|
PCShooter:
What
is the future of 3D gaming and its evolvement with realism?
Name:
Ken Levine
Company:
Irrational Games
Co-Founder/
Executive producer/ Freedom Force
<Ken
L>Its
"evolvement with realism"? Well, I think the big next thing to
happen in
FPS is
physics. Red Faction is taking a stab, and I'm psyched to see what
those guys come up with. Physics and destructibility are key to our game
Freedom Force, but it's not an FPS so I'll terminate this shameless bit of
self-promotion right here.
Name: Kenn
Hoekstra
Company:
Raven Software
Project
Administrator/
Star Trek Voyager: Elite Force
<Kenn
H>
I think that graphically, games are becoming more and more
"alive" in the
sense that the worlds and characters in games are looking and feeling more
lifelike. Graphics technology continues to skyrocket and that makes it
possible to create game worlds that are increasingly similar to their real
world counterparts. AI continues
to improve and this makes characters act
and react more believably. Animation software and technology is improving
in leaps and bounds and that helps the characters look and move more
realistically. In the future, I expect all of these areas to continue to
progress and that, in itself, will make games more realistic.
In the end,
though, a game will always be a game. They can't replace or ever truly
recreate real life. Not in my lifetime, anyway.
Name:
Michael
Chang Gummelt
Company:
Raven Software
Programmer/
Writer/ Star Trek Voyager: Elite Force
<Mike
G>Well,
eventually, I hope, we'll be able to have enough polys, fill rate, etc
to have super-realistic looking models,
backgrounds, lighting and cinematic
effects. Of course, once the technology can
handle that we have to figure
out how the hell we're going to create all
this super-realistic content.
Right now, I think our capabilities and imaginations are still ahead of
our
technology, we're still having to restrain
ourselves to limits in order to
get decent performance.
But once those quantum computer chips get here...
Name: Herb
Flower
Company:
Rewolf
Software
President,
Lead Designer/ Gunman Chronicles
<Herb
F>People
like realism. Since the easiest way to make a game look like
real-life is to pull out the digital camera and take pictures around
town, we'll probably see a huge number of games based in present-day
settings that look very
convincing. I'd
have to guess that its going to
be harder to make futuristic or fantasy games with quite the same level
of realism, since you cant go up to a real dragon or alien construct and
digitize it.
Name:
Warren Spector
Company:
Ion
Storm
Game
Designer/ Deus Ex
<Warren
S>What
is the future of 3dgaming and its evolvement with realism?
Well, we are
certainly more capable of making games that look more
realistic and respond
to player input in more believable ways than we used
to be. I find that
kind of cool and
refreshing. I like the idea of more
realistic games. But
I'm just as psyched about games that take a more
iconic
or off-the-wall
approach to things. American McGee's Alice game and Tom
Hall's upcoming
Anachronox aren't exactly realistic but they're no less
intriguing because of that. And you can't say they don't represent one
future path for 3D gaming.
Name:
Jon Gwyn
Company:
Shiny
Entertainment
Character Modeler/
Sacrifice
<Jon
G>There
is no limit to how real you can strive to make a game, but in the end,
people can go outside
and experience life on there own. Things
like games
are all
about escapism, and fantasy.
No matter how real a game touts it self
as being, there has to be something to it to hook people and keep them
interested.
In the future, 3dgaming will just be a more advanced version of what is
successful today. People will choose to make and buy games that allow them
to lose themselves in
the worlds that are created. As
long as the elements
involved can impart a
feeling of immersion for the player, no matter how
real or bizarre, the
public will continue to buy them.
Name:
Tim
Williams
Company:
Planet Moon
Senior
Producer / Giants: Citizen Kabuto
<Tim
W>More
emotion: When we get past the "shoot
everything that moves" stage and
start effecting our environment in more
interesting realistic ways
people
will
appreciate it more. But we have to model
reality responsibly. Just
cause we can simulate reality perfectly
doesn't mean we have to. If reality
were
so damn fun we wouldn't be playing games on
a PC
Name:
Chacko Sonny
Company:
Savage Entertainment
CFO/3D
Artist / Battlesuit MK1
<Chacko
S>There
was a great article about this in Game
Developer a while back. As technologies
improve, many 3D games are relying heavily
on digital photo source to create "realistic"
textures. Higher texture resolution, more
texture memory and better lighting
models will go a long way to increasing
realism in games. New stuff on the horizon
with procedural textures, using fractals to
create realistic noise maps, and other
technologies will make it even easier for developers
to put together scenes that are virtually
indistinguishable from real photos.
But all of this comes at a price...A few
guys
on our team were commenting recently on the explosion in
art assets required to make a game. Back in
the Mech 2 days, the number of textures required
for a mission was incredibly small. Now, the asset
list for one small game area is
intimidating. I think there is a point
of diminishing returns in terms of the
pursuit of realism, both from a design and
art standpoint. It doesn't have to be
realistic to be good, it has to be fun. If
we can strike the right balance between time
spent pursuing realism and time spent making
sure the gameplay is fun, then we've done
our jobs.
Name:
No
One Lives Forever Team
Company:
Monolith Productions
No
One Live Forever
<NOLF
Team>Games
based on real-life scenarios will continue
to blur the barrier between fantasy
and realistic gameplay. While developers
will no doubt
explore the realistic perspective, there
will still be quite a few games that will
provide a solid action experience based on
fantasy situations. What it comes down to is
whether the subject matter makes the game
fun or not.
|