To me, PVS in Quake meant lean fast speed in interior spaces and "sort-of courtyard" spaces. Ideal for deathmatch or mowing down monsters.
Until someone intergrates a true procedural world with detailed high poly landmarks that are custom artists/designer created FPS, will be forever "doomed" (no pun intended) to being creepy dungeons and weird-o quasi science fiction locations such as the ones I created myself in Unreal and Unreal Tournament. Designers of sp RPG titles will have to make "mission based" games that use "creepy dungeons and weird-o quasi science fiction locations" as stages for game play since they quite simply cannot create REAL places of any immense size or configuration.
I think the arrival of MMP projects being incredible entertainment that makes money will push for Engine Renderer creationsist such as yourself and Tim to hopefully focus more so on creating engine technology that can do truly amazing worlds that intrigue and inspire players rather than better faster "tournament arenas"
But this is driven by the design and the idea of "what is fun" for people such as yourself.
If you yourself played MMP titles and saw how utterly crappy their engines were and vowed to change the way "3d gaming draws worlds" I would probably be overwhelmed with joy that finally someone truly capable saw the need.
Or if Tim were to take his latest tech movie and showed us a city filled with hundreds of players coming and going in a persistent world of grand detail rather than "dude carrying flag being chased by dude" I would also be overwhelmed with joy.
For me as a designer, I want to create worlds with meaning and longevity. But to date no one has risen to this challenge to provide persistent online entertainment technology the nitrous oxide it needs. I personally hope that reputable FPS engine writers will eventually expand their technologies to achieve more fantastic ways to render real worlds and less time adding polys to deathmatch games.
of course this may all be part of the "master plan" but I'm crossing my fingers that it is.
Myscha the sled dog
T. Elliot Cannon
Co-Lead
CYAN
myscha@cyan.com
To me, PVS in Quake meant lean fast speed in interior spaces and "sort-of courtyard" spaces. Ideal for deathmatch or mowing down monsters. Until someone intergrates a true procedural world with detailed high poly landmarks that are custom artists/designer created FPS, will be forever "doomed" (no pun intended) to being creepy dungeons and weird-o quasi science fiction locations such as the ones I created myself in Unreal and Unreal Tournament. Designers of sp RPG titles will have to make "mission based" games that use "creepy dungeons and weird-o quasi science fiction locations" as stages for game play since they quite simply cannot create REAL places of any immense size or configuration. I think the arrival of MMP projects being incredible entertainment that makes money will push for Engine Renderer creationsist such as yourself and Tim to hopefully focus more so on creating engine technology that can do truly amazing worlds that intrigue and inspire players rather than better faster "tournament arenas" But this is driven by the design and the idea of "what is fun" for people such as yourself. If you yourself played MMP titles and saw how utterly crappy their engines were and vowed to change the way "3d gaming draws worlds" I would probably be overwhelmed with joy that finally someone truly capable saw the need. Or if Tim were to take his latest tech movie and showed us a city filled with hundreds of players coming and going in a persistent world of grand detail rather than "dude carrying flag being chased by dude" I would also be overwhelmed with joy. For me as a designer, I want to create worlds with meaning and longevity. But to date no one has risen to this challenge to provide persistent online entertainment technology the nitrous oxide it needs. I personally hope that reputable FPS engine writers will eventually expand their technologies to achieve more fantastic ways to render real worlds and less time adding polys to deathmatch games. of course this may all be part of the "master plan" but I'm crossing my fingers that it is. Myscha the sled dog T. Elliot Cannon Co-Lead CYAN myscha@cyan.com