Will Harvey On Virtual Worlds, Technology Curves 94
CowboyRobot writes "Slashdot's former editor Chris DiBona has an interview with videogame creator Will Harvey over at ACMQueue. Harvey has had a hand in lots of stuff you've used, from Zany Golf to Adobe AfterEffects, and now runs There, a kind of online 3D 'virtual world' game. Their conversation covers games in general, as well as specifics of the challenges that There is facing. From the article: 'You have to project the curves: the rendering curve; the CPU speed curve; the money spent on the Internet on online games curve; the number of people who play online games curve. I think we guessed right on almost everything, but we underestimated Moore's Law and we overestimated the low-end graphics capability'."
Music Construction Set on Apple II (Score:5, Interesting)
It used precisely timed 6502 assembly to get 4-voice polyphony out of the system address $C030, which only toggled the speaker diaphragm from one state to another. Amazing.
The same prolem for all new MMORPG (Score:5, Interesting)
Old Games, New Hardware. (Score:1, Interesting)
A old game in new hardware sould run faster, but not too much faster. If you need a old game to run faster, you have to rewrite some code, add hardware features, rewrite more code, and recompile for the new architecture. Thats too much rewrite, and old games sould be closed source, and the source is lost forever (closed source end losing the source, while open source live forever).
Re:The same prolem for all new MMORPG (Score:5, Interesting)
That's like saying that the Internet will never work because what most people want is to just sit in front of a TV set and watch.
There ARE online activities that you would like to just be a passenger in, but there are also things where you want to be the driver too. Why else would so many people have their own web pages, spend so much time creating textures and flash presentations, or post messages to something like Slashdot for that matter?
Early online games were tightly controlled because the technology didn't allow it to be otherwise. I think MOST, not just a few, 3D online content of the future will be open-ended. Once you have the proper infrastructure in place there is no reason to separate user created content from that provided by the infrastructure vendor.
Second Life is where There plans to be in two or three years. It needs a broadband connection and 3D graphics card, but if you have those there is no reason to be using a more primitive system such as There, or Sims Online. Might want to give it a try, if you have the hardware.
Re:I wonder (Score:4, Interesting)
My reaction to There(tm) (Score:4, Interesting)
Especially with that one brunette.
Zany Golf! (Score:5, Interesting)
Bring back Zany Golf, Bubble Ghost, and Droll!
Bob
Re:My reaction to There(tm) (Score:4, Interesting)
It did immediately answer my question about what platforms were supported though: Windows and nothing else...
Will Harvey in AI (Score:3, Interesting)
Will Harvey is quite the genius. We were briefly graduate students together before he got his Ph.D. His thesis on a method for complete combinatorial search (with advisor Matt Ginsberg) is still widely cited in the AI literature.
I knew he'd done some game stuff before reading this interview, but never how much. With Will at the helm, I'd take There very seriously.
There Inc. (Score:2, Interesting)
Now I'm a There user. Using a much newer Windows machine. I've got enough power to access better graphics then THERE offers. I've got broadband, and plenty of it. And There is pretty cool. The system is interesting, the people are cool, and there are some fun things to do.
But I can't use Firefox to access There, and the submission process is horrible.
Having read many sci-fi authors take on "Metaverse", I'd say we are years away from having something like There, Uru, Second Life and The Online Sims work for everyone, on any computer, over any sort of connection.
But it's coming. And maybe people like Will Harvey will be the first to create those brave new worlds.
Re:Old Games, New Hardware. (Score:3, Interesting)
Since then everything from CPU to memory, bus, and video speed has increased dramatically, and the later DOS 3D games do play much faster and smoother on a modern system (if they play at all). You can usually crank all GFX up to full and never see any slowdown.
The main "problem" I notice is just that the software rendered 3D looks so ugly by today's standards. Supported resolutions are usually very low with none of the filtering and effects we're used to.
Also since many had no speed throttling, earlier 286 era games can be completely unplayable without something like moslow. It's actually a bit comical to try. By the 486 era PCs varied in speed enough that games at least were written to throttle their max speed. Many won't go above a certain framerate.
Re:The same prolem for all new MMORPG (Score:3, Interesting)
MMORPG : MMOE
You can play with a lot more of the innards in an MMOE like SL & There.
I don't know much about There, but in SL you can build 3d objects, create custom textures & clothings, write scripts, and even great games within the world. And you don't need anyone's permission to build things, upload your textures or sounds, or approve your scripts.
You can't do those sorts of things in most MMORPGs like EQ, SWG, DAoC, etc. Sure they have crafter classes, but you only earn the right to "craft" premade objects that have already been modeled, textured, and scripted by the creators of the game.
Personally, now that i've gotten a taste of the freedom in SL, I don't want to go back to the restrictive MMORPG genre.
Re:Second Life (Score:3, Interesting)
SL is much closer to metaverse-like qualities than There or Active Worlds, but I will concede that There has it's place too for those who don't do so well with a technically complex world, and just want a simple place to hang out.
I think SL has greater system requirements too because *everything* in the world is dynamic. Every single primitive shape in every object, the ground mesh, the sky, the trees, particles, etc. are all dynamic and can change right beneath you at any time if the owner is around and editing it or if he/she has scripted the objects to change. You even see the changes happening in real time.
There's no way to do the traditional compiled 3d scene with baked textures like you get in most games. Therefore the system requirements are higher to make all this dynamic content possible in a real-time environment.