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by I need clarification 03/11/2003, 10:12pm PST |
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Senor Barborito wrote:
I need clarification wrote:
So, where is the wow factor going to come from in TEH FUTURE OF VIDEO GAMES?
I'll throw in some guesses since I'm bored - they're all original to me but I'm sure twenty other people at least had these ideas earlier (always the case) . . .
Before I address any of these individually, I'd like to point out that you've sort of side-stepped the question, or rather you've fallen into the same trap that Rubin brought up in his speech. Which isn't completely a surprise - an entire industry has been pointed in this direction so long it seems unable to think about it any other way. In any case, the problem isn't figuring out where the next graphics breakthroughs will come from; indeed, one need only look to where film CG is currently (LotR's Gollum) to see where video games will be in six or seven years.
The question (again) is this: will this be sufficient to make people buy a title that, gameplay-wise, is not significantly different than what came before it? Up until the PS2, higher-quality graphics actually did improve gameplay. Certainly tennis on the NES and SNES offered significantly better experiences than Pong had, and largely because they looked more like approximations of a tennis game. But is tennis on the PS2 that much better than on the PSX?
Senor Barborito wrote:
Back when I was . . . 19, I think, I made the prediction that eventually all objects in games will be parametric (I know Carmack has had some ideas along these lines at various points but I don't know if it's been anymore than idle fantasy on his part). IOW there will be a standard algorithmic representation of a base (nearly platonic) 'form' for a vase, and one fills in values (or lets the computer fill in randomized values, more likely) for height, width, perturbations in shape (10% chance of there being a handle, etc.) and texture is similarly constructed from such random values.
A nice idea but I'm not so sure it was realistic. It certainly would answer the growing crisis of creating enough detail to meet the capacity of video cards. One good open library of platonic forms and nobody would have to bother making 90% of all art in video games again other than to tweak values. Converts the entire content crunch into a massive distributed effort that is progressively solved with successive video games.
Getting all your values to match a consistent 'theme', however (Ming dynasty), would be a real load of fun.
This is certainly an interesting idea, but I imagine it would lead to rather generic-looking results. While video game artists often refer to themselves as pixel-monkeys or polygon-pushers, now more than ever a strong artistic eye can be the difference between a visually distinctive game and an also-ran.
Further, I've seen a lot of tests done with automatic LOD-mesh generation, and the results have been less than spectacular, to be polite.
Maybe if you combine the idea of an emergent world and storyline with the concept of emergent character and environment design, so that your actions as a player literally shape the art direction the game takes, you could come up with something interesting. I know the various god and sim games have explored ideas such as this, but the idea of even playing a relatively linear story in which the AI not only behaves differently based on what you do, but also looks different would be something I'd like to see.
Senor Barborito wrote:
Second idea is a more recent one (six months back), essentially an urge to go back to very low-detail worlds such as we saw in Quake 1, and actually do them right. Dynamics, fracture values, sheering - you name it. On the rendering side throw in a very rough-realtime radiosity. I once read of an interesting proposal to do this via creation of reflective cubemaps for each visible surface, and then rendering the cubemap to the surface as an additive lightmap. The end result is that whatever was visible from the surface in question would cast a very slight amount of light upon it. An interesting idea but I never saw so much as a good working techdemo of it.
Needless to say all of this idea is way beyond my level of competency - but of these ideas this one especially interests me. A sort of cry to go back and fix all the things we missed the first pass through in physics and in rendering. Call it 'low-fi gaming', maybe make it a retro thing like the Tenebrae project.
Again, I don't think improving these things will make Quake 1 any better than it already is (or isn't) from a gameplay perspective.
Senor Barborito wrote:
Third idea is easily implementable by anybody interested (mech and 3D RTS games only), I thought of it a few weeks back. I'm sure everybody remembers the indie game jam where a bunch of ex-LGS and Game Developer Magazine folks wrote an engine centered around rendering as many individual sprites as possible. Why don't Mech games do something similar for cities? Wouldn't even have to be 80,000 sprites - just use 10,000 to create the illusion of ten thousand of people fleeing in the opposite direction of your mech(s) whenever you storm a city in the game. Throw in some looping/overlayed 'panicked crowd' sounds and voila - a really heightened illusion that you are actually storming a fucking city. If you really want to go all out with the immersion here, set it up with an LOD system so that as objects approach they eventually flesh out to Quake1-character polycounts.
Is your idea that sprites are less costly than polygonal characters, and therefore we can use more of them to populate a world? And/or that they're somewhat easier to create, so we can have more varieties of them?
Well, the first part is somewhat true, although by the time we get to PS3, polygon count will hardly be a consideration (indeed, if one tri-strips a model correctly now, they're not much of a problem with PS2).
The second part isn't really all that true, because you've still got to build the model to render out to the sprite images.
Anyway, the main thing would be to write a good flocking simulator. This has already been done to some extent in games (everything from Robotron to State of Emergency) and films (the stuff they did on LotR was simply astounding, and should trickle down to game CPUs soon enough). This could reveal some new secondary gameplay, but how many crowd-control games can you really get excited about?
Senor Barborito wrote:
Fourth idea will be out shortly, I'm sure - bump+spec mapping for a space engine. Essentially the same tech (scaling multi-million polygon characters down to a few thousands + bumpmaps) used for Doom III. This would really make a lot of space games look a lot better, and with the general lack of anything in the way of complex geometry to render but ships and space stations, they're perfectly situated for it. When in the Hell Freelancer didn't do this is beyond me, but I suspect it had a lot to do with Microsoft telling them to finish the game sometime this decade.
