What is Next-Gen? 75
Rosethorn writes "IGN's Sci-Fi Brain has a weekly column covering relevant topics in video games as they relate to science fiction. This week TK-422 defines what it takes to create a 'next-generation' gaming experience. He examines some innovative games from the past, and looks at where innovation will come from in the future." From the article: "Contrary to popular belief, the ability to create more realistic and lifelike graphical environments doesn't always count as innovation. Next-generation graphics should not just rely on a console's or PC's ability to render better visuals. Next-generation graphics should permit players to become completely immersed in the universe that the developers have created for them."
Silly question... (Score:4, Funny)
Re:Silly question... (Score:1)
Re:Silly question... (Score:1)
DNF (Score:5, Funny)
six years ago... (Score:5, Insightful)
Next-gen is nothing but a fsckin buzzword.
Re:six years ago... (Score:1, Insightful)
Next-Gen is not something that we obtain or experience. You don't play a next-gen console. You play today's console. It's just a placeholder label for x+1 iteration of gaming systems and games where x is our current generation of said systems and games.
Asking someone 'what does next-gen mean to you?' or 'what do you think of next-gen graphics?' is like asking them 'what does next year mean to you? What do you think of next year's weather?'
The whole of the summary's paragraph is meaningless waffl
Re:six years ago... (Score:2)
I completely agree with you, that is the deffinition of next generation. It is nothing wrong per se. Say, Xbox360 is the next generation console of Xbox, and PS3 will be the next gen. of Ps2 and Revo of GC. The interesting bit is which of the three consoles will be *better*.
Better does not mean "will have more polygons or pixels per inch*, it means which one will be more en
Re:six years ago... (Score:2)
Six years ago, the PS2 was the next generation of gaming consoles. That's not marketing hype, that's just a tautology. Once the PS3 has come out, it will be the current generation, the PS2 will be last-generation, and the PS4 will be next-generation. That's just th
It's a trap! (Score:4, Insightful)
Next-generation graphics should permit players to become completely immersed in the universe that the developers have created for them.
So next-gen gaming is all about whether I have a good enough imagination to become immersed in a game?
Attention /. reader! You are being led astray! The true next generation is the Super Nintendo Entertainment System! It has games in which you will become immersed! Final Fantasy IV! Final Fantasy VI! Chrono Trigger! Abandon your XBOX 360s! The next generation of games technology isn't about technology at all!
Games have always been about story. Technological generations aren't about immersion, they're about the technology. The machine doesn't make me feel. It does math and pushes it to my TV. Video game designers and writers immerse me in the game, not the console itself.
Re:It's a trap! (Score:3, Insightful)
I'm not flaming. I can tell you just weren't thinking about what you were saying. That you got modded up is slightly more disturbing.... anyway, onto my point, which I will give in list form:
I'm fairly sure you're not generalising as much as your words themselves indicate, but then there is your use of t
Re:It's a trap! (Score:2)
In my defense, I was trying to be funny, not insightful.
Re:It's a trap! (Score:2)
You sir are talking complete and utter shit. RPGs revolve around the story and a good exploration system, where as games like Sonic and Mario have no story at all. Yet are some of the greatest games ever.. So no, games arn't about story (only the latest generation of gamers would think such crap). Games are about 1 thing, a very simple thing which I shall point out on it's own line so you can clearly see it.
HAVING FUN.
Re:It's a trap! (Score:2)
Re:It's a trap! (Score:2)
Re:It's a trap! (Score:2)
Re:It's a trap! (Score:1)
I prefer even my arcade games with a story. If they don't come with one, I make up bullshit ones of my own.
Interesting. What story did you come up with for Tetris? Or did you strongly prefer Dr. Mario?
Re:It's a trap! (Score:2)
Eye of the Beholder (Score:4, Insightful)
Well, a well designed text MUD could qualify by this definition. Different things float different peoples' boats. In some ways, text adventures have an advantage... energy can be put into building a world, with the user supplying the graphics (imagination).
Re:Eye of the Beholder (Score:1)
Halo -- what about Goldeneye? (Score:4, Insightful)
It's been a while for me (and I'm basically a PC gamer)...but what about Goldeneye? iirc, that was a pretty "playable" experience for a lot of people. Maybe they mean the total package (and I still think Goldeneye was at least as good--Halo's main bonus here was online play, sort of), but when they elaborate down below:
"Innovation: Console friendly controls for FPS games."
Goldeneye was pretty sweet in this department...
