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    THE TECHNOLOGY PIPEDREAM – A DEVELOPMENT FALLACY
       The Role of Technology in Game Design & Development




                                    IVAN BERAM – GAME & LEVEL DESIGNER




sELFiNDUCEDcOMA.com
            OMA
Commentary: the original talk was given at Free Play
(Melbourne, 2003) then at the Australian Game Developer's
Conference (Melbourne, 2004).

Knowing how useless most talk slides are without the
prepared speech – a series of simplified points, or a series of
images, bordering on meaningless. I've rewritten mine in
more detail allowing someone to read the slides and have a
better idea of what I actually meant by them. Especially if
they didn't attend the talk, hopefully providing clarity.

These slides have also been updated and expanded for this
web version. Enjoy!
TALK OVERVIEW
•   First off: a little background
•   What is technology?
•   What is gameplay?
•   What consumers want
•   Where we can go wrong
•   E3 demo as an example
•   The first playable
•   The middleware path
•   The middleware reality
•   The middleware cost
•   My stark conclusion
•   Q&A
TALK OVERVIEW
•   First off: a little background
•   What is technology?
•   What is gameplay?
•   What consumers want
•   Where we can go wrong
•   E3 demo as an example
•   The first playable
•   The middleware path
•   The middleware reality
•   The middleware cost
•   My stark conclusion
•   Q&A
The purpose: to convince you that technology is a means to
an end, not the end itself.
TALK OVERVIEW
•   First off: a little background     Far Cry's E3 2002
•   What is technology?              gameplay demo, which
•   What is gameplay?                 was runner's up for
•   What consumers want                 Best-of-E3 in a
    Where we can go wrong            number of categories.
•
                                        Is utilised as a
•   E3 demo as an example
                                     basis for this talk;
•   The first playable
                                     as are my experiences
•   The middleware path                 working for two
•   The middleware reality           middleware developers
•   The middleware cost                 – Crytek & Micro
•   My stark conclusion                      Forté.
•   Q&A
The purpose: to convince you that technology is a means to
an end, not the end itself.
X-ISLE: A TECHNOLOGY DEMO     FAR CRY: FIRST GAMEPLAY
TRYING TO BE A GAME           DEMO – E3 2002




               FAR CRY: THE FINAL PRODUCT
               TODAY
X-ISLE: A TECHNOLOGY DEMO     FAR CRY: FIRST GAMEPLAY
TRYING TO BE A GAME           DEMO – E3 2002

      On my arrival Far Cry was actually
      X-Isle, an impressive technology
      showcase lacking in interactivity.

      All graphics and no game.

      On becoming Lead Designer, the
      concept evolved into Far Cry. By E3
      2002 – six weeks later – we had a
      demo that showcased actual gameplay,
      not just the technology powering its
      graphics.

         Gameplay, still evident in the
                 final product.
               FAR CRY: THE FINAL PRODUCT
               TODAY
WHAT IS TECHNOLOGY?
 Technology is...
• e.g. physics engine – or better yet, a smaller
  component of it like: “rag-doll” physics.
WHAT IS TECHNOLOGY?
 Technology is...
• e.g. physics engine – or better yet, a smaller
  component of it like: “rag-doll” physics.

                                  Evidently this is a
                                screenshot from a rag-
                               doll physics tech demo.
                                Each time it starts the
                              outcome can vary a little
                              or a lot. But, that is most
                              likely the whole extent to
                                   its “interactivity.”
WHAT IS TECHNOLOGY?
                   a TECH-demo is...
● Various technology loosely integrated

  together into a showcase – at best.
● Lacks any real functionality – (active)

  interactive use in creating gameplay.
● A shallow (passive) experience for the

  user, like watching a film, with the odd bit
  of interaction that has no gameplay
  purpose – just initiates the demo / feature.
WHAT IS TECHNOLOGY?
                   a TECH-demo is...
● Various technology loosely integrated

  together into a showcase – at best.
● Lacks any real functionality – (active)

  interactive use in creating gameplay.
● A shallow (passive) experience for the

  user, like watching a film, with the odd bit
  of interaction that has no gameplay
  purpose – just initiates the demo / feature.
Singular purpose: prove the technology works!
WHAT IS GAMEPLAY?
Gameplay is...
• One definition: an entertaining (active)
  experience where the player interacts with
  the game world via game mechanics
  powered by underlying technologies.




                               ragdollkungfu.com
WHAT IS GAMEPLAY?
Gameplay is...
• One definition: an entertaining (active)
  experience where the player interacts with
  the game world via game mechanics
  powered by underlying technologies.


  These screenshots show a
 game utilising a form of rag-
doll physics married to various
 game mechanics, in order to
       create gameplay.
                                  ragdollkungfu.com
WHAT IS GAMEPLAY?
                   a GAMEPLAY-demo is...
• Game mechanics (systems) highly
  interwoven into a cohesive whole,
  integrated with underlying technology.
• Tech through mechanics has clear
  functionality (purpose) in facilitating the
  title's interactivity / immersion – gameplay!
• Has art in place, though, not necessarily
  “finished” (polished) art.
WHAT IS GAMEPLAY?
                   a GAMEPLAY-demo is...
• Game mechanics (systems) highly
  interwoven into a cohesive whole,
  integrated with underlying technology.
• Tech through mechanics has clear
  functionality (purpose) in facilitating the
  title's interactivity / immersion – gameplay!
• Has art in place, though, not necessarily
  “finished” (polished) art.
Main goal: not to be a shallow (passive) experience, but,
one with (active) player engagement.
In way of terminology, I've actually heard
       WHAT IS GAMEPLAY?
   tech-demos referred to as gameplay-demos.
   However it is my understanding that these
      are far moreainteractive in nature – I
                        GAMEPLAY-demo is...
   would refer / liken it to: “prototyping.”
• Game mechanics (systems) highly rough
  They may be testing a combination of
  interwoven into a cohesive whole,
         game mechanics in a sandbox-like
  integrated with underlying technology. in
  environment (level) with stand-in art –
  some cases levels are merely “blocked” out,
• Tech through mechanics roughclear
        as are entities, with has limited
  functionality in place. Ain facilitating the
     animations (purpose) tool for getting
  feedback in order toimmersion – gameplay!
  title's interactivity / refine the game vision
  and mechanics. Their aim is to focus solely
• on gameplay, function, ignoring the polish.
  Has art in place, though, not necessarily
  “finished”it is often art. same “polish” as
  However, (polished) this
      represented in a vertical-slice of the
 Main goal:that makes gameplay so effective but,
   game, not to be a shallow (passive) experience, by
 one with (active) player feedback to the player.
    providing vital engagement.
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?
               Yes, gamers are
             consumers and they
             want interactivity! So
                do publishers.
WHAT CONSUMERS WANT?
                 Yes, gamers are
               consumers and they
               want interactivity! So
                  do publishers.