--SB
Yeah, all of this is already possible, and I'm sure will be seen in the next Lucasarts games, or something similar. Not exactly inspiring stuff, as I've stated above... |
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Report from the Game Developers Conference by I need clarification 03/11/2003, 12:29pm PST 
Report from the Game Developers Conference by Ray, of Light 03/11/2003, 3:05pm PST 
Report from the Game Developers Conference by I need clarification 03/11/2003, 4:21pm PST 
Re: Report from the Game Developers Conference by Senor Barborito 03/11/2003, 9:10pm PST 
Re: Report from the Game Developers Conference by I need clarification 03/11/2003, 10:12pm PST 
Re: Report from the Game Developers Conference by FABIO 03/11/2003, 11:01pm PST 
I always took that guy with the "Powerful Stroke" -nt- NT by Entropy Stew 03/11/2003, 11:03pm PST 
Re: Report from the Game Developers Conference by Fussbett 03/11/2003, 11:59pm PST 
Re: Report from the Game Developers Conference by FABIO 03/12/2003, 12:25am PST 
Hmdb! Hmdbdbdbmmm! by Fok, inside Binro's belly 03/12/2003, 12:41am PST 
oops, Fussbett I ment NT by FABIO 03/12/2003, 1:37am PST 
Re: Report from the Game Developers Conference by Fussbett 03/12/2003, 12:41am PST 
Re: Report from the Game Developers Conference by FABIO 03/12/2003, 1:36am PST 
Re: Report from the Game Developers Conference by Fussbett 03/12/2003, 2:37am PST 
Re: Report from the Game Developers Conference by FABIO 03/12/2003, 1:25pm PST 
I can't tell if you're trolling me. by Fussbett 03/13/2003, 2:14am PST 
Re: Report from the Game Developers Conference by Ray, of Light 04/29/2003, 11:01pm PDT 
Now I see why your message seemed familiar, nm NT by Ray, of Light 04/29/2003, 11:06pm PDT 
I'LL STILL TAKE YOU TO THE MAT! by Fussbett 04/30/2003, 6:33pm PDT 
GTA3, Morrowind = Sandbox games by Senor Barborito 03/12/2003, 1:11am PST 
Re: GTA3, Morrowind = Sandbox games by FABIO 03/12/2003, 1:39am PST 
Mostly disagreeing by Entropy Stew 03/12/2003, 1:50am PST 
Re: Mostly disagreeing by Damocles 04/29/2003, 1:26pm PDT 
Re: Mostly disagreeing by FABIO 04/29/2003, 3:48pm PDT 
SNES vs. PS2 by Damocles 04/30/2003, 12:45pm PDT 
Re: SNES vs. PS2 by FABIO 04/30/2003, 5:59pm PDT 
The gun, it is smoking by Entropy Stew 04/29/2003, 12:32pm PDT 
Nice one, Stew. NT by Senor Barborito 04/29/2003, 12:50pm PDT 
I'm like the entire Amazing Chan Clan all roled into one person NT by I need ToutSuite 04/29/2003, 12:53pm PDT 
I suck at ators NT by Entropy Stew 04/29/2003, 1:22pm PDT 
Ever wonder why Chinese people have Chinese children? NT by Simpsons Reference Matrix 04/29/2003, 1:34pm PDT 
Re: The gun, it is smoking by Crying Fag 04/29/2003, 8:50pm PDT 
Re: The gun, it is smoking by I need clarification 04/30/2003, 6:53pm PDT 
You are the wind beneath our wings by Entropy Stew 04/30/2003, 10:14pm PDT 
Like I said, you should stick to "Fag NT" NT by I need clarification 05/01/2003, 1:22pm PDT 
Type #2 NT by Entropy Stew 05/01/2003, 1:44pm PDT 
Re: You are the wind beneath our wings by Lufteufel 05/01/2003, 4:00pm PDT 
Re: The gun, it is smoking by Mischief Shai-hulud 04/30/2003, 10:35pm PDT 
Sorry I disappointed you, MM. You've always lived down to my expectations. by I need clarification 05/01/2003, 1:20pm PDT 
Type #2 NT by MM 05/01/2003, 1:39pm PDT 
Good explanations for all of these, btw by Senor Barborito 05/01/2003, 4:39am PDT 
I was in the #GA chat for a couple of weeks following the initial diaspora. by I need clarification 05/01/2003, 1:21pm PDT 
Yawn by MM 05/01/2003, 1:48pm PDT 
You don't need to tell us you have a blank stare, MM by I need clarification 05/01/2003, 2:25pm PDT 
You think you can out-troll me? Motherfucker, I'll string you along for days! by Mischief Maxx0r 05/01/2003, 6:04pm PDT 
No offense by Senor Barborito 05/01/2003, 3:51pm PDT 
Re: No offense by I need clarification 05/01/2003, 5:11pm PDT 
Well that mystery is solved. by mrs. johnson 05/01/2003, 2:16pm PDT 
Re: Well that mystery is solved. by Cabaret Voltron 05/01/2003, 2:21pm PDT 
I don't know if I should be insulted or elated. Fuck you anyway. NT by mrs. johnson 05/01/2003, 2:35pm PDT 
Oh shut up already. Fine, yes, you win and I lose more than anyone. Fuck you. NT by Senor Barborito 05/01/2003, 3:53pm PDT 
You're paranoid, man. by mrs. johnson 05/01/2003, 5:46pm PDT 
Sir, my above post was also a joke. NT by Senor Barborito 05/01/2003, 5:57pm PDT 
Then let us laugh heartily together with two glasses of port. NT by mrs. johnson 05/01/2003, 6:21pm PDT 
Re: Report from the Game Developers Conference by Ice Cream Jonsey 08/27/2013, 3:33pm PDT 
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