Top Technologies of Next-Gen Gaming 77
SlappingOysters writes "Gameplayer is running an article that examines the key technology developments of the next-generation of gaming. They go into plenty of detail as to why they believe each piece of technology is helping to take gaming on the PC, Xbox 360, PS3 and Wii to more spectacular heights. They also have a related story which takes a look at the best game engines of next-generation games."
Mind Control? (Score:4, Funny)
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Right on, about the mind control. A brain-computer interface would truly make the next console stand out without simply having the mightiest processing power, exactly what the Wii accomplished. (I keep putting off the project of setting a BCI for my home computer.) I hope Nintendo again takes the leadership role.
Unfortunately, after I *click* *click* *click* went through TFA, it doesn't mention BCIs.
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Exactly, that's what's missing from this list.
I want a set of cameras to track my movements (in my living room) and map them onto the movements of a video game character. Eyetoy does this somewhat already, but you need multiple cameras to do it right.
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I wouldn't, I don't know Kung-Fu, I can't rip a minotaurus head off with my bare hands, I probably can't even hit a target with an assault rifle.
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You must either have a very large living room, or play games with very small maps.
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a little wand we could wave around
Must not make joke...Must not make joke...Must not make joke....
Wait.... (Score:3, Insightful)
...are we talking about the next generation, or this generation? Because the formerly "next-gen" systems are already here. We can stop referring to them as "next-gen" now. In fact, using that moniker is starting to get a bit confusing as consumers are beginning to look out toward what the 2011-2012 generation will bring (if anything!).
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Re:Wait.... (Score:5, Interesting)
See, right there. You did it. "Next-gen" and "PS3/360" right next to each other. That's bloody confusing. PS3 and 360 cannot possibly be "next" generation as they are here today and have been here for 2-3 years. The "next" generation is whatever comes after them. Even worse, the title of the article (Top 10 Game Technologies of the Next-Generation) uses a hyphen between "Next" and "Generation". Are they referring to some generation called "Next"? Maybe the kids who grew up with "Next" magazine?
Is there something wrong with saying, "Upcoming technologies for the latest game systems"? Or is that not hip enough for the Next magazine generation?
Please stop the abuse of the English language!
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Despite the stupidly made-for-moron marketing terms that Web 2.0 and Web 3.0 are, and despite the fact that they don't actually exist, at least they have a definitive attempt at a label. Unlike "next" which is a term based purely on situational perspective.
The "next train" is no longer the next train once it arrives, but the "3.45pm train" is still the 3.45pm train after it departs the platform - even if it wasn't a train and didn't arrive at 3:45pm (as in Web 2.0, which is not the Web and is not version 2.
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Clearly, using hyphens went out of style a) long before he was born or b) they're such a new invention that someone so old shouldn't be forced to learn new things.
Please, enlighten us.
I assume you are referring to this [wikipedia.org]. However, there is no need for a hyphen in "next generation" because it is clear to which noun "next" refers. To quote Wikipedia (not exactly an authoritative source, of course):
Re:Wait.... (Score:4, Funny)
Subtraction?
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"Next" is an adjective. It modifies "Generation" in such a way as to identify a specific instance based on temporal meaning.
Smooshing the two into one word using a hyphen changes "Next" into a noun. Which then raises the question: What the heck is a "Next"? Next Magazine? Generation "Next"? NeXT Computers?
I'm sure you can appreciate my confusion.
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Or, if they insist on calling the current generation as next-generation then what comes after the next-generation? Uber-generation? Deep-Space-9-generation?
In 2012 what will they call the current generation next-generation when it becomes last-generation?
I have a headache...
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I'm not trying to flame or troll or anything, but until the 360 or ps3 dominate the landscape or the generation after them is announced, they're going to be next generation. For the majority of users, the ps3 or xbox 360 are not their current consoles, they're the
Not necessarily (Score:2)
It depends on whether what's being done is hardware-based or software base (or, at least, whether it can run on current hardware).
While not quite as adaptable as a PC, a 360 (and I'd assume a PS3) can still adapt to anything that doesn't require a core hardware change. After all, not everything is about horsepower, sometimes it's how you use it.
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New games are still being made for the Atari 2600. Does that make it the current generation? In which case is the PS2 the next, next, next, next, next generation system?
