The Future of Game Dev (Except in St. Louis) 170
ksquire writes "Ben Sawyer, of Digitalmill, has published an interesting article at Avault.com about
the past, present, and future of game development.
Sawyer argues that the game industry is going more and more toward 3rd party development tools and '4th party' publishing -- meaning that game developers are essentially tool developers for game enthusiasts to create mods (also using tools like Alienbrain or Discreet's
GMAX).
I'm really curious as to whether the Slashdot community thinks we'll see a future era of standardized game tools and developers courting modders, or if we'll continue to see more specialized game engines. Maybe a greater PC / Console split?"
Meanwhile, over in St. Louis, the Free Expression Policy Project has filed an
amici curiae brief
by 33 media scholars saying that "Most studies and experiments on video games containing violent content have not found adverse effects."
They're trying to stop the county from banning violent games --
Wired has the story.
ksquire points out that "Sawyer also wrote an article, Serious Games: Improving Public Policy through Game-Based
Learning and Simulation, which was
discussed on slashdot."
netphilter and TCPALaw get credit for the Wired link. Previous Slashdot stories on violent gaming include this one and this one.
TCPALaw's full comment was (minus a dangling modifier): "Wired has a nice story on the St. Louis ban on violent video games. If the ban sticks (it was upheld by Judge Limbaugh against a constitutional challenge... Rush Limbaugh's uncle ... the same judge who struck down the federal ban on junk faxes as an abridgment of free speech - go figure) it could be extended to MP games available to play over the Internet."
I live in St. Louis... (Score:3, Interesting)
Re:I live in St. Louis... (Score:3, Funny)
This is news to me.
Re:I live in St. Louis... (Score:2)
Closing arcades. (Score:2)
The reason for the decline of arcades in your area may have something to do with your laws but, I think that the answer lies elsewhere.
Re:Closing arcades. (Score:2, Interesting)
Re:Closing arcades. (Score:3, Insightful)
Re:I live in St. Louis... (Score:1)
Many of the malls I've been to recently ie. Crestwood and MidRivers have large arcades that the teens seem to flock around. Also, that new huge theater, i think its called Ronnies, has a large amount of spaced dedicated towards arcade games.
So as far as arcades are concerned they seem to be largly unchanged since my teenage days. What games are available may be a different story, I can't comment on that.
puck
Re:I live in St. Louis... (Score:1)
Re:I live in St. Louis... (Score:1)
Re:I live in St. Louis... (Score:4, Interesting)
Personally, I think arcades are in decline because there are really only about 4 games out there these days, and DDR is the only one that's at all innovative -- the others are all retreads of "shoot an Uzi", "drive a car", and "twitch kung fu fighting game".
Re:I live in St. Louis... (Score:2, Funny)
How many games do you need as an excuse to get out your parents house and hang with your friends.
Re:I live in St. Louis... (Score:3, Insightful)
Arcade games (Score:1)
You don't often see a PC/Console racing game that doesn't let you finish a race if you don't hit all the checkpoints in a predetermined time. (With the exception of, say, Burnout and a few others.)
Console developers have a lot more freedom with what they can write, because they can assume there are no line-ups to deal with.
Re:I live in St. Louis... (Score:3, Interesting)
Memories ... (Score:2)
The days of 'Aladdin's Castle' at one end of the mall, five dollars, and 25 tokens.
And each game was one token! (This was around 1983, give or take. The days of Defender and Pac Man and Donkey Kong.)
And my personal favorite
Of course, playing Wizard of War or Tron or Bump and Jump or Mappy or Spy Hunter on MAME is nowhere near the same experience at those early years in the arcade...
Re:I live in St. Louis... (Score:1, Interesting)
I mean, honestly. It's a simple solution.
Re:I live in St. Louis... (Score:1)
Re:I live in St. Louis... (Score:2)
Re:I live in St. Louis... (Score:2)
Dr. Marvin Monroe (via satellite from Athens, with a camera around his neck)
points out the inconsistency in Marge's logic, since she supports one form
of freedom of expression, but not another. Marge concedes defeat.
I guess one person make a difference, but most of the time,
they probably shouldn't.
-- Marge, ``Itchy and Scratchy and Marge''
Re:I live in St. Louis... (Score:2, Informative)
Re:I live in St. Louis... (Score:2)
Are you speaking of Northwest Plaza? It seemed to be the place of choice for all the gang-banger types to hang out and cause trouble. I suspect that had more to do with any closure there than the law....
Mods begat popularity. (Score:4, Insightful)
Hell, I can still find Quake 2 servers around, and there's still a few Quake 1 holdouts.
Gamers love mods. For the developer, it gives them a chance to experience how games are made first-hand and also gives them an arena to show off their skills to existing gaming houses.
For players? Depending on the mod community, it's like buying one game and getting ten in return. And everyone likes to save money, eh?
Re:Mods begat popularity. (Score:3, Insightful)
Games are generally going away from SDK style engine releases (except for a niche few like NWN and ID games).
