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After
taking a break for coverage of Game Developers Conference 2005, the Question of the Week returns
with the replies to the question: "What hardware or software technical innovations
are going to be particularly important to game creators for the
next generation of console hardware?" As expected, the responses
were quite varied, ranging from input devices, through the return of "virtual
reality", to simply: "It doesn't matter".
It
Doesn't Matter!
A
couple of the answers we received pointed out that a great game
is a great game, regardless of technical innovation.
This
is actually a trick question. As a creator, your main focus is
just that: to create. This "Arena" has seen the coming
and going of various technologies and techniques. Some withstood
the test of time, while others faded into history. If the creator
focuses more on hardware and software, rather than focusing on
making the game better, then it won't matter how great the technology
is; they will never be satisfied with the results. Technology
is ONLY A MEANS TO AN END. Nothing more. As to answer the question,
that decision of innovation is based two-fold: one, the designer
of the software/hardware and the creator/gladiator in need of
that resource. There is no universal innovation that will appeal
to all designers, and there never will be.
-Michael Rivers
It's
the same in every studio, in every game, in every hardware cycle.
"If we had more memory...", "If we had a few more
CPU cycles...", "If we could just push a few more polys...".
Enough with the "If we had". The fact is: the original
Nintendo, the original Atari, and the original Commodore 64 games
were, and still are, lots of fun.
Given
a previous generation's AAA titles, our faster CPUs could create
more lifelike AI; more memory could hold more vibrant textures
and more fluid animations; and faster GPUs can render more lifelike
characters. But all of this "technical innovation" does
not improve the single largest selling point - the game play.
Our next great "technical innovation" is the realization
that every AAA game from the previous generation is technologically
inferior - but still more fun than - any current generation "B"
game.
-Kanon Wood, Cranky Pants Games
Greater
Realism
On
the other hand, a lot of the responses we received (one of which is particularly opinionated!) speculated that
the next generation will push realism to new highs.
Improved
physics and AI will probably be the big deal in the next generation.
With the release of high power graphics engines like Doom 3 and
Unreal 3 we should be hitting a plateau on the graphics race.
With the advent of multi-core processors and even physics co-processors,
as announced recently, we should be able to go leaps and bounds
beyond what we have done up until now. Hopefully in the next generation,
we will all focus on gameplay more, instead of just technical
innovations as many have been though.
-Derick
Eisenhardt, Electronics Boutique
Simple:
Art and code pipelines.
Everyone's
all excited about next-gen, but the reality is that next-gen games
will sell next to zero in comparison with current-gen games in
North America and Europe for the 2005 Christmas season. There
will be one Halo
equivalent that will sell a bajillion copies on Xenon, but it
will likely come from a Microsoft-sponsored developer.
The
GTA
franchise proved that gameplay is king, not good graphics. The
art is poor, but the gameplay is phenomenal. Microsoft, EA and
Activision all have loud voices when it comes to next-gen and
how good the games will be, but they're all basing their winning
strategies on re-hashing existing franchises with zero new IP.Most
developers/publishers are smart enough to recognize that they're
not going to get a big bang for their development buck for the
first iteration of next-gen, and they'll focus on the PS2 and
Xbox as their primary targets. They're all in the same boat of
making one series of textures/rendering improvements for next-gen,
then scaling them down to work on current-gen hardware at the
same time.
Some publishers are going as far as to split their
development between current and next-gen development teams, but
the end result is that they're stretching themselves thin. Once
July rolls around and they smarten up to the fact that current-gen
is running late, all those next-gen developers are going to be
poured into helping finish the current-gen titles in order to
meet the Christmas demand. As a result, the next-gen launch titles
are going to have maybe one or two cool features, but will be
generally weak in graphical and gameplay abilities.
The
smart developers/publishers are going to put a minimal investment into
next-gen for 2005, and learn from the mistakes of publishers like
Midway, Ubisoft and Eidos who are throwing lots of money at X2. The
real players are giving lip service to Microsoft for the time being,
and making launch titles with minimal staff, knowing that it's
throwaway work until 2006. By the time the PS3 is out in 2006,
Electronic Arts and Activision will have learned from the other
companies, and will also have their next-gen art and code pipelines
split from today's current-gen developments.
We
won't see the real nice graphics take over until Christmas 2006
for next gen, trust me. No one knows what to do yet except allow
engineers to flail about as they spew great technical terms that
mean squat.
-Anonymous
The
added horsepower in the consoles to come will spur a new leap
in graphics benchmarks. As increased graphics abilities (through
code and art assets) is a tangible goal, one which is relatively
easy to schedule and manage; it is an instant gratification area
of games development and something you can present to press and
investors so that it will receive attention unproportionally relevant
in relation to the importance of the advancement of computer games.
It
will not be before the second wave of "next-gen" games
that we will see the true innovation that the added processing
power and hardware capabilities will give us.