            The GTA series of
             titles is highly
             regarded for its
                “sandbox”
              gameplay – and
               quite often
             emulated for its
               popularity.
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?
Functional means:
   ease-of-use
    (usability).
WHAT CONSUMERS WANT?
Functional means:
   ease-of-use      Freedom Fighters,
    (usability).
                    let you control a
                    resistance squad
                    to wage skirmish
                      warfare with
                     tactical ease –
                      well, almost.
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?




              Active entertainment,
                   not passive
             entertainment like film.
WHAT CONSUMERS WANT?

             Will Killzone's
              gameplay and
             even graphics,
             live up to the
              pre-rendered
              trailer hype?



              Active entertainment,
                   not passive
             entertainment like film.
WHAT CONSUMERS WANT?

Update: evidently with the title's release   Will Killzone's
it has, though with a little hype – as I      gameplay and
imagined the case being. However, my         even graphics,
purpose with this example was to             live up to the
illustrate the danger there is in             pre-rendered
forgetting that games are an interactive      trailer hype?
form of entertainment. In this case the
developers delivered gameplay and
largely comparable graphics, to the pre-
rendered vids. Many less experienced          Active entertainment,
developers, would not have delivered               not passive
on this promise.                             entertainment like film.
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?
                Not just graphical
              “wow” effects, pretty
              pictures on a screen.
WHAT CONSUMERS WANT?
                        Not just graphical
                      “wow” effects, pretty
                      pictures on a screen.




Beyond the exterior
  polish of Serious
Sam 2's graphics. I
   can't help but
 think the gameplay
   is repetitively
 generic and stale.
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?




   But something:
functional, interactive
   and immersive!
WHAT CONSUMERS WANT?

                           The Warriors was a
                            game without the
                          best graphics, but,
                           it more than made
                             up with it via
                           highly interactive
                            environments and
                          immersive gameplay.


   But something:
functional, interactive
   and immersive!
WHAT CONSUMERS WANT?
WHAT CONSUMERS WANT?




Marrying your strong gameplay to a strong
scenario to drive it.

Can do wonders to your immersion too!
WHAT CONSUMERS WANT?
     However story like
     graphics alone, is
    not enough as games
       are interactive
    foremost. An active
    not passive medium.




Marrying your strong gameplay to a strong
scenario to drive it.

Can do wonders to your immersion too!
WHERE WE CAN GO WRONG
What is a game system?
• It is comprised of:
WHERE WE CAN GO WRONG
What is a game system?
• It is comprised of:



                         BACK-END

                         Core supporting
                         architecture and
                         management base

                         ENGINE CORE
WHERE WE CAN GO WRONG
What is a game system?
• It is comprised of:



FRONT-END                BACK-END

Components that          Core supporting
communicate game         architecture and
system to player and     management base
allow for interaction
                         ENGINE CORE
INTERFACE SHELL
WHERE WE CAN GO WRONG
                         This represents the
What is a game system?   greyness of where
                         one layer ends and
• It is comprised of:    another starts. It can
                         also represent the
                         game mechanics that
                         glue the two together.


FRONT-END                   BACK-END

Components that             Core supporting
communicate game            architecture and
system to player and        management base
allow for interaction
                            ENGINE CORE
INTERFACE SHELL
WHERE WE CAN GO WRONG
                            This represents the
What is a game system?      greyness of where
                            one layer ends and
• It is comprised of:       another starts. It can
                            also represent the
    It's remedial systems   game mechanics that
    theory, even a little   glue the two together.
      simplistic in that
        game systems are
FRONT-END specialised for
   highly                      BACK-END
   interactivity; but, it
Components that                Core supporting
   will do for this talk.
communicate game               architecture and
system to player and           management base
allow for interaction
                               ENGINE CORE
INTERFACE SHELL
WHERE WE CAN GO WRONG
Some sticking points:
• At times hard to categorize tech in that tech can
  fit into both categories, having both a front and
  back end role to play – eg 3D Renderer, Physics
• Also, some tech compliments another by either
  providing front or back end functionality for it.
• “Deficiencies” arise when tech is missing
  elements to its front or back-end – without one
  you lose the functionality of the other.
• Or, when a tech / system that provided the front
  or back-end functionality does not exist, creating
  the same result.
WHERE WE CAN GO WRONG
 To perhaps confuse things further, I'm
Some sticking points: game-mechanicsthem
  going to generalise
  game-systems by also referring to
                                     and

• Atas “tech” from now on – tech in that tech can
       times hard to categorize as that is
      really what it boils down to being; as
  fit somethingcategories, having both a frontbe
      into both like “written language” can and
  back end role a form ofeg 3D Renderer, Physics
      considered to play – technology.
• Also, some game-mechanics are predisposed
      However, tech compliments another by either
      to having interactivity as their goal –
  providing front or back end functionality for it.
      their purpose.
• “Deficiencies” arise when tech is missing
  elements to enablers, back-end – without one
      They are its front or allowing the player
  you lose the functionality of thesystem. It's
      to interact with the game other.
      an important distinction to make
• Or, when aunderstood. that provided the front
      clearly tech / system
  or back-end functionality does not exist, creating
  the same result.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
             Some history: around 2
             months out from E3,
             what was X-Isle became
             Far Cry. Most of the
             demo shown that year
             was hammered out in
             about 6 weeks. It was an
             important showing, as it
             was the team's chance
             to show that they could
             deliver an actual
             cohesive title, not just a
             mix-bag of technology
             demos. So the E3 demo,
             is an ideal illustrator.
E3 DEMO AS AN EXAMPLE
  The screenshot is a
                         Some history: around 2
    little misleading
                         months out from E3,
however. It comes from
                         what was X-Isle became
 X-Isle's precursor, a
                         Far Cry. Most of the
technology demo called
                         demo shown that year
    X-Isle: Dinosaur     was hammered out in
   Island. X-Isle the    about 6 weeks. It was an
  game, was an attempt   important showing, as it
 at an interactive use   was the team's chance
    of the underlying    to show that they could
technology. But to put   deliver an actual
  it bluntly, it was a   cohesive title, not just a
frustrating failure to   mix-bag of technology
  play – if you could    demos. So the E3 demo,
  even call it “play.”   is an ideal illustrator.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
          Prior to the E3 demo, it
            was quite easy whilst
             playing the game to
          become lost in the dense
            environments of trees
            and bush; unaware of
            where the enemy was.
            Yet, it knew exactly
          where you were and could
               easily attack –
              frustratingly so.
E3 DEMO AS AN EXAMPLE
                          Prior to the E3 demo, it
                            was quite easy whilst
                             playing the game to
                          become lost in the dense
                            environments of trees
                            and bush; unaware of
                            where the enemy was.
Developers tend to          Yet, it knew exactly
forget what they are      where you were and could
trying to create. They         easily attack –
assume by having the          frustratingly so.
(front-end) technology
to render densely
populated outdoor
terrain, that they have
the gameplay as well.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE


  AI could not only see
 through the brush, but
    also environmental
   effects like fog. In
fact all they had to do
 to see you, was draw a
    straight line from
 their eye-point to the
   player's – no matter
how well hidden you may
        have been.
E3 DEMO AS AN EXAMPLE
                          Hard and soft cover were
                          modelled – part and parcel in
                          achieving the core gameplay
  AI could not only see   of Far Cry. Hard cover (rocks
 through the brush, but   and trunks) provided shelter
    also environmental    from attacks yet impeded
   effects like fog. In   movement. Soft cover
fact all they had to do   (bushes and foliage)
 to see you, was draw a   obscured you from view, from
    straight line from    the AI, but did not impede
 their eye-point to the   your movement. This missing
   player's – no matter   back-end vastly improved the
                          player gaming experience.
how well hidden you may
        have been.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE




 Your real-time dynamic,
volumetric, soft-shadows
 may look great, but, do
  they have any purpose
  other than to make the
    screen look good?
E3 DEMO AS AN EXAMPLE
                           Do the shadows
                           actually make it easier
                           for the player to hide
                           from enemies and to
                           sneak stealthily upon
                           them? How about the
                           real-time lighting,
                           does standing in the
                           spotlight actually
 Your real-time dynamic,   make you a more
volumetric, soft-shadows   clearer target?
 may look great, but, do
  they have any purpose
  other than to make the
    screen look good?
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
              Does crouching,
             leaning, walking
             and running have
            any advantage and
               disadvantage
            towards shooting?
E3 DEMO AS AN EXAMPLE
                            Does crouching,
                           leaning, walking
                           and running have
                          any advantage and
                             disadvantage
It largely depends on     towards shooting?
the game as to whether
you wish to affect the
players aim if they're
doing something like
running. But, how about
the AI, are they all
precise marksman even
whilst running?
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE


 How about running
  through foliage,
   making it move,
   making lots of
  sound. Does this
affect stealthiness?
E3 DEMO AS AN EXAMPLE
                       Is that why the player
                       was spotted so
                       easily?
 How about running
  through foliage,
   making it move,
   making lots of
  sound. Does this
affect stealthiness?
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
             Does the player (or
                AI) suffer any
              disadvantages and
            advantages to stealth
               whilst crouched?
E3 DEMO AS AN EXAMPLE
                               Does the player (or
                                  AI) suffer any
                                disadvantages and
                              advantages to stealth
                                 whilst crouched?




Can the enemy see the
player crouched and hiding
in the long grass, lying in
ambush for the enemy
approaching?
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
By adding the back-end so
that the AI checks a number
of body-points rather than
just the eye-point, so as to
determine how visible the
player is. Along with checking
other aspects, like whether
they are running, creeping,
standing or crouched – not to
mention whether they are in
the darkness or a bright spot
of light. You can begin to
actually model adequate
stealth gameplay.
E3 DEMO AS AN EXAMPLE
By adding the back-end so
that the AI checks a number       This is already
of body-points rather than        done to a large
just the eye-point, so as to       extent for the
determine how visible the         player. Can you
player is. Along with checking    spot the sniper
other aspects, like whether      behind the fallen
they are running, creeping,      log easily without
standing or crouched – not to     the binoculars?
mention whether they are in
the darkness or a bright spot
of light. You can begin to
actually model adequate
stealth gameplay.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
          Developers tend to forget that
          various aspects are already
          “modelled” for the player, and
          need to be instead modelled for
          the AI – so as to be seen as
          “realistic” and/or “fair” as per the
          expectations of the genre.
E3 DEMO AS AN EXAMPLE
AI that jumps around   Developers tend to forget that
like it's playing a    various aspects are already
  game of Quake on     “modelled” for the player, and
 methamphetamines,     need to be instead modelled for
missing most of its    the AI – so as to be seen as
   animations...       “realistic” and/or “fair” as per the
                       expectations of the genre.
E3 DEMO AS AN EXAMPLE
AI that jumps around    Developers tend to forget that
like it's playing a     various aspects are already
  game of Quake on      “modelled” for the player, and
 methamphetamines,      need to be instead modelled for
missing most of its     the AI – so as to be seen as
   animations...        “realistic” and/or “fair” as per the
                        expectations of the genre.

                         ...runs non-stop, has
                       perfect aim, can turn 180
                        in a millisecond, never
                       appears to reload or stop
                         firing their gun... is
                          frustrating for the
                        player, not a challenge
                             for the player.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
            Without these missing front-
            end elements, the AI
            “readability” was zilch;
            failing to communicate its
            complexity and
            sophistication to the player.
E3 DEMO AS AN EXAMPLE
The AI eventually came to   Without these missing front-
 have a diverse range of    end elements, the AI
  animations, movement –    “readability” was zilch;
    walking, crouched,      failing to communicate its
    reloading – correct     complexity and
  sounds, and a range of    sophistication to the player.
mannerisms and tactics...
E3 DEMO AS AN EXAMPLE
The AI eventually came to   Without these missing front-
 have a diverse range of    end elements, the AI
  animations, movement –    “readability” was zilch;
    walking, crouched,      failing to communicate its
    reloading – correct     complexity and
  sounds, and a range of    sophistication to the player.
mannerisms and tactics...