Maybe I'm just a jaded PC gamer who thinks Halo is oversold.
Re:Halo -- what about Goldeneye? (Score:2)
Step 2: Empty your mind of rosey nostalgia.
Step 3: Play each game for and hour, and see how much you like Goldeneye.
I did basically that same thing once and it was scary.
Goldeneye's greatness lives in our fond memories, not in the actual reality of the game.
Re:Halo -- what about Goldeneye? (Score:2)
1. FPS issues. Hard to accurately hit someone at 2FPS with millions of explosions going on.
2. Ridiculous objectives in single player that required wandering around in a single level for hours until you found where that one objective was. It was OK on agent, but if nobody had told me about how to complete some of the other objectives on a greater difficulty level I would have never gotten it.
3. Straferunning. Straferunning is great w
Re:Halo -- what about Goldeneye? (Score:2, Informative)
Straferunning is great when you are allowed the reaction time to hit something going that fast. Unfortuniatly, goldeneye's FPS problems combined with the system designed for you to stand still in order to get any accuracy
You were supposed to switch the game's control style to Solitaire (left stick aim, C-buttons move), a style that Turok originated on the N64. It ends up just like southpaw mode on a modern ps2/xbox FPS.
Re:Halo -- what about Goldeneye? (Score:2, Insightful)
Re:Halo -- what about Goldeneye? (Score:1)
it would be impossible for Goldeneye to control both movement and aiming with control sticks
PC keyboard-and-mouse first-person shooters have analog control only for aiming, not for movement.
Re:Halo -- what about Goldeneye? (Score:1)
1) You are comparing two seperate consoles here with years of performance between them. Obviously, the new console will perform better. Besides, with all those explosions, you aren't shooting. You're trying to dodge them while still throwing mines, grenades, etc..
2) Besides not explaining that the bungie cord was not an actual item (contrary to the instruction manual), the objectives were not difficult to figure out if you read the mission briefings. The game also should tell you where to p
Re:Halo -- what about Goldeneye? (Score:1)
Don't forget Turok.
Next Generation (Score:5, Insightful)
2001: Halo is released (XBOX)
Innovation: Console friendly controls for FPS games.
Okay, I'm not trying to start a flamewar here, but I wasn't that impressed by Halo's controls. Now, Splinter Cell on the other hand, had innovation in the way the controller was used. But "Console friendly controls"? 007 Goldeneye for N64 was a console friendly first person shooter. It doesn't matter whether you judge it by number of units sold, or that Goldeneye became the game packaged with the N64... Clearly, it was a Console Friendly FPS.
Am I just missing something? Did somebody discover that Up-Up-Down-Down-Left-Right-Left-Right-A-B-A-B-Sele ct-Start worked in Halo? Because otherwise, I'm really confused...
Re:Next Generation (Score:2)
Now, I can see someone arguing that Halo 2 was more innovative, because it brought in the notion of quickmatching, ranking systems, etc. to the console. Even PC FPS titles
Re:Next Generation (Score:2)
Re:Next Generation (Score:1)
Basically, the innovation in Halo's controls was auto-aim.
Goldeneye on Agent and Secret Agent had auto aim.
Re:Next Generation (Score:2)
Either way, the innovation in Halo's controls is greatly overstated. Quake 3 Arena on PS2 had the same control scheme. More than anything, the popularity of Halo on consoles just proves that people can get used to any remotely usable control scheme with enough practice.
Definitely not graphics (Score:4, Interesting)
An example: A guard patrols an area. You are hidden behind a wall, waiting for the right moment to sneak past the guard to the room's other side. Then, you accidentally hit a bucket. The guard hears the sound, and runs to investigate it. No problem so far, this can be done with premodeled animation sequences (walking, standing, running...)
But then there is a rock on the ground. The guard hits it with his left foot. What happens? In real life, the guard would fall down. Now this is quite hard since the animation has to change in real-time. It involves physics (rock shape, amount of force, collision location...) and AI (since the animation has to change in a convincing manner, and this is achieved by letting an AI decide what to do next). This further leads to letting the guard stand up, checking himself if there are serious injuries etc. None of this is even remotely possible today.
So, you want next-gen with "next-gen" being purely technical? Look for advanced animation.
Re:Definitely not graphics at all (Score:1)
Or the slower reaction as my character gets tired or wounded. the involuntary camera pitch from the head nod when my sleep meter is almost empty and I haven't moved while I wait in ambush.
