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The Future of Video Games

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Title: The Future of Video Games


1
The Future of Video Games
2
The Future of Video Games
  • In this course, we have looked at both the
    history of video games, and its current state of
    affairs.
  • To conclude this course, we take a brief look at
    the future of video games and the industry
    itself.
  • Changes in the way games are made.
  • Changes in the technologies used in games.
  • Changes in the types of games made.

3
Development ChangesSeparation and Reuse
  • We have already seen the beginnings of this, in
    separating core content and logic of a game from
    its engine.
  • This trend will only continue in the future
  • Further separation of game engines, supporting a
    wider variety of game genres.
  • More reusable components, character behaviours,
    game logic, and game assets.
  • More and more game developers will move towards
    developing content on top of one of many
    fundamental game engines.

4
Development ChangesSeparation and Reuse
Screen shot from Cryteks Cryengine game engine
editor.
5
Development ChangesGames as Platforms
  • In essence, many of todays games are platforms
    unto themselves.
  • The games consist of core logic and content
    layered on top of software code.
  • Editors and tools come with the games to support
    user-edited content as well.
  • In essence, the game software has become an
    operating system on which new productions can
    be created professionally by other developers.
  • This trend will only continue to increase.

6
Development ChangesGames as Platforms
Screen shot from Counter Strike. It was spawned
from Half Life,which in turn was derived from Id
Softwares Quake series of games.
7
Development ChangesOnline Distribution
  • Online distribution used to only be the realm of
    shareware or freeware games.
  • Many games today, however, provide supplemental
    content through some form of online distribution
    mechanism.
  • Recently, a few sites have appeared to provide
    complete games online.
  • While the selection of games is usually limited
    to only slightly older titles, there is a move
    towards more recent games.
  • In the future, more games will be available
    through online distribution mechanisms.

8
Development ChangesOnline Distribution
The GamesMania website. For different fees,
players can have either limitedor unlimited
access to the nearly 100 titles offered through
their service.
9
Development ChangesContinuous Development
  • In the future, certain popular titles will
    undergo continuous development.
  • After an initial installment, there will be an
    uninterrupted series of improvements and
    extensions to the games.
  • The life cycle for such a game would span a
    number of versions, add-ons, extensions, and user
    developed content.
  • Some products would die off as popularity fades,
    but many will see a large and extended life cycle
    of many years.

10
Development ChangesContinuous Development
Screen shot from Mech Assault. It is under
more-or-less continuousdevelopment with new
mechs, maps, and missions being
releasedperiodically using Microsofts Xbox Live
service.
11
Development ChangesSimultaneous Releases
  • As cross platform game engines and development
    tools mature, there will be an increase in
    simultaneous releases of video games
  • Multiple target platforms.
  • Multiple languages.
  • Multiple types of media (movies,
    television,books, comics, and so on).
  • While this is done with some games today, this
    trend will increase.

12
Development ChangesSimultaneous Releases
Screen shot from Spider-Man. Games were released
on multiple platformsin sync with the launch of
the hit movie. Different ports of the game
haddifferent features though like the Kraven
levels only on the Xbox version.
13
Development ChangesFourth-Party Developers
  • In the past, developers tended to be
  • First-party The system maker itself.
  • Second-party A subsidiary of the system maker.
  • Third-party A wholly independent company.
  • Fourth-party developers are the end users of
    games themselves.
  • Using developer provided tools and editors, or
    other independent software, end users provide
    additional game content.
  • In some cases, fourth-party developers produce
    an entirely new and different game.

14
Development ChangesFourth-Party Developers
Screen shot from Counter Strike. It has been the
most popularand successful fourth-party game
developed to date.
15
Game Technology ChangesAuto-Generated Content
  • It is already becoming too costly and too
    difficult to create and animate polygonal models
    used in games.
  • The sheer number of polygons requires a
    ridiculous number of people to create, edit, and
    animate.
  • In the future, auto-generation tools will be
    needed to create models with higher polygon
    counts, and simulation will be needed to properly
    animate them.

16
Game Technology ChangesAuto-Generated Content
Screen shot from Doom III. Source models in Doom
III have nearly 1,000,000polygons, which are
rendered down to 5,000 polygon models for in game
use,along with bump maps for textures. We
cannot go much higher than this!
17
Game Technology ChangesMore Passes Please
  • Until recently, most rendering engines used only
    two passes one for base texturing and the other
    for lighting.
  • Additional details were added by increasing
    polygon count or by using higher resolution
    texture.
  • Rendering engines are moving away from these
    techniques and towards more rendering passes.
  • Bump mapping, environmental mapping, and other
    techniques are used in additional passes to
    produce more realistic graphics.
  • In the future, even more passes per polygon will
    add further graphical enhancements.

18
Game Technology ChangesMore Passes Please
Screen shot from Dead or Alive 3. Several
rendering passes are used toprovide spectacular
graphical effects through different lighting,
bumpmapping, and environmental mapping effects.
19
Game Technology ChangesReal-time Level
Modification
  • In most video games, the game level is static and
    immutable, no matter what you to do it, or in
    it.
  • For example, you can blast a rocket launcher at a
    wall, and at best leave a blast mark. No hole,
    and no rubble are left behind.
  • In the future, more games will allow real-time
    modifications to the game world itself in
    response to player actions.
  • This adds another dimension of realism.

