosh · · Score: 4, Insightful

      And her processing power is pretty dim compared to a computer.

      Your cat is smarter than you realize. Brains do image processing, task/goal tracking, fine and coarse motor control, and a myriad of other complex processes simultaneously. Many of these require advanced (but not abstract) mathematics and ability to react to the result. Example: if I'm moving this speed and the dog is chasing me at that speed, will the dog catch me before I reach the house and bite off a chunk of my tail? If so, run up the nearest suitable tree.

      It's been said repeatedly that "the most powerful supercomputer in the world is approaching the complexity of X". Currently, X is somewhere between a snail and a housefly. When it gets to housecat, you won't be able to win the games at all anymore.

    3. Re:Cat logic by p0tat03 · · Score: 2, Funny

      When it gets to housecat, you won't be able to win the games at all anymore.

      Dear human meatbag: This is clearly preposterous, computers will never be smarter than humans. Your kind has nothing to worry about. Please return to opiating yourselves with video games and hollywood movies.

      Sincerely, Skynet

    4. Re:Cat logic by revengebomber · · Score: 1

      Second off, you don't want goofy unexpected results in a game. You want results that fit within a parameter set by the game. This can vary from encounter to encounter within a game. I often find that games are more fun when things go awry. Of course, this usually leads to me having to restart whatever level I was playing (single player) or just suicide (multiplayer), but AI is generally better when you create a dynamic algorithm and try to model situations that it would work well in, even with unpredictable results.
      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    5. Re:Cat logic by SatanicPuppy · · Score: 4, Insightful

      All animals, man included, spend their whole existence building up "logic trees" which give us our reactions in certain situations. Someone throws something at you, you block it, dodge it, catch it, or let it bounce off your head. We categorize, extrapolate, and induce...It's all logic trees.

      Cats are cursory hunters; they lack stamina, and they hunt by stealth and lightning attacks. This being the case, knowledge of their range is critical to their success as hunters, therefore they spend most of their non-sleeping time engaged in exploration. That's why cats are always into stuff. Startle a cat, and he's gone, under something, up something, behind something. Do you ever see them stop and think about where they're going? They already know.

      And the processing power isn't dim. Jesus, just because it's not sitting there doing philosophy its not a highly specialized and successful hunter? You're talking about an animal with enough instinct and reflex control (and that is brain power, just as much as problem solving) to do acrobatic things that people strive in vain to accomplish, calculate a thousand variables while flying through the air to snatch something, or land on its feet after a drop of meters, and we can't even get robots to accurately match the range of mere human dexterity. It's like the DARPA robot challenge; it took years to get a robot through that course, and it's not because the vehicles couldn't make it, its because the processing power wasn't up to making the decisions needed to get across the terrain.

      You can't look at intelligence in pure terms of math. When you take them out in the world, and tell them to apply that computational power to walking, talking, and chewing gum at the same time, you see how far we still have to go.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    6. Re:Cat logic by AFairlyNormalPerson · · Score: 1

      Trust me, my cat doesn't use learning decision trees, mobile navigation or finite-state machine models when trying to evade me or get into various trouble. And her processing power is pretty dim compared to a computer. Maybe it's time to start looking simpler solutions. Like rules based behavior.

      ...or aiming at your cat.

    7. Re:Cat logic by tabby · · Score: 1

      all of my cats decision trees end with 'bite owner'

      --
      I've experiments to run, there is research to be done on the people who are still alive.
  26. Am I the only one that remembers.... by Anonymous Coward · · Score: 0

    The craftiness and deadliness of some of the old quake bots and bots from other games? This was mostly stuff "some guy" did, not the developers themselves. Give the customers extensive ability to easily mod (and I mean easily, not like how things are with most games now) the actual AI behavior, and cunning players will make their own improvements.

    I've seen plenty of very fun mods that were unplayable on lower end systems - but so what! Joe Public isn't under the same CPU constraints as the Developers. Let the people create!

    Some games claim to be moddable, but its mostly fluff - hit points, mob skins, UI, etc. But then they fall flat when it comes to modding the actual AI! We need vast improvement here.

  27. Only a worthless economic games like this. by Anonymous Coward · · Score: 0

    Try playing Capitalism II

    "So, why aren't there products like these?"

    Because there's simulations,,,and then there's the real thing.

  28. It is very interesting to me that they don't by geekoid · · Score: 1

    mention 'Fun'. Focus on fun, and the rest is cake.

    BTW: This is the same damn list that had 15 years ago, and it will be the same damn list 15 years from now.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:It is very interesting to me that they don't by rjung2k · · Score: 1

      Because you can't fill 10 slideshow pages on the basis of "fun in videogames". Short of sticking in saccharine pictures of Mario, Pikachu, and Pac-Man, anyway.

  29. This is why games aren't fun anymore by Anonymous Coward · · Score: 1, Insightful

    They're focused on the wrong things. How about focusing on something fun.. Tetris is fun because it's just fun, not because of some stellar graphics and the AI behind which piece comes next. the same goes for Zelda or Final Fantasy or Mortal Kombat.. These games were all fun even back in 8-bit or 16-bit days......

  30. Why not? by khasim · · Score: 2, Interesting

    How do you teach the AI to prioritize area effect weapons?

    If yes then when enemy is in throw range throw grenades until grenades == 0 or enemy == 0.

