Molyneux And The Room 20
hammersuit writes "GameDaily recently visited Peter Molyneux in his UK-based Lionhead Studios and had the opportunity to discuss a few things. The Room, a new dev tool being worked on internally, sounds exciting: 'Even more intriguing than The Room itself, was the purpose behind it. Peter wants his next generation titles to mimic the real world as closely as possible.' The piece goes into depth about what The Room is about, but also about episodic content (likes it), MMOs (wants to do one, but not Fable 2), and the future of the Fable series." If you'll recall, Molyneux used his 'Room' technology as his entrant into the game design challenge at last year's GDC.
Maybe I'm alone, but I'm not the only cynic (Score:1)
Re:Maybe I'm alone, but I'm not the only cynic (Score:1)
He created Populous and for th
Re:Maybe I'm alone, but I'm not the only cynic (Score:3, Funny)
Re:Maybe I'm alone, but I'm not the only cynic (Score:1)
The god of simulation? (Score:1)
This calls for a Celebrity Death Match featuring Peter Molyneux vs. Will Wright!
Re:The god of simulation? (Score:1)
Re:The god of simulation? (Score:2)
Molyneux put up a good fight, but Wright won hands down.
hmmmm (Score:1)
That was a pretty bad article. (Score:3, Insightful)
They made a demo app running on specialized hardware that has a lot of interactive stuff in one room? yeah that sounds like it will translate easily to a COMPLETE TITLE.
It's a neat demo, but that article only contained about a paragraph, if that, of real information, recorded and translated by someone who really has no idea what they saw.
The technology to make a "fully interactive" or "reality" type game has existed for a while. The reason no one bothers to make it is that it will take artists a hojillion years to create all those assets, and it breaks the 90/10 curve pretty bad. That is, with 10% of the effort you could create a world that had about 90% of the same interactivity where it really counted. That full-on level of interaction just isn't worth it.
I hope it's more "viable" than his other visions (Score:4, Insightful)
It was. Oh, it certainly was. It was tracking a billion variables, every single one had some tiny influence in the creature's behaviour. The impact on the game was a mix between zero and unplayable. Zero, because the many little things went by unnoticed, unplayable because you couldn't make a connection between cause and effect, between what you did and how it affected the creature.
I just hope that this magical room isn't going to suffer the same fate. Yes, it is very nice that items behave "realistic". That they age, that they follow physical and biological laws, but the question that remains is: How much will it matter in the game? When the game is set for a period of a few days, I doubt the "aging" effect is noticable. Let's just hope that the cool features don't suffer the same fate they did in earlier games: Being somewhere between unnoticable and annoying.
Re:I hope it's more "viable" than his other vision (Score:2)
I'm never going to buy another game by this guy. That game was the most over-hyped piece of crap ever.
Re:I hope it's more "viable" than his other vision (Score:2)
But it sure was a game with a LOT of potential and a LOT of thought put into, with the result of being a rather mediocre "build and crush" game. Too much emphasis on the "new and cool" features, too little on gameplay and playability.
They learned their lesson with B&W 2, which is indeed better. But again, the comperative isn't necessarily better than the positive, it's still not a "good" game.
Presentation at GDC 05 (Score:1)
Molyneux showed B&W2, The Movies, and The Room during this presentation.
I agree that it would not make a very compelling game, but it would certainly be an interesting toy.
Re:Presentation at GDC 05 (Score:2)
Something like The Room could be the perfect base for some kind of "Alice in Wonderland"-like adventure game.
What I like about The Room is that it bends the laws of nature, something far to few games do. Most games restrict themself to emulating reality and at best adding some explosions and special effects, but doors that lead you seamlessly to other places when you walk through them instead of around th
Re:Presentation at GDC 05 (Score:1)
Going for a Myst-like game, or any game that attempts to utilize the full detail it is capable of, has the problem of turning into the kind of content explosion that Will Wright talks about in his