                       ...it would seek and use
                         cover (rocks, trees,
                     stumps, crates) for defence
                      and offence. It would even
                      appear to communicate and
                       co-ordinate attacks with
                       other AIs. All at a much
                        slower (tactical) pace
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
The AI model's textures,
animations and sounds; are
actually communicating to
you various system states.
So they're actually part of
the user-interface, enabling
the player to interact with
the game – via a keyboard,
mouse or controller.
E3 DEMO AS AN EXAMPLE
The AI model's textures,         These can tell you
animations and sounds; are     what they are doing –
actually communicating to        giving a flanking
you various system states.         order. Whether
So they're actually part of        they're angry,
the user-interface, enabling   whether they're hurt.
the player to interact with
the game – via a keyboard,
mouse or controller.
E3 DEMO AS AN EXAMPLE
The AI model's textures,            These can tell you
animations and sounds; are        what they are doing –
actually communicating to           giving a flanking
you various system states.            order. Whether
So they're actually part of           they're angry,
the user-interface, enabling      whether they're hurt.
the player to interact with
the game – via a keyboard,
mouse or controller.           Everything outputted from
                                the screen and speakers
                                   makes up the user-
                               interface! It is not just
                                the graphical on-screen
                                 heads-up display (HUD)
                               that solely comprises the
                               output of the interface.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
            However, even with
              HD and next-gen
             graphics. We are
             still limited in
           what we can visually
           achieve via a screen
           and input devices –
           not to mention audio
               via speakers.
E3 DEMO AS AN EXAMPLE
                                      However, even with
                                        HD and next-gen
                                       graphics. We are
                                       still limited in
                                     what we can visually
                                     achieve via a screen
                                     and input devices –
                                     not to mention audio
                                         via speakers.


Without these binoculars, this
obscured and crouched enemy
may have been just another
blurry few pixels in the distance.
E3 DEMO AS AN EXAMPLE
E3 DEMO AS AN EXAMPLE
   The addition of
   gunfire trails /
 tracers, and muzzle
flashes – as well as
   damage direction
indicators. Aided the
player in determining
  where and who was
 actually attacking
 him – no matter how
      far away. A
relatively simple fix
    and use of the
existing particle and
   shading systems.
E3 DEMO AS AN EXAMPLE
   The addition of
   gunfire trails /     Developers forget that
 tracers, and muzzle    game-worlds are not the
flashes – as well as    real-world, no matter how
   damage direction     great our graphic fidelity
indicators. Aided the   seems in portraying them.
player in determining   We need to give players
  where and who was     concessions so they can
 actually attacking     interact with the game.
 him – no matter how    What shape and form
      far away. A       depends on the game,
relatively simple fix   and depends on the
    and use of the      technology and hardware
existing particle and   that is powering it.
   shading systems.
THE FIRST PLAYABLE
THE FIRST PLAYABLE
Your first gameplay demo
may not necessarily have
complete systems...
THE FIRST PLAYABLE
Your first gameplay demo
may not necessarily have     The indoors did not
complete systems...         natively support the
                             AI. There were also
                           issues with production
                              pipelines and the
                           reliability of indoor
                             technologies – like
                            the dynamic lighting
                                and shadows.
THE FIRST PLAYABLE
Your first gameplay demo
may not necessarily have    The indoors did not
complete systems...         natively support the
                            AI. There were also
                           issues with production
                             pipelines and the
   For the demo we         reliability of indoor
  scripted much of          technologies – like
  the indoor AI and         the dynamic lighting
 made sure to stick             and shadows.
  to a linear path;
we also relied on a
 more stable use of
  the technology –
even if more bland.
THE FIRST PLAYABLE
Your first gameplay demo
may not necessarily have      The indoors did not
complete systems...           natively support the
                              AI. There were also
                             issues with production
                               pipelines and the
   For the demo we           reliability of indoor
  scripted much of            technologies – like
  the indoor AI and           the dynamic lighting
 made sure to stick               and shadows.
  to a linear path;
we also relied on a
 more stable use of        FYI: the present industry
  the technology –         nomenclature for a polished
even if more bland.        first playable is vertical-slice.
THE FIRST PLAYABLE
THE FIRST PLAYABLE




You may not have all the
game & mission mechanics
in place, but, implement as
much as necessary so as to
give the impression to the
player that you do...
THE FIRST PLAYABLE

                                The generic combat
                               behaviours of the AI
                              were good, but, lacked
                                 some of the more
                              interesting behaviours
                                 – such as squad
                              dynamics. In this case
You may not have all the      a squad on being shot
game & mission mechanics      at, has popped smoke,
in place, but, implement as     pulled back behind
much as necessary so as to    cover, and has called
give the impression to the       in air-support.
player that you do...
THE FIRST PLAYABLE
Others showcased other
intended game & mission
                                   The generic combat
mechanics of our gameplay;        behaviours of the AI
such as the utilisation of       were good, but, lacked
night-vision and lighting, and      some of the more
various squad strategies.        interesting behaviours
                                    – such as squad
                                 dynamics. In this case
You may not have all the         a squad on being shot
game & mission mechanics         at, has popped smoke,
in place, but, implement as        pulled back behind
much as necessary so as to       cover, and has called
give the impression to the          in air-support.
player that you do...
THE FIRST PLAYABLE
THE FIRST PLAYABLE
The demo showed enough
wow features and
interesting aspects to make
it feel like a complete
experience...
THE FIRST PLAYABLE
The demo showed enough
wow features and               The helicopter is shot
interesting aspects to make      down by the player
it feel like a complete            using a rocket
experience...                  launcher, targeted via
                               its scope. The missile
                                locks on and whizzes
                               towards its target no
                                matter if the aim is
                                off or if it moves –
                              leaving a snaking trail
                               in its wake. It hits,
                               and the copter trails
                                  black smoke as it
                               crashes into the base.
THE FIRST PLAYABLE
The demo showed enough
wow features and                The helicopter is shot
interesting aspects to make       down by the player
it feel like a complete             using a rocket
experience...                   launcher, targeted via
                                its scope. The missile
                                 locks on and whizzes
                                towards its target no
Hard-coded, hacked,              matter if the aim is
scripted. Call it what you       off or if it moves –
want, but this sequence        leaving a snaking trail
hinted there was more to the    in its wake. It hits,
game than just shooting at      and the copter trails
guys hiding in the woods and       black smoke as it
tossing a few grenades.         crashes into the base.
THE FIRST PLAYABLE
THE FIRST PLAYABLE