    What if the AI's in a place where he's not supposed to damage the enviroment?

    If you've gotten to the point where you have to ask that, you've already too far. Ask yourself why you as the designer are giving grenades to the guards inside the art museum.

    How does the AI decide if his dead teammate's weapon is better than his current one?

    Why would he need to decide that? He'd use his weapon until it was empty or the enemy were all killed. Then the decision comes in to look for other weapons or to play dead.

    Especially when the two weapons are extremely similar (2 different SMGs), what does the AI do then?

    Again, he'd use his weapon until it was empty or there were no enemies. Then either look for another weapon or play dead.

    Does the AI base it's decision to charge or cover on what the PC is using?

    Nope.

    Does the AI base it's decision to charge or cover on what the PC is using? If not then the AI's gonna be pathetic when the PC's taking cover with a shotgun.

    Nope and that's the point. The tactics the PLAYERS will use will have to CHANGE each time they play because the tactics the enemy will use will have changed.

    On top of that your sequence misses out on one of the best parts of modern AIs, in effect it's dumber than some current AIs. When an AI flanks you and you start taking fire from a direction you thought was safe it can be extremely surprising, and being surprised in a game is one of the best parts.

    Why do you think that isn't possible in my scenario?

    AIs need to advance because the smarter the AI the more options are available for the game.

    The same can be said of processors and video cards.

    For example, old games tend to have the enemies be a lot stronger that you and outnumber you because they're so dumb they need that to stand a chance (for a modern example think the brutes in Halo 2. Simple AI but they can take and deal a lot of damage).

    Nope. That's just because it was easier to write them like that. That way there's no way for the players to "get lucky" and get through a level easily. The players have to gain "levels" and "equipment" to beat the "boss" monsters.

    As AI's get smarter and smarter they can get closer and closer to the player's stats, until the AI and the player both are equal in terms of stats and ability.

    Nope. Because the computer will always be able to process faster than the player. The computer will know exactly how far you are from it and which weapon will do the maximum damage at that range. And instantly switch to that weapon.

    In addition smarter AIs make for awesome boss fights as the tired old strategy of 'the boss has 3x normal health and damage' can be retired and the boss can instead be more intelligent then the other characters but no stronger, which is both more realistic and fun.

    You're falling back into the "boss" monster mentality. Why does the "boss" need to PERSONALLY be stronger, faster, smarter, etc?

    Again, that's a holdover from the old 8-bit games. Kill the minions, kill the boss, grab the treasure, check xp to see if you gained a level, turn in the key, get better equipment, start the next level.

    You don't need AI for that pattern. As I've demonstrated. The problem set is already defined by what equipment the players can have, what level they'll be (which yields hit point ranges and spell options) and the room.

    With that, you could handle the boss simply by having a few more scripts he would use based upon the possible options I've listed. Of course, if you're still focused on the "boss" monster concept, then giving him a few more scripts makes more sense.

    Personally, I don't see the appeal in that.
    1. Re:Why not? by Vexor · · Score: 1

      One of the best AI's out there IMO is Galactic Civilizations II. You crank that difficulty up (and with a decent dual core processor) and you have yourself a pretty damned tough AI. With the different tendancies of some of the civilizations you can get wasted pretty quickly.

      --
      ~Vexed and loving it!
    2. Re:Why not? by provigilman · · Score: 5, Interesting

      If yes then when enemy is in throw range throw grenades until grenades == 0 or enemy == 0.

      You can counteract this then by hopping in and out of throw range until the enemy runs out of grenades. Also, what if there are multiple players, some in range of the grenades and some outside grenade range but within weapons range. Plus, what about novel tactics? Retreating out of a room and tossing a grenade behind you? Effective use of smoke grenades instead of just frags?

      If you've gotten to the point where you have to ask that, you've already too far. Ask yourself why you as the designer are giving grenades to the guards inside the art museum.

      So then a player can simply negate grenade wielding enemies by retreating into the art museum? Or will the enemy pursue but fail to use grenades even if all available weapons are out of ammo?

      Why would he need to decide that? He'd use his weapon until it was empty or the enemy were all killed. Then the decision comes in to look for other weapons or to play dead.

      You ever play a multiplayer game? Your buddy next to you with the Rocket Launcher dies, you have an SMG and you're fighting a Tank. Do you honestly just sit there and plug away with the SMG while you're standing next to a Rocket Launcher? Of course not! Conversely, what if he had a Sniper rifle? It's normally a superior weapon, but is it still superior in that particular situation?

      Nope and that's the point. The tactics the PLAYERS will use will have to CHANGE each time they play because the tactics the enemy will use will have changed.

      But they're really not. If the enemy picks one of two options regardless of what you do, you only need to learn a counter for each of the two options. Now, if you're crouched in cover with a Shotgun, you have the charge covered, so you only have to worry about when they take cover as well.

      But imagine instead that the enemy starts tossing grenades in an attempt to dislodge you from your cover. Or one enemy pins you down with automatic weapons fire while his allies flank you from the sides, staying well out of range of your shotgun. Or what if they toss out some smoke, then move up while you can't see them? Or better yet, you're in a warhouse and one of them goes up onto the catwalks to get above and behind you in order to flush you out into the waiting sights of his buddies?