Open Source loves Mods (Score:2)
standardized game tools??? where?????? (Score:2, Funny)
Uhhh
Re:standardized game tools??? where?????? (Score:2)
Uhhh... what? Ya mind putting a little more meat on your point, or are ya just redundantly ranting about the need for game patches?
Re:standardized game tools??? where?????? (Score:2, Insightful)
This is exacly why I had such short attention for games which came with editors which allowed me to build my own levels. It became work. Creating games should be creative fun. Alas, 1980 was a long time ago, back in the day when a guy could sit in his basement and write up something like Sneakers and submit it to a place like Sirius Software to see if they'd be interested. Now it's all producers and specialists and my nephew actually wants to get into it as a line of work. Take a second major, I say, keep your options open. Games should be a labor of love, first, a way to make a living, second.
My 2 centimes anyway...
Game Development (Score:3, Informative)
How popular would Doom and Quake be without these things? Part of the fun of these games is the possiblity of expansion and innovation by peers. For example Capture the Flag was a user mod that was incorporated into later versions of the Quake series.
Re:Game Development (Score:2)
let me know when you join a gam company whose major goals include Fun, and entertaining.
Engines don't necessarily need to standardize. (Score:4, Insightful)
We aren't that far from this now. There are a number of *common* engines. Various generations of Quake and Unreal seem to be used in all sorts of games. If both of these could compile levels and models designed in a standard 3D editor, others would surely follow.
speaking as a modder... (Score:4, Interesting)
Likewise, I've seen people use their contacts in the mod community to get better jobs.
With some of the newer games coming out with good tool support (Unreal 2k3 has dedicated programs included, for example) for people to make their own content (be it maps, models, sounds, what have you), I fully expect game companies to actively search out mod teams.
Obvious case in point:
Think about what Valve would be doing right now if it wasn't for a very small number of mods.. (Counter-Strike, Day of Defeat, Action Half-life, etc... Especially Counter-Strike)
2k3??? (Score:1)
Re:2k3??? (Score:2, Funny)
Really! And if he wanted to be cool he would have typed: 2k+3, showing that not only was he willing to obfuscate a simple piece of information, he was willing to do it with no economic (keystroke) advantage.
Re:speaking as a modder... (Score:3, Interesting)
Speaking as a 3D Artist, I can happily say that GMAX is a good thing if the industry decides to support it.
Right now, I work in LW. I may want to get a job in the game industry in the next couple of years. If so, I need a tool that's fairly close to the game. The neat thing about GMAX is that Discreet is trying to push it as a model format that other games can import. Should this take off (if it isn't already, haven't checked recently) then I'd be able to download this tool and start cranking away at models.
Eventually, tools like this would probably be used in-house at the studio developing the game. I tell you what: That's the biggest fear I have about getting a new job. Knowing LW is fine and all, but I'll have to adapt to their tools, whatever they may be. The more access I have to those tools already, the more valuable I am.
I guess the short version of what I'm saying is: Mods give the gaming public an avenue to increase their employment value at the companies making the games. They're creating their own talent pool!
Re:speaking as a modder... (Score:1)
There's some large fees to get your game supported for it though, I believe.
GMAX and MayaPLE are great though. Between those and milkshape, anyone can do 3D modelling now.
Re:speaking as a modder... (Score:2)
Does Maya PLE allow one to save meshes, or save them into a game format? Or did you refer to Maya as an educational tool?
Re:speaking as a modder... (Score:2)
Gaming Architecture (Score:1)
Dear jamie (Score:2, Offtopic)
These two articles had nothing to do with each other, save for the fact that they both can be filed under the 'games' topic.
They should have been posted as separate stories. By trying to nail the two together as a single story, you're not doing anything except fragmenting the discussion.
Re:Dear jamie (Score:1, Offtopic)
New Study Says P2P Networks Encourage Drug Use In Teens
Intel, Microsoft, and MPAA Try To Squash Our Rights Again
RMS Announces Linus Torvalds' Name Is Now GNU/Linus GNU/Torvalds
I Constantly Reboot Into Windows XP, Watch MPAA Movies At The Cinema, And Donate To Senator Hollingworth's Re-Election Campaign, Yet I Am A Slashdot Editor
Scientist Claims To Have Invented FTL Engine. Space Colonization Now Possible?
Microsoft Has New Virus HAHAHAHA
New Pre-Patch Of The Beta Kernel Available
Google Patents Web Searching!!!!
LNUX Stock At New Low; Threatened To Be De-Listed
FreeBSD 5.0 Released
New UltraSPARC V information released
If you said all of 'em, then you're wrong! Slashdot would never comment on LNUX's stock tanking so badly. And the release of FreeBSD 5.0 would never get mentioned on the main page. And if you think Slashdot would actually mention technical, like the UltraSPARC architecture, you're fucking crazy.
Why do you think they have so many spelling, grammar, and factual errors in every story? It's because they know that you'll take the bait. How else are they going to prove to their advertisers that thousands of people are seeing their ads?