We as developers have
  a range of tools for
 debugging, that tell us
exactly what is and isn't
  occurring within our
   game system(s).
THE FIRST PLAYABLE
                            We sometimes forget
                             that filling the
                            screen with: lines,
                               shapes, arcane
                            syntax and sets of
                            numbers. Does not a
                               user-interface
                                make! We may
We as developers have
                            comprehend it, but
  a range of tools for
 debugging, that tell us     not everyone (if
exactly what is and isn't     not most) will.
  occurring within our
   game system(s).
THE FIRST PLAYABLE
THE FIRST PLAYABLE
Gameplay is driven by your AI,
and the AI is communicated via
the various game mechanics
(tech) that comprises (or feeds)
your user-interface.
THE FIRST PLAYABLE
Gameplay is driven by your AI,      The demo should be
and the AI is communicated via     relatively polished,
the various game mechanics         as it is designed to
(tech) that comprises (or feeds)       “sell” to the
your user-interface.                audience. So, even
                                   if elements such as
                                   the HUD aren't quite
                                   worked out, perhaps
                                    even unnecessary.
                                     You should still
                                   strive to represent
                                      something that
                                   “might” be mistaken
                                    as the end result.
THE FIRST PLAYABLE
Gameplay is driven by your AI,      The demo should be
and the AI is communicated via     relatively polished,
the various game mechanics         as it is designed to
(tech) that comprises (or feeds)       “sell” to the
your user-interface.                audience. So, even
                                   if elements such as
   A good rule: if it              the HUD aren't quite
      doesn't break                worked out, perhaps
     “suspension-of-                even unnecessary.
disbelief” (immersion),              You should still
 then it can be safely             strive to represent
left as is. If it does,               something that
  then it needs to be              “might” be mistaken
  addressed some way!               as the end result.
THE FIRST PLAYABLE
THE FIRST PLAYABLE
         When creating your game's AI,
         don't just focus on recreating
         what everyone else has done.
         Don't just create the “core”
         gameplay. Ask yourself: what
         are the things that bug you the
         most in the similar titles you've
         played? Ask a similar question
         about all your game systems.
THE FIRST PLAYABLE
                      When creating your game's AI,
                      don't just focus on recreating
    For instance,     what everyone else has done.
 making the AI take   Don't just create the “core”
cover when a bullet   gameplay. Ask yourself: what
 whizzes past their   are the things that bug you the
head, or, a comrade   most in the similar titles you've
    “mysteriously”    played? Ask a similar question
 dies; is so simple   about all your game systems.
   to implement yet
   added so much to
  the believability
      of the AI's
    intelligence.
THE FIRST PLAYABLE
                      When creating your game's AI,
                      don't just focus on recreating
    For instance,     what everyone else has done.
 making the AI take   Don't just create the “core”
cover when a bullet   gameplay. Ask yourself: what
 whizzes past their   are the things that bug you the
head, or, a comrade   most in the similar titles you've
    “mysteriously”    played? Ask a similar question
 dies; is so simple   about all your game systems.
   to implement yet
   added so much to
                      Modelling such aspects for the
  the believability
                      AI's hearing as well as sight. Can
      of the AI's     add a great deal of “intelligence”
    intelligence.     to the AI's believability and
                      perceived challenge.
THE MIDDLEWARE PATH
THE MIDDLEWARE PATH

          Epic's Unreal 3 engine; one
          of the most licensed if not
          the most licensed. Who
          wouldn't want that?!
THE MIDDLEWARE PATH
• Aspiring to be a technology
  middleware provider, is one
  reasoning for not creating
  tech the right way – by
  making use of it in a
  functional manner within a
  quality title.
• It is seen as less hard-work,
  perhaps more innovative,
  important, potentially          Tech 5 engine
  lucrative and prestigious.
THE MIDDLEWARE PATH
• Aspiring to be a technology
  middleware provider, is one
  reasoning for not creating
  tech the right way – by
  making use of it in a
  functional manner within a
  quality title.
• It is seen as less hard-work,
  perhaps more innovative,
  important, potentially                           Tech 5 engine
  lucrative and prestigious.

   We are a technology graphics obsessed and driven
   industry. Many studios with the advent of middleware
   solutions becoming popular, have middleware aspirations.
THE MIDDLEWARE REALITY
                 • Without the development
                   context a title gives, there is no
                   pressure placed on tech to be
                   robust – bug free and complete.
                 • We would even find that the
                   fundamentals, the architecture
                   of our tech is flawed,
                   undermining further functionality
                   that can be achieved with it.
Jupiter engine
THE MIDDLEWARE REALITY
                               • Without the development
                                 context a title gives, there is no
                                 pressure placed on tech to be
                                 robust – bug free and complete.
                               • We would even find that the
                                 fundamentals, the architecture
                                 of our tech is flawed,
                                 undermining further functionality
                                 that can be achieved with it.
Jupiter engine

 No one (or not enough to be profitable) will licence your
 technology if it has not been proven in a commercially successful
 title. Otherwise it is seen as risky, and rightly so if you are not an
 experienced middleware developer; as experienced developers
 are not stupid! They want proven technology and solid support.
THE MIDDLEWARE REALITY
• You will have to sell 30-60 licenses
  – or more depending on pricing –
  just to breakeven; and this may not
  cover ongoing costs to support the
  tech and your customer’s projects.

• There are many established and
  reputable providers, that have
  competitive tech, pricing and
  support – utilised in numerous
  successful titles – that you will      Gamebryo engine
  have to compete with.
THE MIDDLEWARE REALITY
• You will have to sell 30-60 licenses
  – or more depending on pricing –
  just to breakeven; and this may not
  cover ongoing costs to support the
  tech and your customer’s projects.

• There are many established and
  reputable providers, that have
  competitive tech, pricing and
  support – utilised in numerous
  successful titles – that you will                  Gamebryo engine
  have to compete with.