      These sorts of things are what a player would think of, but current AI won't...and the AI you described certainly won't. Adding a couple of simplistic scripts with a random choice between them does not an AI make. Creating enemies with their own personalities, preferences and play styles that react to what tactics the player is using in a realistic and inventive fashion is the future of AI. It's also what human players do, why do you think multiplayer deathmatches have been (and continue to be) so popular?

      --
      "Life's short and hard, like a body building elf." -- The Bloodhound Gang
    3. Re:Why not? by Anonymous Coward · · Score: 0

      Already modded, so anon.

      Grenades for art museum guards is one thing. What about the movie "The Rock"? Nicholas Cage telling Sean Connery "Shoot him, but don't hit the rocket!" Sometimes there will be some areas that have sensitive equipment in the same patrol route as empty storage rooms.

  31. I sincerely hope they fail at this by museumpeace · · Score: 1

    I mean objective #4, the problem of generating code that operates as an evil agent, a wily enemy loose in yer gamz and wastin yer avatarz. It will have to involve some learning and some capability to evolve. About 1 year after it finishes off all the opponents in whatever MMOG world it inhabits, some idiot at DoD will, just fer kicks, drop it into a networked C4I system and we will all be toast.

    --
    SLASHDOT: news for people who can't concentrate on work or have no life at all and got tired of yelling back at the TV.
  32. What about creation itself? by madopal · · Score: 4, Insightful

    I find it amusing that an entire piece about the "hard science" challenges in game development doesn't even deal with the development process itself. I mean, when you code in a higher level language, dealing with strings is now easy, whereas it was tedious in C. There's no library sharing like in every other language. There's no #include , whereas there's really nothing new to moving a bitmap anymore.

    Even with something like OpenGL, you're still basically given a pile of bolts, beams, and sheet metal and asked to make a car. If I had a nickel for every time game developers reinvented the wheel, I'd be Bill Gates. Heck, I'm still coding font routines and sprite handlers for companies. I heard that even the Wii doesn't have a system level call for the main menu stuff...it leaves that up to you.

    Someday, the tools will come along enough that people will be able to work with something higher level like Python or Ruby and not have to worry about twiddling their own framebuffers. We're still in the dark ages in game development this way. Having a CPAN for games is DECADES off. Instead, game developers are stuck trying to make a rock fall or a torch look right, and when they're done tweaking that crap, THEN they remember they have to make a game, not a shadow simulator. Thus: Doom LXXXVIII.

    1. Re:What about creation itself? by CCFreak2K · · Score: 1

      Isn't that what engines such as Unreal are supposed to alleviate? A company does most of the hard work for you by making a physics engine, a texture and model format, etc.

      --
      "Beware of he who would deny you access to information, for in his heart he dreams himself your master."
    2. Re:What about creation itself? by mdwh2 · · Score: 1

      There are plenty of libraries and engines out there to do this sort of thing, though. If game developers don't use them, it's often because they want to write something better than what's available.

    3. Re:What about creation itself? by rastoboy29 · · Score: 1

      Torque comes the closest today, IMHO.  www.garagegames.com.  It's what I'm using for my game, and it does let me spend, oh, half my time actually "making the game".

  33. My wishlist by Ihlosi · · Score: 2, Interesting
    At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI, material physics, etc.



    Crap. How about a game that's fun to play ? Yes, I know, I'm getting old and have ridiculous expectations.

    1. Re:My wishlist by allcar · · Score: 1

      I'm obviously getting old, too. I used to love Manic Miner - it was great to play and I don't think realism or AI had much of a part to play in that. Mind you, those pesky ghosts in Pac Man always seemed to know where I was going to go next!

  34. Fire, water, and other hard-to-model elements... by zevans · · Score: 1

    Seen quite a few posts here asking why the physical models of these lag somewhat compared to how good the rest of the enviroment generally looks...

    That's because NOBODY has figured it out - not just gamers and game developers. The Navier-Stokes describe the behaviour in simple situations but rapidly move into chaotic behaviour in most cases.

    If you think you can, step forward and claim your million bucks... (and probably a Fields or a Nobel to boot)

    http://en.wikipedia.org/wiki/Navier-Stokes_existence_and_smoothness

    --
    "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
  35. And if the AI is too I? by Leo+Sasquatch · · Score: 1

    What do you do then? If you truly are the lone soldier/spec ops/cyborg going into the enemy installation, and there's 30-40 guards in there that are any smarter than a stick, you're toast. Unless you like playing stealth games, which to me are the ultimate in pointlessness - yes, you can be the super-soldier, harder than the entire regiment of 22 SAS, but you've got to sneak everywhere and not fight, otherwise you lose. What fun...

    There are some things in generic games design that need fixing, and have needed to be fixed for a long time. Wood and cloth should burn. Glass should break. I have a gun, the door is padlocked; no, I don't think I need to trudge to the other side of the map to get the key, thanks.

    These sorts of deficiencies were just about tolerable 10 years ago - we accepted that computers just weren't fast enough to do all the things we wanted them to do. What's the excuse now, apart from the fact that most programmers are just doing things the same way they've always done? I'm still waiting for the first engine that gives gamers and designers real sandbox freedom and the ability to improvise. I carry a reasonable amount of pocket trash - a small butane lighter/torch, a couple of mini multi-toolkits/Swiss Army cards, a small roll of masking tape, a small coil of cord - the sort of things that are very hard to improvise, but with which you can improvise a great many things. It's long annoyed me that secret agents, superheros, mega-cyborgs, vampire hunters etc. never seem to have pockets. A chair leg and a knife and a couple of minutes - instant vampire killer, whereas in any standard game, if you don't have the official +5 Stake of Slaying, then Count Alucard isn't going down.