Let me tell you a story. One day, I was listening to a satellite radio station (broadcast in several states, including TX and NY). One of the New York callers happened to insult Texas, igniting a big call-in flamewar. The DJ almost creamed his pants he was so excited. Do you know why? Because every time they got a caller, that was another person they could list as a mindless zombie for the advertisers to indoctrinate. I turned off the radio in disgust, and I haven't turned it back on in almost ten years.
Stand up and tell the slashdot editors that you're not just another demographic! Participate in the next Great Slashdot Blackout! Moderate everything as "overrated"! Post goatse.cx links!
Or you could just waste all your karma trolling, like me.
p.s. Almost forgot the "I know I'll get modded down for this" disclaimer.
Re:Dear jamie (Score:1, Offtopic)
Err, I don't agree with the last two, but I do think the first Great Slashdot Blackout was a Good Thing. Are there any plans for the second?
I know this is all off-topic, but I do think it's a shame this is really the only way people who care about Slashdot can express their voice in a non-troll manner.
-Bill
Game Devs == engine makers (Score:5, Insightful)
The really big market for games is not on PC but on consoles, where customization is pretty much unheard-of. If you think that the industry is getting large enough that 3rd parties can create a market selling tools or libs or whatever, then that's absolutely correct and has been so for over a decade. If you think the market is going to 'decentralize', think again.
What happens when consoles are PCs? (Score:3, Interesting)
Even before those were availiable some games let you at least edit levels and save them on memory cards.
With network support, we might well see console makers host a mod site that would let console owners post new levels or perahps even TC's (like UT mods when the current UT client is put on the PS2 or XBox).
The exciting thing about console makers hosting mod sites is the possibility they could pay for licences in some universes (like Star Wars, or The Simpsons, or Land of The Lost [how much would that licence be? $9.99??]) and then hold contests to have people create legal mods using licenced content. At least that's what they would do if they had a shred of sense.
Totally untrue (Score:2)
Re:Totally clueless (Score:2, Interesting)
No doubt it's a ways off. The level design might happen sooner than later, but complete mods might take longer given some of the problems inherent in console controls by the publisher. Still it's not out of the realm of thought or engineering possibility, you just have to start looking a generation or two down-the-line.
- Ben
Banning violent video games (Score:2, Insightful)
Banning video games of any sort will be as effective as banning pornography or alcohol. Except al capone will be some guy with a webserver on a former british AA base in the middle of the atlantic.
Re:Banning violent video games (Score:5, Insightful)
It's also more specific than anything on movies or TV. A game doesn't just get M for Mature, but there's a short list of icons explaining *why* it got the M. Ie; Language, Adult Situations, Realistic Blood and Gore, Cartoon Blood and Gore.
Thing is, while most retail outlets are now refusing to sell M rated games to minors, there's still a big whoopty doo because of things like Columbine, where the fact that the shooters played video games was blown out of proportion.
Right now one of the big "targets" of the video game lobby is Grand Theft Auto 3. Now first off you have the title, then you have the box art covered with stylized mobsters, pimps, and prostitutes. Then you have a fairly prominent M for Mature, with underneath: Adult Situations, Coarse Language, Violence, Realistic Blood and Gore.
Yet noone clues in that this isn't a game for 6 year old Billy.
AFAIK, there's no legal accountability if Billy gets the game. Thats what they want, and they wouldn't dare hold the parents or gaurdians responsible for their childs welfare. It must be someone in corporate america's fault.
Credibility Gap (Score:3, Informative)
I would have thought that a brief to the court would carry more weight if the people lending their name to it had standing in the academic community in that area of research...
Re:Credibility Gap (Score:1)
Have you seen some of these ridiculous studies. They ask violent juvenile offenders whether they watch violent movies and play violent games. Of course, these kids do. I would be more surprised if they didn't but that doesn't infer cause and effect.
Other studies stick two groups of kids in two rooms watching different movies - one violent and one wholesome. The kids in the violent movie come out more aggresive then those int he wholesome movie. Well, duh. The kids in the other movie are probably half asleep. And what do they mean by agressive? Just becuase a kid play boxes after a movie doesn't mean that he is going to go out an shoot up a school.
As for these kids shooting up schools. These ultra-conservative old foagies always talk about how they are dressed like people and saying violent lines from movies. But what does that prove? If they had read War and Peace maybe they would have challenged their teachers to a duel instead.
The truth is that even with 9/11 and the fighting between Israel and Palenstine we are living in one of the most non-violent times in history. Try being a Christian in Ancient Rome or a woman in Medieval Englang. Go fight the Crusades for imaginary artifacts or grab a gun and go to Normandy.
I really wish that someday the Supreme Court would just say that anything entirely banning anything is unconstitutional and we could just get on with our lives. I will live with rating systems (although I think they are worthless when the parents don't even look) but banning is what is un-Patriotic.