 Ask yourself: is your tech really good enough? Is it competitive in
 way of features? Is it competitive in graphical quality and finesse?
 Code-base complete and robust? Support the right platforms? Is
 it competitive in pricing? How about customer support and tools?
 In the middleware market, can you find a profitable “niche”?.
THE MIDDLEWARE REALITY




                                    Unity 3D engine

    You never know who is waiting around the
  corner with more competitive technology, or
    more appealing technology; that has been
showcased in a successful commercial title/s!.
THE MIDDLEWARE REALITY
For instance, maybe not 100%
proven in a commercial title
(perhaps in other apps) but
competitive in development
environment (Mac / PC),
versatile technology and tools,
support, platforms (Wii,
iPhone, Web), and in cost.
                                    Unity 3D engine

    You never know who is waiting around the
  corner with more competitive technology, or
    more appealing technology; that has been
showcased in a successful commercial title/s!.
THE MIDDLEWARE REALITY
                   UPDATED
THE MIDDLEWARE REALITY
                    UPDATED


Marketing / Business (and
economic) nimrods, usually
espouse finding a niche for your
products / services. Of course, a
niche in a small (niche) market,
isn't a very big market share. A
niche in a large market, is a much
larger (profitable) market share.
THE MIDDLEWARE REALITY
                    UPDATED


Marketing / Business (and
economic) nimrods, usually
espouse finding a niche for your
products / services. Of course, a
niche in a small (niche) market,
isn't a very big market share. A
niche in a large market, is a much
larger (profitable) market share.


   As an example, what for Valve in way of
technology was the bigger long-term pay off?
 It's Source middleware solution, or, Steam
    digital content distribution system?
THE MIDDLEWARE REALITY
                   UPDATED




                 Roboblitz (Naked Sky)
THE MIDDLEWARE REALITY
                      UPDATED
Here's another example: Roboblitz.
I bring it up, but, not because it
utilises the Unreal 3 engine...




                                     Roboblitz (Naked Sky)
THE MIDDLEWARE REALITY
                      UPDATED
Here's another example: Roboblitz.
I bring it up, but, not because it
utilises the Unreal 3 engine...




   It's because
Roboblitz utilises
  a technology to
   procedurally
 generate textures
  – which implies
  dynamic uses in
   the future.                       Roboblitz (Naked Sky)
THE MIDDLEWARE REALITY
                   UPDATED




                     Allegorithmic
THE MIDDLEWARE REALITY
                   UPDATED




            The (licensed) technology is
            called substance Air, developed
            by Allegorithmic. With it, instead
            of Roboblitz being hundreds of
            megabytes in size, it came in
            under 50mb – the limit for XBLA.

                                  Allegorithmic
THE MIDDLEWARE REALITY
                   UPDATED

  This is an example of middleware finding a
niche within a large market; where it has few
 competitors, and, seeks to “compliment” what
 the established middleware providers have to
 offer – not do one better than (“me too”).


                     The (licensed) technology is
                     called substance Air, developed
                     by Allegorithmic. With it, instead
                     of Roboblitz being hundreds of
                     megabytes in size, it came in
                     under 50mb – the limit for XBLA.

                                           Allegorithmic
THE MIDDLEWARE REALITY
                   UPDATED

               Scaleform's technologies, is
               another example of
               middleware finding a big
               niche. They focused on an
               area of game development
               that most developers were
               weak at. What they decided
               to tack on as an after
               thought, the game interface
               – menu UIs, HUDs, etc.
               Used in many titles, it is
               also supported by a core
               group of 3D engine
               middleware providers.
THE MIDDLEWARE REALITY
                   UPDATED

                       Scaleform's technologies, is
                       another example of
    This middlware     middleware finding a big
                       niche. They focused on an
 provides developers
                       area of game development
 a powerful solution   that most developers were
 for easily creating   weak at. What they decided
     high-quality      to tack on as an after
 customisable Flash-   thought, the game interface
 like interfaces for   – menu UIs, HUDs, etc.
 their titles, among   Used in many titles, it is
  other uses. That's   also supported by a core
     a big niche!      group of 3D engine
                       middleware providers.
THE MIDDLEWARE REALITY
                   UPDATED




               Torque 3D (Garage Games)
THE MIDDLEWARE REALITY
                   UPDATED




               Torque 3D (Garage Games)
THE MIDDLEWARE REALITY
                   UPDATED




               Torque 3D (Garage Games)
THE MIDDLEWARE REALITY
                   UPDATED

             After completing the first version
             of this web presentation. I
             realised that I was missing one
             middleware engine that has
             been around for yonks, and
             some would say is iconic. Since
             I mentioned other engines, I
             thought I'd mention this one as
             well – fair is fair...




                   Torque 3D (Garage Games)
THE MIDDLEWARE REALITY
                     UPDATED

                        After completing the first version
                        of this web presentation. I
                        realised that I was missing one
                        middleware engine that has
                        been around for yonks, and
                        some would say is iconic. Since
                        I mentioned other engines, I
                        thought I'd mention this one as
                        well – fair is fair...


Really, there are so many middleware “solutions”
  out there; just too many of them to warrant a
     mention here – that's not its purpose.
                              Torque 3D (Garage Games)
THE MIDDLEWARE REALITY
                      UPDATED

But I can mention the Torque      After completing the first version
3D engine, that has a range of    of this web presentation. I
solutions for 2D or 3D, for PC    realised that I was missing one
or iPhone. I can also mention     middleware engine that has
Brett Seyler's interesting take   been around for yonks, and
on the middleware landscape:      some would say is iconic. Since
                                  I mentioned other engines, I
garagegames.com/community/        thought I'd mention this one as
blogs/view/15952                  well – fair is fair...


Really, there are so many middleware “solutions”
  out there; just too many of them to warrant a
     mention here – that's not its purpose.
                                        Torque 3D (Garage Games)
THE MIDDLEWARE COST