    1. Re:And if the AI is too I? by Anonymous Coward · · Score: 0

      "I have a gun, the door is padlocked; no, I don't think I need to trudge to the other side of the map to get the key, thanks."

      Yeah, so you basically skip that level. Good idea. Tell you what, an even more realistic thing would be the option to refuse the mission right after the game intro. Sound fun?

      The padlock thing is only a pretext to make the player go out on a journey from A to B, hopefully enjoying his game experience on the way. Make a physics model that allows your gun to shoot the padlock, and guess what? The designers will find some other way to make you go to the other side of the map.

      Hell, it's just like those people who say "My character in Final Fantasy can single-handedly slay a giant space dragon, but he surrenders when someone points a gun at him during a cutscene? How unrealistic!".

    2. Re:And if the AI is too I? by Leo+Sasquatch · · Score: 1

      Skip the level? What an amazing idea! Almost as though I as the player made a choice and actually had it affect the way the game plays out! You know, if that concept could be applied to a few more games, it might just work.

      And any time a cutscene makes your avatar do something that you as a player do not want to do, yes it sucks, yes it has always sucked, and no, there's no excuse for it except lazy-ass game design. Forcing a deus ex machina on you because the 'plot' has to go the way the game designer wants it to go, and the engine can't handle multiple player choices, well you might as well start making 'choo-choo' noises because you're being railroaded.

      Go play Geneforge. Do anything you want, at any time you want. Kill friendly NPCs, kill people who are vital to the plot, pick fights you can't possibly win, the game will not stop you. Assuming you survive, you can still finish the game and get an ending. You might miss out on a load of loot, and the 'good' endings, but your choices have always been the driving force behind the way the game plays out. No cutscenes, no railroading, ever. If one guy can make this happen in 4 games and counting, how the hell do all these big dev-houses manage to get it so spectacularly wrong so often?

  36. Hard Science? by Ilan+Volow · · Score: 1

    If "friendly AI, please don't walk directly in front of my gun when I'm shooting at someone" is really that hard to code, then humanity never had any business writing anything more complicated than Pong.

    --
    Ergonomica Auctorita Illico!
  37. Re:Fire, water, and other hard-to-model elements.. by hibji · · Score: 1
    You may be interested in this

    http://grail.cs.washington.edu/projects/model-reduction/

    Approximations of Navier-Stokes equations that may be used in games and other things.

  38. finite-state machine models? by Reverend528 · · Score: 1

    You mean regular expressions? We already have those. They're very fast.

    1. Re:finite-state machine models? by Anonymous Coward · · Score: 0

      FSM models provide the mathematics behind regular expressions (and can be used to describe much, much more from just regular expressions!). And there are books written on the efficiency of regular expressions, they can get computationally extremely complex, and by no means `fast'.

  39. *shrug* Not everyone is a clone of you by Moraelin · · Score: 4, Interesting

    *shrug* Now _I_ too would say "who cares about graphics? Gameplay is king." However I end up talking almost daily with a couple of gamer co-workers, who, any way you want to slice it, _do_ place graphics above everything else.

    They might _say_ that they value gameplay more, but any talk about some game they've bought will revolve 90% around how awesome or how sucky the graphics are, an you'll have to work on it to get even a nodding acknowledgement of anything else in the game.

    A recent conversation with one, for example, went loosely from memory like this. (It's about a game which will remain unnamed because I'm not discussing here whether the game is good or bad. I'm just illustrating how -- whatever other faults the game might have had -- they didn't even play long enough to discover those, they got stuck on "eew, the graphics look like PS2 graphics!")

    Him: "Hey, I went and bought game X because you said it's OK, and it's the biggest piece of crap ever. You made me waste my money on it."
    (Not the most polite way to start a talk, but maybe he's just joking.)
    Me: "Hmm? Well, ok, I guess these things are subjective. What didn't you like about it?"
    Him: "The graphics! It looks like a PS2 game! Or like something that might have been ok on the Wii or maybe on the XBox last year, but in the meantime people discovered how to use all three GPUs!"
    (I didn't know the XBox had 3 GPUs, I thought the 3 were the CPU cores, but ok.)
    Me: "Hmm, well, maybe you shouldn't take advice from me if your tastes are that different. I generally don't pay much attention to graphics."
    Him: "Well, I don't care about graphics either, but these are crap! They look like on the PS2!"
    (Bit of a contradiction there, I would guess. But let's prod it some more.)
    Me: "No, when I say I don't care about graphics, I mean I've played a bit of <insert PS1 game from the 90's> over the weekend."
    Him: "Eeew... Isn't that almost 10 years old and with 2D graphics?!?"
    Me: "Yep, that's the one. Just saying, I don't care much what it looks like."
    Him: "Well, I don't care about graphics either, but, eew, that's 2D and low res."
    Me: "Well, the one you were talking about isn't."
    Him: "Yeah, but it looks like on the PS2! They can publish that kinda crap on the PS2 or the Wii, if they want to, not on the XBox!"

    And so on and so forth.