Symptons, not causes (Score:2)
Angry and violent people are often drawn to violent forms of expression, including violent games, movies and music. Some are trying to find a release valve for their feelings, others are trying to legitamize their feelings, and others are just acting out their feelings.
They are trying to treat the fever and not tje infection that caused the fever.
1 environment to rule them all (Score:1)
Re:1 environment to rule them all (Score:2)
While that will indeed be true for many games, it wont be true for all games. It certaintly wont be true for the games that will often end up as the most remembered.
Those elements aside, there is one thing that will end up prevailing over hyper developed characters. The fewer critical and important decisions that are left to the player, the less of a game it is. And to have a good and enduring story, you cannot let the player make the critical decisons.
After all, your carefully devloped adventure where the Rugged Hero falls for the Beautiful Princess has some implied decions. Your story can have plenty of emotional development and character growth, but none of it matters if some Asshole like myself feels like shooting the woman instead of kissing her.
END COMMUNICATION
Just like Dungeon and Dragons (Score:2, Funny)
This is just like Dungeon and Dragons, they said it contributed to murders, suicide, and increased violence.
Funny how an increase in violent videos managed to contribute to decreased violent crimes throughout the 90's. Oh, that does not count that was the improved economy, with a weak economy there is increase in crime. So what they need to do is outlaw the economy taking a downturn, because THAT will prevent violence...
Re:Just like Dungeon and Dragons (Score:3, Insightful)
"Timmy, why don't you play a nice wholesome game like Dungeons and Dragons with the kid next door instead of making his head explode like a blood sausage with a sniper rifle? There's a good boy."
-the walrus
Re:Just like Dungeon and Dragons (Score:2)
It is know that if you go out and kill somebody, it changes your perspective. Kill enough people, you go from "I am a person who kills" to "I am a killer".
So the question is, do the level of control over the enviroment your killing in have an effect on the brain? the answer is unknown. This is why a new serious study needs to take place that inviolves new computer games.
Is DnD going to make you more likely to kill? no, but you are usually in someones living room, where most of your time is spent out of game context. If I say, I go over to the Orc and stab him, I'm not watching a character do that, I am watching the GM, or other players.
If someone watches Violent TV, that person is still pretty far out of actual context. They have no control of the camera, they don't dictate the action.
video game, NEW video game are achieving a prett good level of realism. What happens when a video game achieves near perfect realism?
A method of brain washing is having some listen or watch something repetivly. With Video games, people often do the same thing, over and over again. What kind of effect does that have?
I think not (Score:2, Interesting)
Re:I think not (Score:1)
Doom movie negotiations round 2? (Score:4, Informative)
At first I presumed they meant the failed attempt several years ago, but then I found this article on Yahoo [yahoo.com] dated last Wednesday. I figured we would've seen a
Re:Doom movie negotiations round 2? (Score:2)
Two hours of shaky video, all in first-person perspective, while a guy with a camera on his shoulder runs around in the sewers shooting CGI monsters...
And to think; I'd almost given up faith in hollywood to make good movies.
Re:Doom movie negotiations round 2? (Score:2)
Even if they aim for a PG-13 audience, they should also aim to keep the "where are these things coming from and why?" aspect of the story a mystery -- it adds interest and keeps you glued, hoping they can solve the mystery.
The decline of arcades (Score:2, Insightful)
Arcade games now are played more for the novelty than the experience. With the exception of maybe multiplayer racing games with cockpits, racing wheels, and gas pedals, games on todays home consoles are much higher quality, don't require rolls and rolls of quarters, and don't require a trip to the mall or the local pizza joint. The only reason I have to play a coin-op today is because there just happens to be one in the place I'm grabbing a burger, not because I'm going out of my way to play them. And if I see Galaxian sitting next to the latest version of Virtua Fighter, chances are I'm playing Galaxian, because I want a fun, simple game I don't have to pump 20 quarters in to master.
Again, I don't think the majority of readers here are worried about what this means for arcades. It's just an unfortunate nail in the coffin. What people *should* be worried about is how far the advocates of banning violent games will take this - internet cafes, online content, what is sold in the local Best Buy?
-the walrus
Not Black and White (Score:4, Interesting)
Children that watch other kids do things mimic them but the way to overcome that is to ensure that there is a good moral foundation ( which comes from parents )
Have we seen a spike in violence in children since video games became more prevalent? Yes. But why is the question. You'll note that this is the same time that most families had to start having two working parents ( to supplement income ) and so there isn't somebody to monitor tv, games and other media. Nobody there to comment on this being done in the game. Nobody to say "we don't do that in real life".
Studies and statistics are often misleading and misused. A prime example that we learned in a Psych 101 is that of Churches and Crime rate. Did you know that in areas with more churches there is a higher crime rate? Considering that astounding revelation we should ban churches since they obviously lead to crime.
The issue is that there isn't a direct relation, but rather a common factor between the two. Where are there more churches? In higher populated areas. Where is there more crime? In higher populated areas. The problem for higher crime is increased population, not churches.
