The
Future of Games
So, where
is all this going? Great places. Over the next few years, DVD-ROM will
become ubiquitous, as will MPEG-2 playback. These advances will increase
the technical quality of video in games beyond our current goal of "broadcast
quality." The larger media size of the DVD-ROM will also allow
more video storage capacity per disc. A dual-layer, single-sided disc
can hold over four hours of extremely high-quality video, with one gigabyte
left over for the rest of the game.
Not all
video will go over to MPEG-2, though. While great for standalone cut
scenes, MPEG-2 is difficult to use within games themselves, where video
is displayed in only part of the screen or at the same time that other
things are going on. Fortunately, a number of next-generation software-based
codecs are hitting the market, such as Duck’s TrueMotion 2X and Rad
Game Tools’ Bink. Both provide very high-quality content at reasonable
data rates and both should be released by the time you read this.
Today’s
video production tools are much better suited to game production. The
whole video world is going digital, which massively improved the quality
and costs of game video. Most of the major video manufacturers have
announced progressive scan cameras, which will eliminate the interlacing
conversion problems (thereby doubling effective resolution) that have
limited quality since the beginning of the game industry. In addition,
the next wave of high-definition cameras will offer the possibility
of film-quality video on the desktop. The price of professional-quality
equipment is also dropping very rapidly, to the point where today’s
$4,000 camera is better for game video than the $40,000 rigs of ten
years ago.
As playback
quality increases, so will the demands on developers to produce high-quality
video. After decades playing the poor cousin to the broadcast world,
DVD and next-generation video playback engines will offer us the opportunity
to provide the end user with far better that broadcast quality. Game
developers have an opportunity to take a leadership position in video
quality but in order to do so the must avoid at all costs the following
ten disasters when producing video for games.
Ten
Digital Video Game Disasters
1.
Bad bluescreen. Do things look funny around the edges of your actress’s
long hair? Is the background either too visible or not visible enough?
That’s the product of bad bluescreen. These sorts of effects can be
expensively fixed in post with frame-by-frame tweaking, but it’s much
better to get right in the first place. See The 7th Guest.
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Interlaced
video as used in Dune 2000 is ugly and increases
data rates but can be easily eliminated.
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2.
Interlaced video. In analog video, the even lines are captured 1/60th
of a second apart from the odd lines. So, when objects are moving rapidly,
you see a stair-stepping pattern. It’s ugly, increases data rates, and
is easy to eliminate. Every digital video program out there can deinterlace,
so do it, or we’ll make fun of you at E3. See Dune 2000.
3.
Uncropped video. In analog video, there’s almost always crud around
the edges of the image that isn’t seen on TV. Computer monitors show
every last pixel all the way around. So you need to crop out the crud
on the edges. See the Longbow series.
4.
Wrong aspect ratio. Pixels are always square, right? Wrong. Many
high-end digital video standards use 720X486 pixels per frame, where
the pixels are taller than they are wide. So if the video is played
like that on a computer, everything looks wide. Scale the video so that
the pixels wind up square and circles aren’t ovals.
5.
Bad actors. It’s an old saw in video production that many good stage
actors don’t work out well in front of a camera, because their performances
are aimed at people thirty feet away in the audience, not two feet away
in a close-up. See almost every FMV game made.
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Resident
Evil's cutscenes
suffered from infamously
poor voice acting.
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6.
Poor voice acting. In many ways, poor voice acting is much more
of a problem than poor video. There are two main reasons for this: audio
is everywhere in games, and voice acting looks easy. Voice acting is
not easy. If it was, it wouldn’t be obvious which computer games had
the engineers do voice-overs. Voice acting requires skill and experience,
and it’s a lot more expensive to spend eight hours in a recording studio
with a volunteer than two hours with a professional.
Ask this
question before using someone as a voice actor: "Are you a member
of AFTRA?" If they respond yes, then they’re almost certainly a
skilled professional. If they give you a speech about how they don’t
like unions, at least they know what business they’re in, and might
be okay. If they say "What’s AFTRA?" smile and go somewhere
else.(AFTRA is the American Federation of Television and Radio Artists.)
See the Resident Evil series.
7.
Wrong frame rate. Video runs at 30 frames a second, and film at
24 frames a second. The final frame rate of digital video should be
an integer fraction of the original frame rate in order to preserve
smooth motion. For example, video should play back at 30 FPS or 15 FPS,
and film at 24 or 12. Note that if you transfer film to video, you still
should restore the frame rate to 24 fps. Media Cleaner Pro does a great
job with this conversion. See virtually every game with content shot
on film, such as Close Combat.
8.
Eight-bit audio. Never, ever, ever use 8-bit audio for anything.
Ever. Really. With modern audio codecs, 8-bit always produces bigger
files and sounds worse than 16-bit.
9.
Mismatched foreground and background elements. So, you want to shoot
actors on a bluescreen, then incorporate computer graphic elements in
the background? The video looks great, and so do the computer graphics,
but why don’t the spaceships look like they’re in the same universe
as the talent? Lots of reasons, probably. In order to make elements
match, they need to have similar frame rate, grain, motion blur, lighting
highlights, and so on. A good animator can make a great looking spaceship.
It takes a great animator to make it look like part of the set.
10.
Video technical requirements out of sync with the rest of the game.
While I like codecs as much as the next guy (well, a lot more than the
next guy), it’s a mistake to have the processor requirements for your
cutscenes be higher than for the rest of the game. Yet, it happens.
Sometimes, testers get so used to skipping past the video that they
never check cutscenes on low-end computers. Great looking video doesn’t
count if users can’t see it. See Civilization II and Close
Combat: A Bridge Too Far.
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For
Further Info:
•
Filmmaker's Handbook, by Steven Ascher and Edward Pincus (New
American Library Trade, 1984), is still the best primer available,
and a new version should be available by the time you read this.
•
http://www.codeccentral.com
is a Terran-hosted web site that’s a great source for codec information
•
Game Developer’s sister publication DV is a great
source for information on video production and technologies. More
information can be found at http://www.dv.com.
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Ben
Waggoner is the chief technologist of Journeyman Digital, a company
specializing in pushing the quality envelop for interactive media assets.
As the World’s Greatest Compressionist and avid game player, he has
an unquenchable need to improve the quality of digital video across
the gaming industry.
Halstead
York is the head of digital media production for Journeyman Digital.
When not producing and consulting, he spreads his digital media gospel
through teaching and lectures.
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