    Now how many gamers are that shallow, I couldn't tell. I like to think that this guy is an extreme case. Still, as they say, if you're one in a million, there are 6000 exactly like you. Plus by virtue of it being a continuum, there'll be some tens of millions in shades of grey on that side of zero.

    And to return to whether TFA is fluff or not, well, think of it this way: people tend to gravitate around sites and magazines which see things that way. If one magazine or site told the above-mentioned guy to buy a game 'cause the gameplay rules, even though the graphics suck, I'm guessing it wouldn't take more than 1-2 times following their advice to stop reading it completely. So as long as there are people basing their purchases on glitter above substance, there will be people catering to that market segment. It's only capitalism in action, after all.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:*shrug* Not everyone is a clone of you by Blakey+Rat · · Score: 0

      I don't know where I sit on the spectrum. But I can say that World of Warcraft's crummy graphics engine is one of the major reasons I don't play it as consistently as my friends... you play some WOW, then move on to (say) Oblivion, or Bioshock, and it's night-and-day. And Blizzard's probably at least two years away from upgrading it.

    2. Re:*shrug* Not everyone is a clone of you by Nasarius · · Score: 2, Interesting

      I can't comprehend that at all -- WoW "crummy", just because it doesn't look as good as the bleeding-edge games? It's sad to think that someone would pass up a whole slew of amazingly good games (though I'm not including WoW in that) just because they're a few years old.

      But then, I'm someone who still loads up Darklands and the QFG series and Deus Ex once a year or so. Because somehow, they still represent the pinnacle of gameplay in their respective niches.

      --
      LOAD "SIG",8,1
    3. Re:*shrug* Not everyone is a clone of you by Blakey+Rat · · Score: 1

      If it makes you feel any better, my WOW post got modded -1 Overrated. ;)

      I think a lot of the problem is, and I mean this seriously, nostalgia. A lot of gamers (and I'm not necessarily saying you're guilty of this) have a 'set' of games that they played for hours and hours in high school or college, and to them those games are the best ever. If you did a truly objective study of the quality of RPG games, would Final Fantasy VII *really* be at the top?

      See, I played craploads of Tribes in college. I could easily say that Tribes is the best multiplayer game ever made... but that wouldn't be fair to anybody, because for the most part I haven't given newer multiplayer games the fair trial I gave Tribes. Simply put, I have a job now, and I can't dedicate that much time to any game anymore. So for me to say Tribes is the best game ever is intellectually dishonest, and I recognize that.

      (That all said, Marathon is still the best game ever. ;)

    4. Re:*shrug* Not everyone is a clone of you by rastoboy29 · · Score: 1

      This is definitely true with a lot of folks, but mostly I think they THINK that's what they care about.  Put 'em in front of Katamari Damacy and watch them roll in the aisles having fun, despite the merely adequate graphics.

      It does help if the box has pretty pictures, tho.

  40. Did the designer allow that? by khasim · · Score: 1

    You can counteract this then by hopping in and out of throw range until the enemy runs out of grenades.

    Yeah ... if he's out of bullets already. Otherwise you're hopping back and forth within his range of fire. Looks like you died, again.

    Also, what if there are multiple players, some in range of the grenades and some outside grenade range but within weapons range.

    I would guess that the app would shoot the players until one got within grenade range and then it would throw a grenade at that player.

    When that player dies from the grenade, the app would switch to rifle and shoot the other players.

    Plus, what about novel tactics?

    There aren't any novel tactics. It's shoot, move, in the open, concealment, cover, communicate.

    Retreating out of a room and tossing a grenade behind you? Effective use of smoke grenades instead of just frags?

    You're talking about extreme edge cases. If you cannot kill him in a room before he can retreat, you've already lost due to the other tactics.

    So then a player can simply negate grenade wielding enemies by retreating into the art museum?

    No. That was an example of how stupid the question was. If the DESIGNER is trying to encode those limits into his game, the DESIGNER is an idiot.

    You ever play a multiplayer game? Your buddy next to you with the Rocket Launcher dies, you have an SMG and you're fighting a Tank.

    Again, that's a problem with the DESIGNER. It is acceptable for a HUMAN to face that decision. But if the HUMAN player is running over AI's with a tank, the DESIGNER is an idiot.

    Conversely, what if he had a Sniper rifle? It's normally a superior weapon, but is it still superior in that particular situation?

    What if he did.

    In the real world, that sniper rifle would be adjusted for him. Not for you. Taking up someone else's weapon means that you'd have to adjust it. You usually don't have time for that. Which is why you only grab his weapon when your weapon is empty.

    If the DESIGNER has written the game such that the enemies weapons are not sufficient, the DESIGNER is an idiot.

    But they're really not.

    Yes, they are. The guy who ran at you throwing grenades last time is now hiding behind a tree and shooting at you.

    If the enemy picks one of two options regardless of what you do, you only need to learn a counter for each of the two options.

    4 items, 2 options each gives a total of 10 different INDIVIDUAL tactics. And that's just the BASICS. Multiply that by the number of enemies you'll be facing at any one time (say 5) and you'll have FIFTY different scenarios. For each scene.

    That's not counting specialized options that the designer puts in for a particular scene.

    Adding just 1 addition option to those 4 gives you over a hundred different scenarios for each scene.

    That's re-play-ability. Even at the most basic, 5 enemies in 5 scenes means that you'll have 250 different scenarios. Even taking just 2 plays to "master" a scenario gives you 500 complete playings.