         Far Cry's indoor engine, was a
         bottleneck when it came to
         creating content and testing it.
         Sure it looked great (eventually),
         but it did not natively support the
         sophisticated outdoor AI
         behaviours. Rather, it was all
         tediously scripted.
THE MIDDLEWARE COST
THE MIDDLEWARE COST
The outdoor engine, even with
the known competitors, was the
draw-card in way of graphical
appeal. Able to support large
nonlinear sandbox environments,
rich with lush organic vegetation
along with man-made structures.
THE MIDDLEWARE COST
THE MIDDLEWARE COST
And an AI, capable of squad
dynamics, that used its
features well to provide the
player with a unique tactical
playing experience.
THE MIDDLEWARE COST
And an AI, capable of squad
dynamics, that used its          Indoor could have
features well to provide the     been supplemented
player with a unique tactical       with simpler
playing experience.             structures rendered
                                  via the outdoor
                                technology. Making
                                     it natively
                                  supported by the
                                AI. This could have
                                   been an ideal
                                solution in meeting
                                the game's vision.
THE MIDDLEWARE COST
 And an AI, capable of squad
 dynamics, that used its          Indoor could have
 features well to provide the     been supplemented
 player with a unique tactical       with simpler
 playing experience.             structures rendered
                                   via the outdoor
                                 technology. Making
                                      it natively
                                   supported by the
    And such “indoor”            AI. This could have
structures, needn't be              been an ideal
small, but could be in           solution in meeting
 the form of sprawling           the game's vision.
  complex facilities.
THE MIDDLEWARE COST
THE MIDDLEWARE COST
          The resources and time spent
          making the indoors work for
          the title, for middleware
          ambitions. May have been
          better utilised on other aspects
          of the game. It may of even
          lead to a more tighter, and
          higher quality, gaming
          experience. Instead it lead to
          delays, relationship strains,
          and a lack of polish in way of
          effective use of technology in
          creating gameplay (in my
          humble opinion).
THE MIDDLEWARE COST
THE MIDDLEWARE COST
             Far Cry prior to
           E3, ran the serious
             risk of getting
            canned! There were
              many competing
             titles out there
               already, with
            similar technology
              and with clear
               gameplay – if
            rudimentary at the
           time (e.g. Stalker:
             Oblivion Lost).
THE MIDDLEWARE COST
                                       Far Cry prior to
                                     E3, ran the serious
                                       risk of getting
                                      canned! There were
                                        many competing
                                       titles out there
                                         already, with
                                      similar technology
                                        and with clear
And they had no middleware               gameplay – if
aspirations, they just wanted to      rudimentary at the
make a great game foremost!          time (e.g. Stalker:
Many had achieved quite a lot          Oblivion Lost).
without a publishing deal, yet Far
Cry had yet to prove it could
achieve the basics with one.
THE MIDDLEWARE COST




             Reality engine
THE MIDDLEWARE COST

             The middleware
              landscape is
           littered with the
           dead. Yes, some do
            make it. But you
               must really
           evaluate why that
            is so; what they
            offer that their
          competitors do not.



               Reality engine
THE MIDDLEWARE COST

                                        The middleware
                                         landscape is
                                      littered with the
                                      dead. Yes, some do
Prior to the release of Crysis,        make it. But you
Crytek admittedly stated that             must really
they had only sold less than a        evaluate why that
handful of licenses at a low-cost      is so; what they
for their CryEngine (Far Cry).         offer that their
However, this may have finally       competitors do not.
changed with the release and
success of Crysis and the
availability of their CryEngine 2.
                                          Reality engine
MY STARK CONCLUSION
TECH alone does not make a game!
• Technology does not create gameplay, it is how you use
  it. Consumers are more savvy today, and want quality of
  experience, not just better graphics.

TECH alone is not profitable!
• Even middleware providers must showcase their tech in a
  commercially successful title – either doing this
  themselves or via a licensee's efforts.
MY STARK CONCLUSION
TECH alone does not make a game!
• Technology does not create gameplay, it is how you use
  it. Consumers are more savvy today, and want quality of
  experience, not just better graphics.

TECH alone is not profitable!
• Even middleware providers must showcase their tech in a
  commercially successful title – either doing this
  themselves or via a licensee's efforts.

  Ask yourself: do you want to make interactive-entertainment
  titles, or, interactive-entertainment technology?.
MY STARK CONCLUSION
MY STARK CONCLUSION


   Tech can always be
    licensed for your
  title, and does not
  need to be “cutting-
     edge” but merely
  competitive for the
        genre, and
competitively utilised.
MY STARK CONCLUSION

                          I'm not against developing
                          tech, quite frankly as an
                          industry, we need too! But if
                          you wish to be a middleware
   Tech can always be
                          developer, you'll have to ask
    licensed for your     yourself some tough
  title, and does not     questions, and demand
  need to be “cutting-    tough answers of yourself –
     edge” but merely     perhaps confronting ones.
  competitive for the     And remember what you'll
        genre, and        still have to deliver on, in
competitively utilised.   order to do so!
MY STARK CONCLUSION




             Source engine
MY STARK CONCLUSION
    A title with a cohesive and singular
  vision; with a spark of originality and
  innovative use of technology. What this
   entails, will largely depend upon the
 target genre's context, and, the market's
current (as well as projected) expectations
  – what you can and can't get away with.




                            Source engine
MY STARK CONCLUSION
    A title with a cohesive and singular
  vision; with a spark of originality and
  innovative use of technology. What this
   entails, will largely depend upon the
 target genre's context, and, the market's
current (as well as projected) expectations
  – what you can and can't get away with.




Remember: focus on interactivity foremost, and give your
                                      Source engine
technology a functional purpose – "function before form”.
Technology Pipedream --  Ivan Beram

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Technology Pipedream -- Ivan Beram