Gah! My head hurts.
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The PS2 is the only last-gen console that still gets games. the Xbox1 was dead the moment the Xbox360 got released and the Gamecube was pretty much dead a year before the Wii was even out.
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I am a bit surprised... (Score:2)
that the Call of Duty 4 engine [wikipedia.org] didn't make it onto the list. At first I thought it was because it was proprietary, but most (all?) of the other engines on the list are as well.
For me, the games that have astounded me (in order of my seeing them and being suitably impressed) are HL2, F.E.A.R. and CoD4. HL2 was for me the first semi-realistic fps. F.E.A.R showed me what a game engine can do, and had great "startle-factor". CoD4 showed me what a game engine combined with good gameplay and replay value can do (
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You're confusing technology with design.
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*sigh* (Score:4, Funny)
Still no VR total immersion interfaces =(
Also no sex droids =(((
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Also no sex droids =(((
And there's a slot of the Wiimote and everything
Missing one key tech (Score:2)
Nowhere on that list did I see the key technology of 'fun' mentioned. Isn't that all that really matters when it comes to games, is it fun? All the technology in the world can't make a bad game fun.
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Maybe because you didn't RTA? The very first paragraph addresses your point.
There's no one thing called "fun." (Score:2)
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'Fun' is a very subjective thing, but major advances in algorithms enabled by greater processing speed and other hardware related improvements are much less subjective.
Those are the advances which can be projected and measured - if a new game is on the horizon using a completely different paradigm, no one would know. And if they did know, they certainly wouldn't know if it was going to be a success or failure.
Re:Missing one key tech (Score:5, Insightful)
Uh, because this is about the technology. And new technology can make new kinds of fun.
For instance, have you played the Star Wars: Force Unleashed demo on the 360? It's a free download, so go grab it. And it's AWESOME and FUN. And what makes it so much fun? Because you have control over everything. You can use the Force to manipulate pretty much any object in the game. For instance, I wanted to destroy a TIE fighter that was zipping around the hanger. Instead of just shooting at it like you would in any other game, I chose to use the force to rip one of the support beams for a walkway right out, and BEND IT in any way I wanted to put in the path of the flying vehicle. This isn't pre-scripted, or one of those things where it's "what you're supposed to do." You can deform most of the environment in whatever way you want. And it bends and deforms and breaks realistically, in real-time, based on the user's inputs.
And why can you do that? The brand new Euphoria engine the game runs on, which uses Digital Molecular Matter, that allows any object in the game to be defined in terms of basic properties that describe how it will break/bend/deform, etc. So now, instead of there being only certain objects in the environment you can manipulate in certain pre-scripted ways, you can do whatever you want to any object. It's fun as hell! And what makes all this fun possible? New technology, and a next-generation engine. (and yes next-gen is the correct term here, because we're talking about next-gen engines, not next-gen consoles)
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This is the first time that I have actually wanted to have an Xbox360.
Much as I like my games based on the PC, I have a feeling that the technology of the consoles is going to suck me in at some point.
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For instance, I wanted to destroy a TIE fighter that was zipping around the hanger. Instead of just shooting at it like you would in any other game, I chose to use the force to rip one of the support beams for a walkway right out, and BEND IT in any way I wanted to put in the path of the flying vehicle. This isn't pre-scripted, or one of those things where it's "what you're supposed to do."
Are you sure about that? I did the same thing in the PS3 version. It might not have scripted but it was definitely designed to encourage you to do that. Notice how the tie fighter just happen to fly in a path that would cause them to hit a beam that was moved a little?
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Hmmm, I dunno. I had to crank it around pretty good to make it hit the TIE. I thought the default way to kill it would have been to just throw a barrel at it.
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And it bends and deforms and breaks realistically, in real-time, based on the user's inputs.
Thats 95% marketing speech and 5% fact. I have seen the Euphoria tech demos a long while ago and some of that stuff they showed was pretty impressive, but the Force Unleashed demo was pretty much a big disappointment. Sure you can throw some barrel into a Tie Fighter and it will explode, but after that it will just disappear, pop out into non-existance just like objects did back on the Atari2600. If you slice a robot into two pieces, it will fall apart at the exact same spots every time and will disappear j
Procedural Generation vs Virtualized Textures? (Score:4, Interesting)
#5 is procedural generation -- which suggests that, rather than drawing each individual texture, we'd write algorithms and let them generate themselves.