    Now, if you're crouched in cover with a Shotgun, you have the charge covered, so you only have to worry about when they take cover as well.

    Unless they charge and throw grenades. In which case, you die.

    Or if they advance towards you using cover. In which case, you die.

    And that is the point here. The DESIGNER can easily pick the options that will defeat any particular defense. Once you enter their zone, if their randomly chosen attack defeats your static defense, then you die.

    Instead of trying to learn the moves of the enemy, you'll need to master the controls of the game. You're focusing on claiming that you can learn the moves. Yes, you ca

    1. Re:Did the designer allow that? by provigilman · · Score: 3, Insightful
      Rather than requoting everything again, I'll just respond point by point.

      1) So now the enemy only throws grenades when he's out of bullets? You're missing the point. You gave a very simplistic "If he's within range, throw grenade" explanation. If you use something that simplistic it's predictable and exploitable. More complex scripting is better AI...this is the easy shortcuts you outlined originally aren't groundbreaking.

      2) Again, simplistic AI. Move one player into range that can handle the grenades and the AI will switch to lobbing grenades at him while his allies shred him. To be realistic the AI would need to assess the situation and prioritize targets as well as which weapons to use on those targets.

      3) So flanking, pincer attacks, getting the high ground, strategic smoke concealment, etc.. are governed under your "Charge or Cover" mechanic? Again, now you're talking orders of complexity higher to achieve anything other than a "wait for player" or "move along quickest route to player" routine.

      4) So a scenario should never even be considered because it means the player is already outclassed? That's ridiculous! What if it's 4 on 20? You're outnumbered and the bad guy pin you down with covering fire while they evacuate a VIP. As they pull out of the room they toss some grenades behind them to keep you in cover and delay your advancement. This is exactly the sort of real world tactics missing from games today. With your version they would either run at you and shoot, throw grenades in a confined space or take cover and wait for you. 3 options.

      5) The designer should be able to do whatever the hell he wants. What if you have a compound filled with armed guards, who have grenades. You sneak into and get close to your objective, a large reactor, without being spotted. You get spotted though and guards are quickly called from surrounding areas (rather than magically appearing). Should they just start lobbing grenades next to a reactor? Probably not. Again, it's not weakness on the developers part, it's realism. What are they going to do, drop the grenades before they come in? Or maybe in your game non-grenade carrying enemies will just magically appear...

      6) Okay, so if there's ever a tank, the designer's an idiot... I guess that rules out a LOT of WWII scenarios then! Oh, and nice job of completely glossing over the need to prioritize weapons!!!

      7) Fine, you have a sum-machine gun and he had an M60. You don't need to "adjust" much on an M60 in order to fire it effectively, and it's clearly superior to an SMG in terms of shots down range, but not in accurracy. Some situations it would be good, others it wouldn't.

      8-10) For you last couple of points, let me illustrate it like this. You have three people standing in a line, when a whistle blows they either jump up or crouch. That's multiple different combinations, but of the same behavior. They don't automatically start flanking and using squad tactics because they can randomly jump up or crouch, they just randomly pick between some pre-scripted events. The overall effect though is that some guys are jumping and some are crouching...big whoop.

      --
      "Life's short and hard, like a body building elf." -- The Bloodhound Gang
    2. Re:Did the designer allow that? by KDR_11k · · Score: 1

      A bot in Quake 3 Arena (on a sufficiently high difficulty level) would, when chased, fire rockets into doorways timed just so they hit the moment you reach the doorway. This is not an inhuman feat, with a bit of practice you can pull that off pretty consistently, too.

      Saying that a player tank vs. AI infantry situation shouldn't happen just to save the AI is stupid. Tank driving is fun and disallowing it for some silly reason like that hurts your game, never mind games where you don't have an option (Battlefield, anyone? Would suck if you couldn't enter vehicles when bots are involved).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  41. Analog logic by Anonymous Coward · · Score: 0

    "You can't look at intelligence in pure terms of math. When you take them out in the world, and tell them to apply that computational power to walking, talking, and chewing gum at the same time, you see how far we still have to go."

    There's also the fact that one is an analog machine (note I didn't say computer) while the other is a digital computer.

  42. Let's play... by Chemisor · · Score: 1

    Let's play "name a popular non-FPS game"! Do we have an entry? Anyone? Come on, I know there are some out there! That? Oh, no, that was released years ago. Try again. Sorry, that's just a crappy remake of a 1995 game. Oh well, maybe next year we'll have something...

    1. Re:Let's play... by DragonWriter · · Score: 1

      Let's play "name a popular non-FPS game"!


      The Sims, in its various versions.
      The Total War franchise.

      we have an entry? Anyone? Come on, I know there are some out there! That? Oh, no, that was released years ago. Try again. Sorry, that's just a crappy remake of a 1995 game.


      Er, and popular FPS's aren't essentially engine upgrades and remakes of earlier games?
    2. Re:Let's play... by jombeewoof · · Score: 1

      bejeweled, and any of the dozens of clones.

      --
      Linux Zealots: Smarter than Mac Zealots, but still zealots.
    3. Re:Let's play... by grumbel · · Score: 1

      Final Fantasy, ResidentEvil, GTA, MetalGear, God of War, Zelda, Mario and a ton more. FPS are for most part a phenomenon of XBox and PC. Japanese don't really seem to care about them all that much. So, lets play a different game: Name a few popular FPS that came out of Japan.