However, those in congress and those doing this study use common link evidence and say it is a direct relationship as if anything is so black and white
Re:Not Black and White (Score:1)
And part of providing a good moral foundation is preventing your children from playing with immoral toys.
Re:Not Black and White (Score:2)
Video games cause kids to commit violent acts. What a bunch of crap. At the end of the day, you and you alone are responsible for your actions. If you choose to stick a pencil in your neighbours neck, that was your choice.
You could argue otherwise due to insanity, but that's a whole different issue.
You could also argue that people who play video games are more likely to choose to pencil their neighbours. But that is still their choice. This whole A causes B stuff is crap. Because between every A and B there is a person making a choice.
Re:Not Black and White (Score:2)
I believe you are confusing the word 'cause'. . . (Score:2)
The distinction is, in strictly legal terms, extremely important.
Executing a violent video game *causes* certain electronic phenomenon to occur in the machine.
Violent behaviour among minors is *caused* by the minor in question acting violently.
KFG
Future of gaming?? INNOVATION! (Score:3, Insightful)
Well, modding is changing all of that. When a game comes out, modders push the limits of the engines to do anything they want... the clincher is... they do it for free.
Now, for game designers to still make money, they have to come out with new and unique ideas. Doing your standard FPS ain't gonna do it anymore. Even single-player FPS with great plots are being done with mods. The games of tomorrow will have to be bigger and better than mod writers (or have a bigger and better engine), which means the days of the FPS copy-cat will soon be over.
Also, to note, some publishers are encouraging the modding community to step forward into the gaming industry. Just look at Garage Games [garagegames.com]. They are selling their Torque Engine (the engine behind tribes 2) for $100 for a non-commercial license (and if you make a commercial product with it, no problem, as long as garage games is your publisher).
Let the mod revolution continue!
Re:Future of gaming?? INNOVATION! (Score:2, Interesting)
I think the best source of game innovation is from players, and that doesn't stop with the modders. Look at all of the MMORPGs out there. Those players aren't creating mods, but by playing characters far better than any AI, they add to the level of game play for everyone. And they not only don't get paid, they pay the game company to play! "You mean you pay to play an elf, so someone else playing the game encounters a more realistic elf during their game?"
The modders are almost yesterday's news compared to the people who pay to improve the game by playing it. Now that's a business model. You get a better "AI equivalent" than anyone could write, and they pay you for the privilege.
The problem with moden arcade games... (Score:2)
Re:The problem with moden arcade games... (Score:1)
Re:The problem with moden arcade games... (Score:2)
Today's arcades are sad, boring places full of games that do not interest me. And I swear: I did not grow up. If the games were good, I would still be playing them.
Game violence in 1972? (Score:5, Funny)
In 1972, he invited Long Island mother Ronnie Lamb to bring her message to his show and launch her campaign to ban video games.
WTF was the violent video game in 1972? Death pong?
Did her Little Tommy kill somebody with a ping pong paddle? This is just silly.
"Stella" Atari 2600 VCS (Score:2)
Future vaugue - please ask again. (Score:2)
well the thing that this may lead to is that it will just shift the model out one layer - in that all the really good mod developers out there might actually start game houses. Granted this would take a while - but you can even see now that some quake mod developers are starting small "companies" (term used very roughly) and creating products. Whether they are actually selling them - or just making them is another issue.
In any event - the rift might end up being so that the two types of really prevelant games are 1) MMORPGs and 2) Engine provided with a decent yet small Campaing ala NWN. with the tools and intentions for user end mods.
While I do not think that this model would apply to sports games - the RPG genre is definitely a perfect arena for this type of development model.
What we really need in gaming is some revelutionary ideas in the area of interface and gameplay (not to mention the need for new genres entirely - not an easy task.)
minus a dangling modifier (Score:2)
Modifier? I don't even know her!
(Rimshot)
Studies Have Shown... (Score:1)
Flawed thinking... (Score:2, Interesting)
This is pretty flawed thinking. Because by that same logic, there should be little market for softare because clearly we can all just go get MS Visual Studio, or Perl, or PHP, or any number of other programming languages. Who needs application developers! Just give the masses programming languages.
Just because you give someone a tool doesn't mean they can create greatness. GMAX is definitely a "dumbed down" version of a more sophisticated package, but in no way has it streamlined the users (artists) creativity or imagination, not to mention sense of aesthetics, balance, and proportion.
Future Game Development (Score:3, Interesting)
A game engine that allows a user modification later is just gravy. We've pretty much have seen this as a marketing tool to get our game off the shelves and into the hands of gamers. The great success of the Quake and Unreal engines prove this. At first, just to play the Counter-Strike mod, you had to purchase Half-Life.
Currently, only independent developers are using these third-party engines. The main reason is that they lack the resources ($$$, time and people) to create their own engine. These groups quickly find that their engine lacks the power or doesn't handle game functions as they would like. The best games will have the game design create the engine and not the other way around.
