EGM On the Future of Games 38
A few issues back, EGM ran a cover story theorizing on what gaming would be like in the future. Attempting to sidestep the easy answers of neural interfaces and crazy inventions, the editors at the magazine spoke with game makers of all stripes to get a feeling for the pulse of gaming in the next twenty years. They discuss everything from control to display, to the business of gaming itself. "How long until Bleszinski's dream comes true? Answering that question is just one of the goals of this months-in-the-making cover story. We've asked experts across the industry to track the next 20 years of everything from game-design trends to the evolution of your living room. A two-decade forecast, we figure, is near-term enough to be tangible (we're staying away from silly sci-fi stuff) but far enough out to fire up your imagination. And maybe give you some kick-ass dreams, too. Your trip to 2027 begins now...."
plug-in matrix style (Score:1)
Re:plug-in matrix style (Score:4, Insightful)
So actually, not only is your idea is 30 years older than the accelerated graphics card, it was written by Michael Crichton after an acid trip through 'Pirates of the Carribean'.
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Westworld was all about androids going out-of-control. Technology running amok was a common theme in writing of the time (2001: A Space Odyssey, for instance), and for the most part (outside of Asimov), there were two types of robot - servile, and evil. Crich
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It doesn't matter whether they're computer generated digital constructs injected into my brain-stem ala 'The Matrix', computer controlled androids ala 'Westworld', or actors.
If I can't tell the difference with my eyes and senses, it doesn't matter.
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Haven't Shadowrun and Ghost in the Shell taught you anything about why you shouldn't put wires into your brain?
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My living room is for living, not gaming (Score:2)
Why assume that consoles are going to be around? Or in a common area? I've been playing video games since around 1982 (when I wrote a crappy Asteroids clone in BASIC on my VIC-20). The last console I owned came with an orange plastic gun and a copy of Duck Hunt. Consoles have a horrible interface when compared to PCs, and until recently, TVs had a horrible scree
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Question:
Answer:
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Console controllers are comfortable and have as many buttons as any game should ever need
Let me introduce you a console called the Atari. You get 2 buttons. They do everything you need them to do.
The point is that games have to limit their number of functions to what's available on the console controllers their designed for. Just because the console has enough buttons to perform all the tasks that a certain game requires does not mean no game should ever need more. As games become more advanced, so do the controls.
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Uh, what does that have to do with the death of the console? My Xbox 360 is in my office plugged into a KVM switch. It l
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Oh really? I remember the "joys" of trying to play action games with a keyboard. It sucked then, it sucks now.
Depends on what you consider recently, and besides some of us aren't as resolution obsessed as PC gamers are. Sometimes I think PC gamers care more about benchmark bragging rights in regards to frame-rates, resolutions and so forth than actually having fun playing ga
Dream Machine, Powerful Idea (Score:2)
Re:It's obvious (Score:5, Funny)
Come on now, the article is trying to stay clear of the silly sci-fi stuff.
In 2027 (Score:2)
Of course 10ghz multi core processors with 64gb RAM will be the norm by 2027... *eek*
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You already have cheat programs that do not modify the original, on disk, in any form they just are run before you start the other program and then add thier hooks and cheat into the running software.
The only way to advoid this would be everything is run on the servers and all the users computer does is act as a dumb terminal; full circle from the old multi-player games from
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P2P Theory gives networking speeds a boost (Score:3, Insightful)
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I agree with your idea for a network model, though. I've been thinking about a P2P-based MMO and how well it would work. I've been thinking a step further, though, where the main serv
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I have a multifaceted toolset to deal with cheaters. First off, I don't want to be a target, but I will be, so I have many things to deal with hackers.
I am using the server you mentioned. It only keeps information for logon + save characters and telling which other players are in the zone you're entering.
If you want to see the MMOG I'm working on, its RoamingDragon.com [roamingdragon.com]
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Re:P2P Theory gives networking speeds a boost (Score:4, Insightful)
Re:P2P Theory gives networking speeds a boost (Score:4, Insightful)
Fighting games since Super SF2 Turbo have been about tightly timed combos and counter attacks. If there's even a little bit of lag, some players will complain, whether there's a problem or not.
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back in the mid to late 90's there was a network version of Ultimate Mortal Kombat 3 and San Francisco Rush the Rock Alcatraz Edition useing T1 lines.
http://en.wikipedia.org/wiki/Ultimate_Mortal_Komba t_3_Wave_Net#Ultimate_Mortal_Kombat_3_Wave_Net [wikipedia.org]
http://en.wikipedia.org/wiki/Rush_Wavenet [wikipedia.org]
http://www.vpforums.com/forum/showthread.php?s=&th readid=32236&highlight=Ultimate+Mortal+Kombat+Wave +Net [vpforums.com]
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Inane statements (Score:1)
That's the question every developer on the planet would love to answer. "If I saw a whole new genre that needed to be created, I'd probably go create it myself," says Warren Spector. "The fact is, no one can predict a new genre's creation. I feel pretty safe in saying that someone, probably a 12-year-old staring at the ceiling avoiding doing her homework, will create something entirely new in the next 20 years, but I wouldn't presume to say what that might be."
Translation : we don't know what will be crea
Smell-o-vision. (Score:2)
http://www.buzzle.com/articles/day-smelly-compute r -has-arrived.html/ [buzzle.com] + http://www.fuckingmachines.com/ [fuckingmachines.com] + http://www.nvidia.com/page/home.html/ [nvidia.com] = http://www.3d-sexgames.com/ [3d-sexgames.com]
Probably won't take 20 years. All the pieces are there, just waiting for some shameless pervert
Visit (Score:1)
Like a vagina?
Oh come on. You wish you thought of this.
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Wow... I'm scared... (Score:3, Interesting)
One theme tends to ring clear: INTERACTIVITY, INTERACTIVITY, INTERACTIVITY! And to that, I'm yelling back, STOP, STOP, STOP! It's difficult to up interactivity without in some ways destroying immersion. The more control the audience has over the environment, the less they're able to freely immerse themselves in it. I have no interest in creating an environment or a persona, I'd like to see what a great artist can come up with, and experience that... the same way I love listening to a great piece of music.
I love how their definition of RPG seems to be limited to the much smaller subset of American PC-style RPGs. That definition may be a realistic one, but it's pretty much moot for a good 75% of games that are considered "RPGs". So what if half the genre needs a new name, that's what they're called.
Also, I found the definition for "platform game" to be completely wrong, and over-complicated: A platform game is simply an adventure game in which the character's movements are key to progressing through the environment. A staple has been to have a plethora of floating and moving platforms... hence the genre name, "platform game". Some have unrealistic graphics... some don't. Many traditional adventure games have unrealistic and stylized graphics too... but I'm noone's going to call the latest Monkey Island a platform game. Action Adventure and Platformers are merging to the point of indistinguishability. Every action/adventure these days has platform elements, and platformers are fastly becoming epic and intriquite like their action/adventure counterparts. But it's not graphical style that dictates the traditional boundary.