  43. If you have time to notice the water... by Grog6 · · Score: 1

    You aren't playing ANY of the games I like.

    The AI in new games is pretty good; Playing FEAR at the hardest setting all the way thru was a mofo fo sure.

    It really doesn't matter about the 'realism of the physics'; I play UT2004 with low grav, and quadjump enabled; the different is the cool part...Adapt or die, indeed!

    The ai in Quake 2 was very predictable; Quake 4, FEAR, Battlefield 2142 are very much better. Same for the physics, lighting, graphics, etc.

    The real question is whether it adds to the game or not. I really think that simulating real physics is a noble goal, maybe even Nobel; but isn't important to a game.

    YMMV.

    --
    Truth isn't Truth - Guliani
    1. Re:If you have time to notice the water... by CodemasterMM · · Score: 1

      I read the issue of Game Developer Magazine which covered FEAR and if I remember correctly, they stated that the AI wasn't too incredible in FEAR - most enemies were just told to duck, cover, return fire, and, if appropriate, hide.

      So, as you can see, the article supports its saying with "AI that's just 'smart enough'"

  44. Mocap is a top technical challenge? by Anonymous Coward · · Score: 0

    Mocap was a solved problem 10 years ago. Sure, there's better equipment for capping and processing, but a top technical challenge today? No way.

  45. Why, oh why? by derEikopf · · Score: 1

    Why are they pushing to make games more and more like real life? Why even empty your wallet for a fucking game when you can walk outside and experience the same thing?

    We play games for FUN (or used to, at least), not to rate which games have the most unpredictable AI, or which games can portray water closer to the puddle outside my window.

    Call of Duty 9! Same as 1-8, but now you can see the pimples on the Major's face! And the ducks actually bob with the water! Oh how fun!

  46. What about VR? by MrSteveSD · · Score: 1

    All this talk of better realism is great, but surely one of the most unrealistic aspects of games is that everything happens in a small stationary window in front of you. In the real world, if I look up at the top of a tall building, I have to tilt my head back and I have a real sense that I'm small and the building is big. Moving my wrist to look up on a small window just doesn't give me the same sense of bigness. I don't really feel like I'm in a game yet, it's just there on the screen.

    More than 15 years back it seemed like VR had arrived. There were VR machines in the arcades where you could try out games like Dactly Nightmare. Sure the headset was like having two house bricks glued to your head, and the resolution was poor, but it was a really cool experience. It looked like it was really going somewhere. Now, 15 or more years later and zilch. No Sony VR game system, no Nintendo VR game system, no home VR systems in site.

    It doesn't seem to me like there has been much drive to develop VR hardware, yet surely VR is one of those things that would get consumers really excited. You can get consumer level VR Headsets but the field of view is always so crappy that they have to disguise it by saying something like "It looks like a 90 inch screen at 14 feet away". I really think it's time we had decent VR. We have the processing power, but we are still waiting for companies to invest in the hardware. Yes there are some issues. Some people will feel a bit sick, but not everyone. Also I've heard worries about people injuring themselves, but people are already smacking each other in the face with Wii remotes. I want VR now!

  47. "Gone are the days.." by Leuf · · Score: 1

    From the article: "Gone are the days of Pole Position, when all it took to draw motorheads in was a steering wheel and something vaguely shaped like a car." Then they go on about how they measured sports cars recording their every nuance to reproduce it exactly.

    That's nice. Give me "arcade mode" any day where I can have fun. The only thing that really needed improvement of the good older racing games was how they handled the opponent cars when they weren't on screen. Doesn't matter how well you were doing they'd still be sitting a few seconds behind you waiting for that one screw up. But if the handling of the car is good and the tracks are well done it makes no difference what the graphics are like. There are lots of flash racing games and some of them are fun, but mostly they come up short in those two important aspects.

  48. Boobs by Tablizer · · Score: 1

    Better jiggliness in tits. They're getting better, but not quite there yet. If it takes an 8-core CPU, so be it. Maybe they need to invent a JPU - Jiggle Processor Unit dedicated to tit jigglage alone. The physics can get complex.

    1. Re:Boobs by Kingrames · · Score: 1

      Would that qualify as fluid dynamics?

      Or is that only in the DOA series that it's like that?

      --
      If you can read this, I forgot to post anonymously.
  49. Realism? by Aussie+Osbourne · · Score: 0

    I have a gun, the door is padlocked; no, I don't think I need to trudge to the other side of the map to get the key, thanks.
    Have you ever actually tried shooting a padlock with a gun? (hint: it doesn't work like the movies).

    Most gamers don't want more realism, they want more hollywood. This is a perfectly valid opinion as long as you recognise it for what it is.
    Does anybody really want to lose health points or accuracy or whatever because their character is dying to take a shit?
  50. fun fun fun by namekuseijin · · Score: 1

    gimme more fun!

    Not wonderfully hyperrealistic crisp graphics, not involving storylines, not good music, not brain masturbation, just simple, humble, addictive fun! I'll give you all my dollars and social life for just a bit more of fun!

    FUN!! that's all you need...

    --
    I don't feel like it...
  51. Too good can be too much... by __aalwyc6372 · · Score: 1

    - the more realistic a game looks, the more it is compared to reality and will utterly fail... man's stupid obsession with perfection.