#7 is id's megatextures, which suggests that, rather than doing anything algorithmic, we'll just add more and more detail to a gigantic image.
These seem to be pretty much direct opposites of each other. Are they suggesting that each will be good for different areas? Or do they just not know what they're talking about?
Or maybe I don't know what I'm talking about.
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Are they suggesting that each will be good for different areas? Or do they just not know what they're talking about?
Probably a little bit of both, but I'm leaning more towards the latter after reading that bit about MIDI "composing itself." Computers can play Go better than they can write music (i.e., not as well as a determined amateur).
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It's not about computers writing the music, but allowing for vriations depending on the game situation. Getting sad? Change to a minor scale. In a hurry? Increase tempo. Want to add an instrument by an in-game trigger? MIDI's your man.
Actually, none of this is new. It's all been done years ago and even in the past few years many games have opted for sound synthesizers than prerecorded tracks and have achieved CD-quality sound.
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These seem to be pretty much direct opposites of each other.
Huh? Isn't procedural generation about content, not texturing? Anyways, even if they are direct opposites, that doesn't mean both aren't really good, promising technologies.
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Huh? Isn't procedural generation about content, not texturing?
It can be about texturing. Take .kkreiger -- it packs a pretty impressive-looking FPS into 96 kilobytes -- which would seem to be smaller than some textures.
And for that matter, texturing is content. Everything about a game can be procedurally generated -- I'd argue that textures would gain something from that. Raise your hand if you're tired of seeing a brick wall where every fifth brick looks exactly the same -- it's chipped and damaged in exactly the same way.
Now, imagine the brick texture is procedurall
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download Debris by Farbrausch [scene.org]
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Proceedural generation is NOT compression.
Check out some of the things around this site, starting from this page if you're interested in more stuff like this.
http://www.scene.org/misc/best64kintros.php [scene.org]
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megatextures take more video memory (and less CPU) but ensure the player doesn't see repeating terrain tiles as they run through a level.
As long as you can fill the "level" with enough non-repeating terrain.
In fact, procedural generation is often used to do this. There are things like forest generators -- as in, a program to generate a bunch of trees to fill an area as a forest. Technically, it's procedural generation, but they end up saving those gigabytes worth of forest to disk as part of the level.
Procedural generation takes less video memory and saves money on artist bills at the expense of CPUs, and produces non-repeating terrain and textures in real time.
Well, CPU only has to be spent when actually rendering the procedure to geometry -- or to textures, or whatever. Take the trees above -- an al
These are the top 10? (Score:1)
Oh, come on, people. Seven of the ten are graphical fluff, and the rest are gimmicks that make no meaningful difference to the gameplay experience. Why couldn't they have listed things that actually, you know, matter?
Oh, wait; I know why. This is a review outlet; they like Shinies (tm) because it's easier to throw up a couple of screenshots and say "this game is pretty" than actually write a meaningful description and say "this game is entertaining." A cancer on gaming, the whole lot of them.
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What "couple of screenshots"? It's the same damn "almost upside down place" screenshot on all ten pages!
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Video games have been a going concern for 30 years. We've had real 3d rendering for over 10 years. We're at the point where we can't make "better" games by just throwing technology at them. But that's what next generation consoles are all about, just throwing more technology. So that's what this article is about.
Anything that actually matters in terms of game design can be done on todays consoles. Hell, they could be done on the last generation of consoles. It's not about the grapics, it's about the game
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I think it's pretty common around every video game discussion to get mad about graphical improvements.
I like them. I like them a lot. They are fun in of themselves. If a game looks crappy, I don't like it as much. But boring game play can be boring gameplay. I played through crysis once, it looked sweet as hell, but I never came back to it. I've played games with great gameplay and bad graphics (playing stronghold real late in the part), and didn't come back cause the graphics were sub par.
Works both way. G
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Which is a perfect example of how you can put the latest technologies into your game and it will still be mediocre, unless you think long and hard about the gameplay..
One more engine? (Score:1)
Engine for Comps! (Score:1)