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  From Black Mesa to the 'New Plateau'
by Alan Youngblood on 06/02/09 12:28:00 am   Expert Blogs   Featured Blogs
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  Posted 06/02/09 12:28:00 am
 

Video games have come a heck of a long way over the years. From the days of 2D 8-bit to the days of 3D @ 1080p. Technologically, artistically and interactively they have increased at exponential rates. Until now.

Don't get me wrong, I still believe in Moore's law. We will still continue to progress technologically and be able to process more polygons to gaming shreds, and growth should continue there. However, I think that video games have reached a plateau now.

We are approaching the point at which better graphics can only be perceived by people if advertising tells them it is better. Again, don't get me wrong, I think there are some phenomenal new games with great graphics but it's getting to the point where there are less quantum leaps at least in the perception of the average person. There's no more "Holy crap that's awesome" effect like the progress made in the 80's and 90's. Take the Halo series, great games, but look at Halo and then look at Halo 3, has much really changed? Maybe, but it's certainly not enough to justify the huge increase in work hours to make it and the limited increase of amazement by the average gamer.

I've been seeing it before the recession. The bad economy just makes it painfully obvious. Current gen titles(PC, 360, PS3) for all but a few companies are hardly profitable and for everyone too costly.  Production teams have become bloated machines of hundreds of people that serve as cogs rather than the creative ingenuous people that they are. So much time is spent on detail in art and coding but the experience is often not measuring up to previous generations of video gaming. We'll call it a bad 'economies of scale.' More effort for less return cannot continue. I worry that there are really not many companies out there that are truly doing well with current gen development. Sure there's companies like Epic that are pulling in great profit, but at what cost? They overwork their employees and burn them out, or might lack the creativity and community that people (should) want in the work place.

Take a look at the platforms themselves, Sony is having a hard time with the PS3, which is now well justified as a quality product (much more than many would have said at launch). I've read rumors that Nintendo may have started a trend with the Wii for gaming platforms to not push the technological envelope in the same manner that they once did. New consoles may have little to no improvement on processing power and such.

The writing is on the wall: technological growth is slowing for video games. I predict we are entering a phase where it will plateau out for a while.

I'm not one to think that this is either permanent, nor that we won't find another area of technology to push the envelope. I'm just saying, we don't really need higher polycount budgets now.  What I can see is a tangent of technological advance with hybrid reality, virtual reality, or augmented reality.  None of these technologies are really new, but I think there might be a new interest in them in the coming years. Most of these will depend more on companies' ability to market them and societies' willingness to accept and embrace them.


So what's the brightside? This is not all doom and gloom, it actually is a really exciting trend if you ask me. If you know that you are in a dark room, find the door and step out into the brightside.  This silly metaphor goes to say that we can simply free ourselves of the lack of technological growth by growing in other ways, that many have said needed to happen sooner. Think of how many great novels have been written since the medium reached its limits, or how many fantastic films have been made since all the cinematography tricks and camera tech have been figured out. Not having to prove the technology every time you make a creative work is a very liberating thing. One that has birthed many great works on older media and will likely do so with video games as well. Developers will spend more time making a fun gaming experience and less time fighting the technology. Welcome to the 'New Plateau.'

 
 
Comments

Caleb Garner
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Yea i agree overall with what you're saying. Most enhancements are becoming less obvious and more subtle. shaders and such are adding interesting lighting effects, but frankly the amount of additional hardware to drive these features is not a good trade off...

I think that's another reason why the indie game scene is blooming... because while AAA titles are great works of visual splendor and often have nice writing and even in some cases some innovation in gameplay, they are titans that must meet a lot criteria in order to be funded.

Indie games are liberated because they have games all this cpu power, but rather than focusing it on vast worlds and hyper realistic 3d models.. they can focus on core game mechanics and produce games that are plenty of fun, orginal and not $60 a pop.

AAA games are not in danger.. there will always be a need for larger games and indie developers will most likely work their way into those projects as they perfect their skills on smaller projects.

It would be great to see people being ok with current graphics and turn attention to things that really need more attention too.. such as AI and greater game interface advancements. not just gimmics. Time will tell.