    - the more intelligent a computer ai will be, the more logic flaws will unveil it's true nature... also if it would be supersmart with no flaws, most ppl will just kick the game in the nuts, for being more clever than they are. just play a round of etwq with bots and you will find yourself unsure if you're just playing with plain stupid noobs or real bots!

    - the harder the industry tries, the more it fails. sacrificing playabilty, gameplay and uniquness for the sake of realismn is a clear downer for fun in a game. also... the code gets unreadable for normal programmers and bugs will explode. i think the recent past shows that to us.

    a plea to all game developers: FRIGGIN KICK REALSIM IF IT GETS IN THE WAY OF FUN!!! (sorry for allcaps, i thought this button has to be of use for something)

  52. Gosh by Anonymous Coward · · Score: 0

    It's clearly that simple. I can't understand why games makers haven't done it yet!

  53. What about multiplayer? by godfra · · Score: 1

    It's more fun to play against humans than against bots. I care more about framerate, physics handling, and yes - water.

  54. Graphics vs PC Power by sherriw · · Score: 1

    When will they realize, graphics are at a point where tweaking the reflectivity of the water, or the wispy-ness of the smoke won't change my mind about whether a game is fun. I'd trade less-shiny water for better AI any day. Or hell, maybe even just a better story. Stop stressing my PC to the limit! The fact that my new(ish) PC can't run Bioshock makes me want to cry. Well, there's $50 of my money they won't be getting.

  55. It's got to be AI by Sam_Brightman · · Score: 2, Insightful

    I know people have said this every year since 0, but graphics are fine these days. The biggest improvement in my view would be animation/lack of rag doll-ness on the rag-dolls. Animation tends to be either really over-the-top or really static, sometimes varying between the two in a single game. Even some films have this problem (I'm looking at you, Spiderman).

    But AI is surely where it's at. Current AI is terrible, and I think most people confuse "hard" with good AI. They just up the accuracy people! That doesn't mean it's more intelligent, it means it's less crippled. Sports games can be even worse - I just started playing a copy of Pro Evo 4 (okay, not new...) and it's shocking. The basic strategy of the computer players is to stand still and look at the ball. Or if there's really a risk of the opponent scoring, run away. And that's a game with a good reputation. Infuriating.

    --
    sam brightman
  56. Play MP by DaveDerrick · · Score: 1

    AI is only a problem is you have no friends & play SP all the time ;) Go MP, its much more challenging

  57. Crysis by Anonymous Coward · · Score: 0

    I've been following the evolution of Crysis on and off. While I'm impressed with the graphics engine, I totally tuned out when they demo'ed the main character jumping from the ground and landing on the roof of buildings, all while shooting down bad guys (and getting hit repeatedly in the process).

    Somebody needs to understand that there's more to realism than lifelike graphics. *Very* few games deliver in that respect. That's the reason I've played Operation Flashpoint for a solid 5 years, despite looking *ugly* by today's standards. While it's got more than its fair share of quirks, its value is in the gameplay.

  58. Or... by jbeaupre · · Score: 1

    You could realize that I was using hyperbole (i.e. a joke) to point out AI may not be all about binary power. Heck, I've got fish that can handle reality better and faster than a computer. Thank you for violently agreeing with me.

    Also, animal behavior is not based on deterministic logic trees. When presented with stimuli, multiple responses are triggered. These actually compete with each other. The probability of a behavior winning out is dependent on the strength of that learned response. But it's still a probability. Coincidentally, the studies showing that were based in part on cats.

    --
    The world is made by those who show up for the job.
  59. Ah, don't sweat it much by Moraelin · · Score: 1

    Ah, don't sweat it much. Just about everything can, and occasionally _will_, get modded -1 Overrated. You could post something that's textbook physics (e.g., "E=mc^2") and someone will mod it overrated. Literally, I've seen terse excerpts of highschool level physics modded as overrated. It's too sad to make up. I have to wonder about the kind of mind for which reality is overrated, but there you go.

    You have to realize that Slashdot moderation is... weird, and mostly irrelevant. Best thing to do is ignore it completely. Whether your message is right or wrong, depends only on what you wrote there, not on how many people agree with you. And sometimes it doesn't even have anything to do with agreeing with what you actually wrote.

    E.g., the easiest was to get a -1 Overrated is as some comically impotent kind of "revenge" for disagreeing with someone in another thread. In which case, it doesn't as much reflect the quality of your message, but the "quality" of the person doing it.

    E.g., one of the constants of the universe is that some people will _grossly_ mis-understand your point, and you can pretty much _count_ on regularly getting answers that have nothing to do with what you actually wrote. E.g., some people give up reading after a paragraph, or occasionally after the first sentence. Now realize that all those also get mod points eventually. Right.

    So IMHO, don't sweat it much. Just say what you think, and who cares about moderation?

    Don't get me wrong, I still think you're shallow to reject a game based on graphics alone, but I can genuinely appreciate coming forward and saying so. Moderation be damned.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  60. VR goggles and controllers by parubok · · Score: 1

    I think 2 more issues may be added to the list:
    1. Lack of good and affordable Virtual Reality goggles.
    2. Lack of gaming controlles to allow more natural movements:
    we still use keyboard/mouse (on PC) to move and shoot in FPS instead of VR gloves, for example.