-Soeren Lund, Deadline Games
In
my opinion, it's always a matter of efficiency and quality. Graphics
are a big part of the game, as well as interactivity. The industry
has been trying to come up with several ways to innovate our interaction
with games. Always trying to find ways to put you "IN"
the game. With the way technology is headed I wouldn't be surprised
to find a whole other web of access to an independent community
dedicated solely to gaming. A good example of this is the audio
industry, with services such as Sirius. It would allow gamers to
experience a new wave of technology. Take the N-Gage as another
example of this. I believe the next generation will definitely
be defined by portability, communication, and last but not least
kick-ass graphics.
-Anonymous
Intelligent
narrative will be important. The will develop software that can
create non-linear plot lines that gives players a real sense of
immersion within the game and influence over the story.
-Hugh McAtamney, DIT
What
I'd like to see for next-gen games is less effort put on rendering
and visual effects, but instead a greater focus on character
modeling, body deformation, animation, facial expression, clothes,
etc. The levels we're making nowadays do already look very good,
but what's the point in making the environment look ultra-realistic
if the people living in it look like cyborg-zombie-puppets? Believable
characters are the next big key to great, immersive, believable
game experiences. It should also give the player a better emotional
response through better anthropomorphism. I also would like to
see even more improvement in sounds and physics, with the same
vision of creating more evenly credible virtual worlds, instead
on focusing on graphics and rendering.
-Marc-Antoine Lussier, Ubisoft Montréal
Physics.
-David Wu, Pseudo Interactive
It
Comes Down to Data
With
games becoming bigger in size, a lot of our respondents expressed
their concern on how all that data would be transferred:
Above
all else is the ability to move data around really quickly. This
means either high bandwidth or at least a huge host of bandwidth-saving
features. If next-gen gaming is driving towards HD gaming, then
the content demands are going to be enormous. While code footprints
will overall be fairly small, the fact is that textures, models,
animations, hierarchies are all going to massively increase.Similarly,
we also need that much more memory and storage capacity for the
same reasons. Bandwidth and capacity are not substitutes for one
another, though; Both are a must. Whether that will actually happen
is something I'm very pessimistic about.
-Parashar Krishnamachari
Copy
protection and load times. Companies can't ignore the very real
affect on the bottom line when their games are pirated. Although
apparently futile, this is probably a major area where developers
are focusing.Also,
as games are increasing in size, load times have also been going
up. I would think that this has to be one of the bigger considerations
for developers as well.
-Jason Pilgrim, Joy Media
Depending
on who you talk to, you can hear some terrifying predictions about
the costs and team sizes which could potentially be involved in
building next-gen titles. There is no way the industry can support
teams twice as big, or ten times as big, or whatever, than they
are now. I
think the innovations will come in the form of tools which can
make developing and distributing games more easily. The industry
seems to now be waking up to the importance of middleware, and
I would hope to see new middleware products of a higher quality
than are available now.
As developers, it's the content we're concerned
with, and we won't be able to make any more compromises in the
methods we use for creating and delivering that.The
other thing which could potentially be the start of a breakthrough
in the way we make games is any technology which can tip the developer/publisher
scales in favor of the developer again. Steam has shown that online
distribution may yet become a viable way to sell games independently,
in great enough numbers to make such a thing worthwhile. Both
the PSP and NDS are rumored to support some form of downloadable
content that can be run from memory.
Although this approach is
fraught with technical and legal difficulties, if developers can
find a way to make it work for them they could bypass the need
for such a heavy marketing investment from publishers. By reducing
that dependency and lowering the budget needed to launch a game,
I would hope game creators could feel comfortable taking more
risks and being more innovative in the games they choose to create.
That can only lead to a healthier industry.
-Anonymous
Getting
data off media fast enough, and dealing with memory limitations.
As processing power allows more data to be used, feeding the monster
will become top priority.
-Anonymous
This
is a bit of a poor question, since it really depends on the type
of game and the ability of the developers to make good use of
the hardware.For
many developers, just having vastly more processing power will
be the most useful thing because they seem to have difficulty
getting their games to run quickly enough on current hardware.
For others, having more flexible and advanced graphical capabilities
will be more important, because they desperately want to make
their games look even more real than they do now.
Still others
will find that the increased storage available (both on media
and in memory) will make a huge difference to the size of their
worlds and the depth of detail which can be included in those
worlds. And for those who are there at the cold metal face, coding
for the specific machines rather than writing generic code which
will run on anything, the most important innovations will be things
like the multi-processor nature, or the vastly increased vectorization
capabilities.
However
I suspect that the overall single most important factor will
be the limitations - there will always be one thing which limits
us more than we want it to, which will most likely be speed of
access to data, both from media (even BluRay doesn't allow you
to access data that much faster than DVD, and it still suffers
from the same horrendous seek times) and from memory (which on
some systems is apparently no faster than it was on the previous
generation, for access to data which is completely off cache).
-Robert
Dibley
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