The involuntary jerk when the cannonball hits next t
Re:Definitely not graphics at all (Score:2)
Re:Definitely not graphics (Score:2)
Re:Definitely not graphics (Score:3, Funny)
"Hey, check it out, King Kong's arm is sort of going into the wall. He must be a g-g-g-ghoooooost!"
Re:Definitely not graphics (Score:2)
Light bloom (Score:2, Funny)
After almost a combined man-hour of intense research with our Vice President's grandson, Steve, we have discovered the only two things modern gamers really care about: Motion blur and light bloom. And believe us, we have those two things in spades.
Content (Score:2, Funny)
That is a real world simulator. Heck.. we can't even simulate real world weather.
I guess we'll stick with trying to get a life!
What is next-gen? (Score:2, Funny)
Better stories, conflicting motivations, yes (Score:1)
I'd agree with the article that better multi-character story plots and reaction gradients from alterable characteristics/reactions would help. Characters being both good-natured and helpful, but willing to sell you out to save their little sister from the gallows or for a lot of the local curre
Next gen is... (Score:2)
Re:Next gen is... (Score:1)
Which is why most PS3 FPS are scheduled to use the Unreal 3 engine...
My own opinion - ya its nice when a dev company has the time, money, and dedication to put out gr
Next Gen Ideals vs. Reality (Score:4, Interesting)
The author identifies three categories:
1) Gameplay.
2) Scope.
3) Graphics.
I'll use a simple question: If you added the feature to a game from say the early 90s, would you suddenly call it NextGen?
Gameplay
So we're playing Doom on the SNES. The author claims a great control scheme is what makes it work. Would adding Halo's controls to SNES Doom make it NextGen? I'm guessing most people would laugh at the idea.
Scope
The author says NextGen games should be bigger. Anyone remember Ultima 7? That thing was freaking huge. Morrowind was also huge. Both are from previous generations. Both are bigger than anything seen on future consoles, even in previews, with the exception of Oblivion. Take a small Ultima type game. Give it a massive game world with lots of cool things to do, you don't get NextGen Ultima, you get Ultima 7.
Graphics
Take a fairly typical console racer. Give it 720p graphics and nothing much else. That gets called NextGen pretty quickly. Take a basic beat-em-up and add 720p graphics, again, NextGen.
We may want Next Gen to mean quantum increases across the board. We may feel a true "Next Gen" game should step up its game in every field not just shiny stuff. They're a whole bunch of nice ideals but the sad truth is, we're judged by our actions and our actions have us simply calling a quantum increase in graphics "NextGen" because it's the only thing that really needs the next generation of systems to be possible.
Better music, better gameplay, bigger worlds, longer playtimes, [basic] physics systems, improved AI, better control schemes... These are all great things but none of them require the next generation of system - most of them can be done on the system before last (PS1) or even earlier.
About the only thing that requires the next generation of systems are prettier visuals. It may feel empty, it may not suit our ideals, but, truth is, that's all NextGen really is.
The only reason people question the "NextGen"ishness of some 360 launch titles is because, as with any new system, many of the launch titles are so inefficient they really aren't that quantum step up from the old one.
Re:Next Gen Ideals vs. Reality (Score:1)
Better Physical Modelling increases possibilities (Score:3, Interesting)
1) Abstract, pattern, or board type games. Puzzle games, party games, and non-game-games.
2) Stylized simulations of various kinds. Simulated driving, sports, fighting/combat, and so forth. Even fantastical worlds have kind of implied rules that are being simulated.
For type #1, since there's no pseudo real world to simulate, designers are free to make up their own rules, and convincing physics or human-like AI aren't so important. Additionally, good graphics tend to be irrelevant to these types of games. As a result, there's almost no such thing as a "next-gen" puzzle game, because pretty much any puzzle game that gets made could have been done on previous-gen hardware. One exception might be TetriSphere.
However, for simulation type games, the drastic changes come from increases in the fidelity of the simulation. Since perfect simulation is impossible, we're stuck with a mixture of scripted/canned behaviors that cover a wide array of interactions along with actual simulation. So a primary driving force in making these games feel "next-gen" is migrating an entire category of functionality from scripts into simulation. Doing this requires more horsepower, thus next-gen hardware, and makes the game seem qualitatively different because player freedom has increased.