Let's face it. To have a AAA title, you need to have your own proprietary engine. Those that use a high-end Quake or Unreal engine will often have to strip out and insert new code to make it work. (Wasn't Half-Life 85% new code?)
I only expect to see more proprietary engines being created (as it always has been) and the ability to create user modifications as a marketing tool to increase sales.
Re:Future Game Development (Score:2)
Third party engines are the way computer gaming is going. Every time you write an engine, you're re-inventing the wheel. Why do that?
Re:Future Game Development (Score:4, Informative)
Technology forced design changes, too. It took time to become familiar with the Unreal engine. I wish I could say we uncovered all its potentials and limitations quickly, but we didn't. Months of experimentation were necessary to reveal how best to do things in Unreal and what things not to do at all. When we stopped playing with Unreal andactually started working with it (roughly six to nine months after we got our hands on it), lots of ideas we'd come up with in the abstract didn't work quite as well in reality.
Here's a case where game design was sacrificed in name of the existing game engine. Ah, but there's more...
We went into Deus Ex hoping that licensing an engine would allow us to focus on content generation and gameplay. For the most part, that proved to be the case. The Unreal Tournament code we ended up going with provided a solid foundation upon which we were able to build relatively easily. Dropping in a conversation system, skill and augmentation systems, our inventory and other 2D interface screens, major AI changes, and so on could have been far more difficult...
However, to my surprise, licensing technology didn't save us all the time I'd hoped it would. You'd think cutting a year or more of engine-creation off a schedule would result in an earlier release date. On Deus Ex, that didn't prove to be the case. Time that would have been lost creating tools was lost instead to learning the limitations and capabilities of "foreign" technology. Time that would have gone into making an engine went into focusing more on gameplay systems and tuning than normal. Unreal certainly allowed us to focus on content generation over everything else, but we spent more time doing it...
There were times when we should have ripped out certain parts of the Unreal Tournament code and started from scratch (AI, pathfinding, and sound propagation, for example). Instead, we built on the existing systems, on a base that was designed for an entirely different kind of game from what we were making. It's not that Unreal had bad AI or pathfinding or sound propagation, but those systems were designed for a straightforward shooter, which was not what we were making. (The entirety of this can be found at Gamasutra [gamasutra.com])
As I stated before, using a top-notch third party system might save you some time, but you often need to strip out a lot of the code and do some heavy modifications. Not to mention that they cost several hundred thousand dollars and a royalty percentage. Most of the time it's just better to write one yourself.
Re:Future Game Development (Score:2, Interesting)
Depends on the engine license. (Score:1, Informative)
Today, in many ways, you can "mod" a games using net built tools based on distributed games and have little chance of getting paid for your work (if you're lucky, you might get picked up by the original game producer). But, most modern games limit the ability of modders to actually sell their new levels, etc. (e.g. Neverwinter Nights)
The other way to "mod" the game is to actually license the engine from the creator, pay them a fee and/or royalty and be able to then distribute your work based on the engine.
Licensing the engine tends to give you a bit more flexibility in the final game, as you may be able to modify the actual source of the engine, whereas with typical mods you can not.
It would be an interesting development when you can get a "reasonably priced" license from, say, Blizzard to build new mission sets for WC3 and then be able to sell them. Here, you don't license the actual engine, but rather simply use the tools that the internal level designers used to create single play campaigns for resale.
This way, for example, WC3 becomes not simply a game, but also an authoring tool. The issue here, of course, is that if you're licensing the world building component, then later there may be difficulties regarding expanding and enchancing the games through patches and what not. If Blizzard decides to tweak a spell or capability in the core game, that tweak may throw a 3rd party scenario out of balance enough to ruin the scenario for players.
These could all be dealt with, of course, but it would require some extra maintenance and forethought and communication by Blizzard. Now, since there are no licensees of the world building piece, they can change whatever they want and all of the hobbyist fan made changes can be damned.
Mods are a great way to extend the longevity of a game (Total Annihilation anyone?), and keep it popular, but with the engines becoming more sophisticated, it would be nice to have channel for professional 3rd party content as well as amateur content.
The Next Ages of Game Development (Score:1)
"This evolutionary process is not finished. Increased compartmentalization and object orientated advances will enable re-usable components, character behaviors, game logic and audiovisual content. Over time, some forms of fundamental standardization for various types of content may allow users and developers to interchange content from one product with that from another."
Standardization? Sheya. We don't even have a standard animation format from product to product *from the same company*. Engine programmers are constantly attempting to gain speed and compression of assests and each rev of the engine will affect how assests processed. Even if you could standardize a 3D model format and an animation format you still need some way to hook it up to the game. The day performance is no longer an issue is the day you'll see standardization.
"Key trends in development, including online worlds, continuous development and after-market products from fourth-party developers require new distribution systems."
Oh yes, pay-to-play. That'll go over big with gamers. You dont own the disc anymore and you can't play if you're connection is down. Gamers rent the software, even if it's a one-player game. The Xbox os ready to do this (who woulda thunk it), but the PS2 and Gamecube can't unless you force players to buy more stuff.