Benjamin Quintero
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Technology may be slowing for the moment, but I disagree completely that will get much slower or plateau. I'd argue the inverse. We are finally cracking the multi-core shift and we are going to see another evolutionary spike in the next 10 years or less. Graphics will look movie quality, AI will get multiple cores dedicated to it with one core working on micro tasks while the other cranking away on high level logic, reasoning, and strategic analysis. Sound effects and music tracks will be completely real-time mixed with true volumetric analysis and environmental effects; all running in 24bit samples, full Dolby, using "AI Director"-like systems to invoke the most emotional sound queues based on rule systems or even a learning system once we get enough horsepower for that one too. The games will finally start to use physics the way that they've been advertised for the last 15 years; objects will break and splinter, tens of thousands of independent rigid and soft bodies may be used to define building structures, maybe even millions of particles of sand =) will define your terrain for a truly destructible environment.

There is the invariable argument of, "is it worth it?" to make a game that complex. Even if every gamer in the world bought two copies, would that game pay for itself? I think that our industry will sooner be hit by the creative brick wall before we reach the technical one. Not that we can't come up with the ideas, it's just too damn expensive to make them =).

I'm not the least bit concerned about the growth of hardware, they'll do just fine. Creative expression is what we need to worry about. We'll reach the next creative revolution once someone can write a program that programs games and iterates on them until they are beautiful and fun. Chew on that one!

I agree that the casuals/non-gamers who see games as a way to burn some time off the work clock don't care about any of those things I mentioned, but eventually that power will be available. Again, I'm just not sure it will be worth it to take games that far unless we have some serious automation tools to ease that approach.

Bob McIntyre
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There's no plateau here.

Look at Dead Rising on the 360, then look at Dead Rising on the Wii. There's a huge graphical difference.

Look at CoD4. Notice how much better it looks than last generation's shooters. Now, consider that it's still a "tight-corridor" game, more or less. You still can't have that level of visual quality with more open levels and tons of enemies the way we could with older games like DOOM or Sam & Max or Duke3D.

And if you want "holy crap that looks real" then look no further than the facial animation in Heavenly Sword. That's something new to this generation, and it's so hard to do that there's really just that one game that does it.

We have a very long way to go. We are not done, and we are not at a plateau. By the way, someone says "this is as good as it ever needs to be, any better than this is unnecessary" in practically every single generation. It's never correct.

Valentine Kozin
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I have to say I find myself agreeing and disagreeing here at the same time. There really is a plateau here - this generation of consoles has been around for a very long while now and it's not showing any signs of phasing out yet. I think it's a very useful period for the games industry, but like Benjamin Quintero above says - there will undoubtedly be another spike a little bit down the road.

What I think is important right now is progress in tools, progress in management and progress in strategy. It is a simple fact that AAA games take many more man-hours now to create than they did several years ago - and that at the same time this delivers much less of a punch, much less of a 'wow' to the player than it used to.

But I think that this plateau is more of a 'breather'. Instead of chasing new technologies, developers are now starting to look around and ask themselves "how can we do this more efficiently?" There has been a vast jump from content-creation in the previous generation to this one, with multiple shader maps, destructablity, physics etc. A lot of effort has gone simply into adapting and developing new development processes and pipelines.

Take, say, Eskeel Steenberg's 'Love', the toolset developed for it: http://www.quelsolaar.com/love/tool_video.html That is the kind of thing we are likely to see in the upcoming future more and more. Improved tools and processes are really the growing trend and I reckon that in the next few years, while the graphical levels will only slightly increase in games, development costs for AAA games shall fall.

The next generation, when it comes, will challenge the programmers - true - but I think the artists' jobs will become easier from here onwards as technology improves further. For instance, the recent introduction of SSAO can now save time where a content artist would have previously faked the effect on textures or with vertex colouring. Technologies like DMM will reduce the work artists have to do to rig simple objects like chairs to be destructible and eventually we might even be able to handle character animation procedurally, when tech like Euphoria becomes more advanced, reducing the need for costly motion-capture and animator man-hours.

So yes, I do think we're at a graphical plateau, but I think that we will see a new generation and, learning our lessons from this one, it could well be that games will become easier to produce than ever.

Mind, we'll need a ton of programmers though.

Luis Guimaraes
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For sure I just wish graphical and phisics tech reach it plateau as soon as possible and we begin making Games again...

Michael Rivera
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I totally agree with Luis. I would much rather see all this processing power being used for AI and game play mechanics rather than just for making a game look more "realistic".


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