I think a basic development that has to happen soon is a move towards more realtime skeletal animation. I think it's practically criminal that new games being made today still have characters get hung up on the slightest corners of objects. Getting "stuck" on a crate is ridiculous, or a doorframe or a rock or anything. You need to appropriately account for momentum and have skeletal animation to realistically show the effect on the character, so you can stumble, bump, trip, twist etc. Deformable environments need to be common place, with decent collision/impact calculations (I've never played Red Faction, so I don't know how good of a job it did). Elements in the environment need to react properly to extreme heat or cold. You can come up with an almost endless laundry list of these things.
These types of things will give players more freedom and more convincingly immersive games. You could then make Sequel 127 and have it seem fresh and distinct, as the play experience will be unlike what came before. But then you'll need something else by the time you hit Sequel 130. But for right now, there are plenty of REALLY OBVIOUS things that need to be done, but don't seem to be chased very much. Of course, that's because these things are *hard* while improving graphics is easy...
Re:Better Physical Modelling increases possibiliti (Score:1)
Re:Better Physical Modelling increases possibiliti (Score:2)
Next gen is... (Score:2, Interesting)
Next Question (Score:1)
Next gen emulates prev gen (Score:1)
A next gen console can run a prev gen console emulator.
Re:Next gen emulates prev gen (Score:1)
Re:Next gen emulates prev gen (Score:1)
Not a very well researched list (Score:2, Interesting)
It's already been pointed out that Halo was hardly the first playable FPS on a console - while not quite as polished in control (mainly due to the controller design, IMO) as Halo, Perfect Dark and Goldeneye bot
Re:Not a very well researched list (Score:2)
Doom is the game that really started the game hardware upgrade cycle. At the time, it was therefore a truly next-gen game. You wanted to buy the biggest, baddest hardware you could afford just to play Doom. You upgraded just to play Doom.
We hitting a ceiling on video games? (Score:2)
Wonder if the same thing can be applied to video games.
Yes, Super Mario Brothers was a big step up from pong, or anything atari 2600.
Sure, Super Mario 64 was a big step up from super mario bros.
But when I tried Tony Hawk for the xbox360, it just looked like a cleaner crisper display(it was on an HDTV) version of Tony Hawk for my PS2.
Yeah, so, um, were gonna play hundreds of dollars for slightly crisper, probably more detailed graphics, but no revolution in
Re:We hitting a ceiling on video games? (Score:2)
Let's face it, there are just some games and genres that don't need to be "next-gen". Dead or Alive 4 is basically DOA 3 with more polygons and shaders. Gran Turismo 5 probably will have very similar gameplay to GT4. Smash Bros. Revolution will most likely be a game that could have been designed for the GameCube.
A lot of genres are starting to hit a region of diminishing returns, at least in hardware requirements. Hardware improveme
Innovative isn't. (Score:1)
Who's popular belief would that be, marketing drones'? Inventing wheel was innovative, inventing firemaking was innovative, etc. It seems that these days everything that's applauded as innovative, isn't.
So wrong (Score:2)
> Innovation: Console friendly controls for FPS games.
As many said before, Goldeneye for N64
> 1998: Half Life (PC)
> Innovations: Seamless integration of Story and Gameplay in a FPS, Enemy A.I.
Maybe one of these:
- 1996: Marathon 2: Durandal
- 1995: Dark Forces
> 1996: Resident Evil (PSOne)
> Innovation: Established the Survival-Horror genre.
1992: Alone in the Dark (PC)
It may not have established the genre, but establishment for something that already exists d
Perhaps (Score:2)
Re:Perhaps (Score:2)
That doesn't require next-gen hardware. IIRC, Resident Evil 4 adjusted the gameplay slightly based on the player's performance. Also, God of War provided players with health bonuses after each death, to give them a slightly better chance at victory. I'm sure there are better examples than these, but they il
The future is DigiScent iSmell! (Score:1)
years ago there was this device by DigiScent [slashdot.org] called iSmell [gamasutra.com] that could connect to your computer. By combining a mixture of base scents from a palette, the device could synthesize a number of different scents that would be aerated out. The human olfactory system can recognize far more distinct smells than what iSmell could mix, but DigiScent promised thousands of possible scent combinations.
The product became vaporware sure, but such a technology could increase sensory immersion in video g
Re:The future is DigiScent iSmell! (Score:2)
Games allow you to pretend to do things that you would not necessarily really want to do. You only want to bring realism so far. Even if displays were holographic 3D displays, they still wouldn't be real - there is a line there that can never be crossed, only approached. However, a fighting game that actually punched you in the face, that would have gre
Re:The future is DigiScent iSmell! (Score:1)
I promise you there are gamers that would enjoy a more physical reaction f
next-gen has always meant next-gen... (Score:1)