20
Game Technology ChangesReal-time Level
Modification
Screen shot from Unreal Tournament 2003. You can
set off a miniaturenuclear warhead, and not
punch a hole in a wall or floor. All youll get
isa blackened blast mark (temporarily) where the
explosion took place.
21
Game Technology ChangesReal-time Level
Modification
Screen shot from Red Faction. With its Geo-Mod
Engine, you can havearbitrary deformations to
the game levels, instead of the destruction of
onlycertain designated objects, like glass
windows.
22
Game Technology ChangesMeaningful Interactions
  • Most modern artificial intelligence in games is
    restricted to combat situations or some form of
    scripted behaviour.
  • New efforts are being directed towards more
    meaningful and spontaneous interactions with non
    player characters.
  • There is a lot left to do, however, and such
    interactions are likely still years away.

23
Game Technology ChangesMeaningful Interactions
Screen shot from The Sims. The Sims brought a
whole new varietyof non player character
interactions to gaming but there still isnt a
real feeling of interacting with another human
being.
24
Game Technology ChangesLearning and Adaptation
  • Many games in the past have boasted of the
    ability to learn, adapt, and react to the
    players actions and strategies.
  • What we have seen, however, has been quite
    primitive in comparison to what is on the way.
  • Identify patterns in player behaviour.
  • Formulate new actions and strategies.
  • Anticipate player activity and compensate.
  • Provide a different kind of enemy each time.

25
Game Technology ChangesLearning and Adaptation
Screen shot from Sin. Like many games over the
years, it claims tohave reactive artificial
intelligence that responds to player actions.
Futuretechnology will push the boundaries much,
much further.
26
Game Technology ChangesGroup Tactics
  • In the future, artificial intelligence in a game
    will use group tactics against human players.
  • For example, they will attempt to outflank, lure,
    or ambush players in a variety of ways.
  • This will be difficult to coordinate, but will
    provide more challenge and more realistic game
    play.

27
Game Technology ChangesGroup Tactics
Screen shot from SOCOM US Navy Seals. A good
attempt to providegroup tactics in a game. In
most cases, however, group behaviour isdictated
by the player or a variety of simple rules.
28
Game Technology ChangesPositional Sound
  • As the technology becomes more widely available,
    there will be an even bigger push for
    environmental and surround sound in video games.
  • This will allow positional sound and cues within
    a game world for an enhanced gaming experience.
  • This, however, will require more believable sound
    propagation models, and improved game development
    tools.

29
Game Technology ChangesPositional Sound
Screen shot from Panzer Dragoon Orta. One of
many recent gamesto support surround sound for
positional audio effects.
30
Game Technology ChangesNetworked Games
  • There is already a growing trend in networked
    multiplayer video games.
  • With both personal computers and most modern
    consoles having support for high speed access to
    the Internet, this will only increase.
  • In the future, titles without any network play
    support will be much rarer and harder to find.
  • Some experts claim that the end of the single
    player game is at hand.
  • This is likely an exaggeration, but there is a
    definite shift amongst players and developers.

31
Game Technology ChangesNetworked Games
Screen shot from Halo 2. This yet-to-be-released
title will have many new features, the most antic
ipated of which is network play usingMicrosofts
Xbox Live service.
32
New Types of GamesUnconstrained Gaming
  • Most games constrain the way the player can play
    them and overcome obstacles.
  • Restricting the types and numbers of game world
    objects, leaving a sparse or repetitive world.
  • Restricting the interactions possible with the
    different game world objects.
  • Future breeds of games will have more varied
    interactions possible with a wider variety of
    game objects.
  • This allows users to find and implement their own
    solutions to game obstacles and puzzles.

33
New Types of GamesUnconstrained Gaming
Screen shot from Splinter Cell. This game allows
significant interactionswith objects in the game
world, but there are still some things that
youcannot do that would otherwise make sense.
34
New Types of GamesPervasive Gaming
  • A new wave of games is on the horizon that span
    platforms and utilize mobile and wireless
    technologies to reach people wherever they are,
    whenever they want.
  • Computers, traditional consoles, palm computers,
    cell phones, and so on.
  • The game content is tuned appropriately to the
    capabilities of the device in question.
  • These types of games are closer than you may
    think!

35
New Types of GamesPervasive Gaming
Concept art for VibeForce. VibeForce is a MMORPG
for the PC, Playstation 2, and wireless devices t
hat will make use of the Butterfly Grid network
to support a single massive game world in a
persistent fashion.
36
New Types of GamesVirtual or Augmented Reality
  • Virtual or augmented reality games bring a new
    level of immersion to gaming.
  • Virtual reality
  • The user is immersed in a completely synthetic
    world, where all senses are fed from the game
    world.
  • Augmented reality
  • Some portion of the real world is still available
    to the senses, with aspects of the game world
    layered over top.

37
New Types of GamesVirtual or Augmented Reality
Some products, such as this visor, currently
allow stereoscopic renderingof 3D games
(typically Direct3D or OpenGL) in a way that
makes them seem almost holographic to the wearer.
38
New Types of GamesVirtual or Augmented Reality
Concept of Augmented Reality Quake (ARQuake) from
the University of South Australia. Starting at
left, they model the real world in a game world
map,minus textures and fine details. Game
creatures and objects are then insertedinto the
map for playability. The game is then rendered
into specialaugmented reality goggles. Finally,
at right, all walls, doors, and othergame world
constructs are made transparent so the real world
shows through.Position is tracked using digital
compasses, GPS tracking, and so on.
39
New Types of GamesVirtual or Augmented Reality
Photo of a player of ARQuake. A lot of extra
gear must be worn, but, as thevideo shows, you
get an interesting game experience.
40
A Final Word
  • People expect too much in one year and not
    enough in ten years.
  • - Neil Armstrong
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