"Continuous Development" - old hat.
Re:The Next Ages of Game Development (Score:1)
"Increased Monetization of Product Derivatives" - a.k.a. make gamers pay for mods.
"Complete Toolset Integration & Standardization" - Ah yes, the glorious uber-prize that all people want to see. One toolset for all genres of games so it's just a matter of plugging the right bits together for your game.
Sheya, that'll be the day. Take an engine that was build for first person shooters and try making a role-playing game out of it (i.e. ask the Anacronox team) and we'll see what you're tune is. And when you manage to make that easy, try making a fighting game out of that engine. When you do that, make it easy to make a racing game. When you do that...
"Development Teams Become More Transient" - In other words, we don't want to pay for a full-time team of professionals.
"With pervasive gaming, many of the previous nine points come together to create gaming's equivalent to electricity - it's everywhere, always available, and easy to access what you want, when you want it." - now you don't just play games for fun, you live them! Unfortunately, he's probably got this right. Except for the cell-phone part. Hard-core gamers wouldn't have the guts to actually talk to another person from the game.
Re:The Next Ages of Game Development (Score:2)
Ion Storm & Looking Glass seemed to do a decent job. Of course, those were FP RPGs...
Re:The Next Ages of Game Development (Score:2)
Re:The Next Ages of Game Development (Score:2, Interesting)
>increased Monetization of Product Derivatives"
>- a.k.a. make gamers pay for mods.
My point was that at some point modders will be released from having to give their work away for free. The result is there will be some monetization of this and that could result in more mods and people supporting teams who produce good ones. It doesn't mean much of it won't remain free otherwise or by choice of the developer. Already some developers have done this in the form of boxing and distributing various mods like CounterStrike.
>"Complete Toolset Integration & Standardization"
>Ah yes, the glorious uber-prize that all
>people want to see. One toolset for all
>genres of games
Actually I didn't advocate what you are talking about. The "toolset" I'm referring too are more generic things like Bink, Renderware Studio, Havok, 3D Studio, Alienbrain, etc. Not a one-size-fits-all kit. I think I even said that there will be specific engines for specific genres. Also if you haven't played morrowind, EQ, or Asherons call, why couldn't you use an FPS engine to do a kick but RPG?
>"Development Teams Become More Transient" -
>In other words, we don't want to pay for a
>full-time team of professionals.
Again, misinterpretation. I'm talking about professionals who are hired in a different manner. In fact, the fmr. Xbox manager for MS recently wrote about this issue in Wired. Teams today are not very transient. They are hired in-house, and stay together as a unit for multiple projects at the same publisher. Instead if tools make it easier to manage the process I see publishers moving back to a time where they outsourced lots of development. It doesn't mean they will seek cheap unprofessional labor. It means that you're brought aboard a project, you do your job, and when you're done you leave and hook up immediately on another production elsewhere.
>Except for the cell-phone part. Hard-core
>gamers wouldn't have the guts to actually
>talk to another person from the game.
Actually the technology inherent in a number of cellphones and thus cellphone games makes it impossible to talk to someone during the game. Doing that requires you to drop out of the network and lose state. Overtime this will get fixed. However, in the article I didn't necessarily make this point vis-a-vis cellphone games. I pointed out that they, and PDAs, would at times offer supplemental access to PC and console titles, e.g. helping arrange a trade in madden2024 so when you got home the trade was done. Or corresponding with your characters allies in a wargame or game like EQ.
Re:The Next Ages of Game Development (Score:2, Insightful)
Today's gamers (Score:2, Insightful)
With the recent increased popularity in both video games and software development, making mod-able games isn't so much a new innovation, but really just a logical step forward. Game developers can safely assume that at least a couple hundred of their players will be talented programmers, and from those a collection will be willing to work on things like mods. The benefits of this possibility are fairly obvious (look at other posts), and really the only cost is the need to organize your code into an SDK, which is probably benefits your codebase considerably if you are thinking about this from the start.
Someone else mentioned this, but not only will you possible generate new games that will add to the value of your game, but the programmers who worked on these project are probably just the type you want working in your company, allowing you to basically hand-pick a few new programmers for your company from the vast pool of modders working on your game. I'm almost certain that Valve Software (Half-Life) hired a few guys from some mods, and I think they even keep the Counter-Strike developers on payroll just so they will continue their work.
All this of course applies to artists and such as well.
Tools of the trade (Score:2)
Making it easier for people with Lightwave, Maya, Max, Nendo, Mirai, et al, to contribute directly to game content without jumping over any hurdles is a win-win situation for both the gaming community and the companies that make these products.
There's always the argument that teenagers can't afford Max or Lightwave, but somehow they still manage to create whole sites of tutorials based on such software
It only makes sense for companies, in both a business and ease-of-use sense, to move away from the proprietary, and towards more open design standards that profit everyone.
and now we need to modify grammar! (Score:2)
St. Louis COUNTY, not CITY. (Score:2)
So misunderstood.... (Score:2)
Those who would blame video games for violent behavior do not understand the cause of violence. Fear fuels hatred, and hatred fuels violence. Without the hatred, violence cannot flourish. If anything, video games reduce the level of stress an individual is experiencing, making it less likely that an individual will become violent.
What this is really about is blame shifting. White middle class America can't even grasp the concept that they might somehow be responsible for the angst level of minorities and the underpriveledged. It is much easier for suburban America to have a politician pass a law against "violent" video games than it is for them to take a hard look at their own lifestyles. This way, they feel as if they are "doing something" while absolving themselves of any responsibility for the condition of their communities.
It's the Portability, Stupid (Score:2, Informative)
That small example expresses a point when developing games. It's not all one world, and many people no longer accept that a particular game is available only for one device (PC, console, whatever). All of these platforms have already converged in technologies and aren't particularly different except for the game accessory hooks (Windows: DirectX, Mac OS 9: InputSprockets) that make porting a pain in the patootie. Some companies that port the most popular PC games to other platforms or develop their games with concurrent release are great at it, but something's amiss now. The lack of ports for Linux games is shameful, given that one of the most popular UNIX-class operating systems show that these games work in this area (Mac OS X). I know it's not a "just recompile" thing, but it shouldn't be that hard, right?
I'm not a programmer, but I've read the general qualms that make game development so richly rewarding and a pox on your soul. In a utopian game development world, I'd stick with these standards:
- USB devices with common, open source drivers that work anywhere (everything handles USB now). Screw proprietary or legacy connectors.
- OpenGL, OpenGL, OpenGL: Everything works with it--just keep refining it
- Clone John Carmack, Westlake Interactive, Blizzard, Aspyr, and any other company/person who thinks the game first, and the platform second
Are programmers so limited in skill that they can't develop without DirectX? Or are there plenty of politics that derail the idea of "code once, frags for all"?
Re:It's the Portability, Stupid (Score:2)
As much as I love OpenGL, let me know when it runs at an acceptable rate on the PS2, because it will NEVER be fully accelerated on the PS2 due to lacking hardware features, such as Stencil support. (Yes you can fake it with clever Alpha tricks, but the point is, there is no common graphics API that runs on everything from PDAs through consoles up through PCs.)
> Are programmers so limited in skill that they can't develop without DirectX?
What a naive and arrogant statement. Us programmers don't feel like re-developing the wheel over and over again. Why waste time re-writing (and debugging) drivers when it (DX) already works? I only addressed the technological issue, but there is also a business/politcal issue. (See below.)
A standard API is a good thing, yes. But there are very few high performance cross-platform APIs (RenderWare and NetImmerse middleware come to mind, but what others?) Add in the issue of cost (to develop & maintain) and very few developers/publishers are willing/able to afford it.
> Or are there plenty of politics that derail the idea of "code once, frags for all"?
Flexibility comes at the cost of performance. Engines are designed to do a few things well, the rest ok or even poorly -- only so man hours can be applied to the "problem" of writing efficient & flexible code. The level of algorithmic optimization you can apply depends on the problem. As hardware converges to common feature sets, I agree, this gets easier.
It's not just a political issue, but a business one - i..e maximium profits. Why spend a ton of money writing PC games for less then 2% of the market (Linux+Mac), when you make your most profits from the other 98% (windows)? Of course cross-platform code has it's benefits (find more hidden bugs), but it's seen as "too expensive", with very little returns, by most game developers / publishers, unfortunately.
Cheers
--
Maybe there is a reason why the cliché "Turn off the TV, turn on your life" is true:
Television: Opiate of the masses [dyndns.org]
Pornography and sexual perversion (Score:2, Funny)
An adverse effect is impossible to measure (Score:2)
MiddleWare solutions (Score:2, Interesting)
Game developers think "why should I put 6 months programming into something that probably won't look as good as what the dedicated guys can do?" Game players nowadays don't want "just" good graphics or AI or sound or physics, they want a completely immersive experience, and this is often impossible for a single team of developers to produce in any realistic time-frame
Re:Zillions of Games, NWN (Score:3, Informative)
Even if the engine itself is closed source, Bioware et al give a developer everything that they need to expand the game with a professional level editor, object scripting, and releasing server software.
These things show a commitment to the gaming community, allow for the game to become near infinately expandable, and give the users as much (or as little) of the behind-the-scenes action as they want.
I haven't played around with the editors enough yet, but if you could create your own weapons, armour, and races, you could even expand the world from the medieval/fantasy to Sci-Fi, Horror, western, etc, the same way the core rules have been expanded in the pen-and-paper version.
Re:Eulogy (Score:2, Interesting)
I learned to program on a Commodore Pet in 3rd Grade. I wrote my first text adventure on a Vic 20. However, the fact is that the FPS genre - especially under the guise of Doom and Half-Life have shown more and more where the future of development may be heading. Thus the focus does start there in terms of the piece.