  • 1. v1.2 THE TECHNOLOGY PIPEDREAM – A DEVELOPMENT FALLACY The Role of Technology in Game Design & Development IVAN BERAM – GAME & LEVEL DESIGNER sELFiNDUCEDcOMA.com OMA
  • 2. Commentary: the original talk was given at Free Play (Melbourne, 2003) then at the Australian Game Developer's Conference (Melbourne, 2004). Knowing how useless most talk slides are without the prepared speech – a series of simplified points, or a series of images, bordering on meaningless. I've rewritten mine in more detail allowing someone to read the slides and have a better idea of what I actually meant by them. Especially if they didn't attend the talk, hopefully providing clarity. These slides have also been updated and expanded for this web version. Enjoy!
  • 3. TALK OVERVIEW • First off: a little background • What is technology? • What is gameplay? • What consumers want • Where we can go wrong • E3 demo as an example • The first playable • The middleware path • The middleware reality • The middleware cost • My stark conclusion • Q&A
  • 4. TALK OVERVIEW • First off: a little background • What is technology? • What is gameplay? • What consumers want • Where we can go wrong • E3 demo as an example • The first playable • The middleware path • The middleware reality • The middleware cost • My stark conclusion • Q&A The purpose: to convince you that technology is a means to an end, not the end itself.
  • 5. TALK OVERVIEW • First off: a little background Far Cry's E3 2002 • What is technology? gameplay demo, which • What is gameplay? was runner's up for • What consumers want Best-of-E3 in a Where we can go wrong number of categories. • Is utilised as a • E3 demo as an example basis for this talk; • The first playable as are my experiences • The middleware path working for two • The middleware reality middleware developers • The middleware cost – Crytek & Micro • My stark conclusion Forté. • Q&A The purpose: to convince you that technology is a means to an end, not the end itself.
  • 6. X-ISLE: A TECHNOLOGY DEMO FAR CRY: FIRST GAMEPLAY TRYING TO BE A GAME DEMO – E3 2002 FAR CRY: THE FINAL PRODUCT TODAY
  • 7. X-ISLE: A TECHNOLOGY DEMO FAR CRY: FIRST GAMEPLAY TRYING TO BE A GAME DEMO – E3 2002 On my arrival Far Cry was actually X-Isle, an impressive technology showcase lacking in interactivity. All graphics and no game. On becoming Lead Designer, the concept evolved into Far Cry. By E3 2002 – six weeks later – we had a demo that showcased actual gameplay, not just the technology powering its graphics. Gameplay, still evident in the final product. FAR CRY: THE FINAL PRODUCT TODAY
  • 8. WHAT IS TECHNOLOGY? Technology is... • e.g. physics engine – or better yet, a smaller component of it like: “rag-doll” physics.
  • 9. WHAT IS TECHNOLOGY? Technology is... • e.g. physics engine – or better yet, a smaller component of it like: “rag-doll” physics. Evidently this is a screenshot from a rag- doll physics tech demo. Each time it starts the outcome can vary a little or a lot. But, that is most likely the whole extent to its “interactivity.”
  • 10. WHAT IS TECHNOLOGY? a TECH-demo is... ● Various technology loosely integrated together into a showcase – at best. ● Lacks any real functionality – (active) interactive use in creating gameplay. ● A shallow (passive) experience for the user, like watching a film, with the odd bit of interaction that has no gameplay purpose – just initiates the demo / feature.
  • 11. WHAT IS TECHNOLOGY? a TECH-demo is... ● Various technology loosely integrated together into a showcase – at best. ● Lacks any real functionality – (active) interactive use in creating gameplay. ● A shallow (passive) experience for the user, like watching a film, with the odd bit of interaction that has no gameplay purpose – just initiates the demo / feature. Singular purpose: prove the technology works!
  • 12. WHAT IS GAMEPLAY? Gameplay is... • One definition: an entertaining (active) experience where the player interacts with the game world via game mechanics powered by underlying technologies. ragdollkungfu.com
  • 13. WHAT IS GAMEPLAY? Gameplay is... • One definition: an entertaining (active) experience where the player interacts with the game world via game mechanics powered by underlying technologies. These screenshots show a game utilising a form of rag- doll physics married to various game mechanics, in order to create gameplay. ragdollkungfu.com
  • 14. WHAT IS GAMEPLAY? a GAMEPLAY-demo is... • Game mechanics (systems) highly interwoven into a cohesive whole, integrated with underlying technology. • Tech through mechanics has clear functionality (purpose) in facilitating the title's interactivity / immersion – gameplay! • Has art in place, though, not necessarily “finished” (polished) art.
  • 15. WHAT IS GAMEPLAY? a GAMEPLAY-demo is... • Game mechanics (systems) highly interwoven into a cohesive whole, integrated with underlying technology. • Tech through mechanics has clear functionality (purpose) in facilitating the title's interactivity / immersion – gameplay! • Has art in place, though, not necessarily “finished” (polished) art. Main goal: not to be a shallow (passive) experience, but, one with (active) player engagement.
  • 16. In way of terminology, I've actually heard WHAT IS GAMEPLAY? tech-demos referred to as gameplay-demos. However it is my understanding that these are far moreainteractive in nature – I GAMEPLAY-demo is... would refer / liken it to: “prototyping.” • Game mechanics (systems) highly rough They may be testing a combination of interwoven into a cohesive whole, game mechanics in a sandbox-like integrated with underlying technology. in environment (level) with stand-in art – some cases levels are merely “blocked” out, • Tech through mechanics roughclear as are entities, with has limited functionality in place. Ain facilitating the animations (purpose) tool for getting feedback in order toimmersion – gameplay! title's interactivity / refine the game vision and mechanics. Their aim is to focus solely • on gameplay, function, ignoring the polish. Has art in place, though, not necessarily “finished”it is often art. same “polish” as However, (polished) this represented in a vertical-slice of the Main goal:that makes gameplay so effective but, game, not to be a shallow (passive) experience, by one with (active) player feedback to the player. providing vital engagement.
  • 18. WHAT CONSUMERS WANT? Yes, gamers are consumers and they want interactivity! So do publishers.
  • 19. WHAT CONSUMERS WANT? Yes, gamers are consumers and they want interactivity! So do publishers. The GTA series of titles is highly regarded for its “sandbox” gameplay – and quite often emulated for its popularity.
  • 21. WHAT CONSUMERS WANT? Functional means: ease-of-use (usability).
  • 22. WHAT CONSUMERS WANT? Functional means: ease-of-use Freedom Fighters, (usability). let you control a resistance squad to wage skirmish warfare with tactical ease – well, almost.
  • 24. WHAT CONSUMERS WANT? Active entertainment, not passive entertainment like film.
  • 25. WHAT CONSUMERS WANT? Will Killzone's gameplay and even graphics, live up to the pre-rendered trailer hype? Active entertainment, not passive entertainment like film.
  • 26. WHAT CONSUMERS WANT? Update: evidently with the title's release Will Killzone's it has, though with a little hype – as I gameplay and imagined the case being. However, my even graphics, purpose with this example was to live up to the illustrate the danger there is in pre-rendered forgetting that games are an interactive trailer hype? form of entertainment. In this case the developers delivered gameplay and largely comparable graphics, to the pre- rendered vids. Many less experienced Active entertainment, developers, would not have delivered not passive on this promise. entertainment like film.
  • 28. WHAT CONSUMERS WANT? Not just graphical “wow” effects, pretty pictures on a screen.
  • 29. WHAT CONSUMERS WANT? Not just graphical “wow” effects, pretty pictures on a screen. Beyond the exterior polish of Serious Sam 2's graphics. I can't help but think the gameplay is repetitively generic and stale.
  • 31. WHAT CONSUMERS WANT? But something: functional, interactive and immersive!
  • 32. WHAT CONSUMERS WANT? The Warriors was a game without the best graphics, but, it more than made up with it via highly interactive environments and immersive gameplay. But something: functional, interactive and immersive!
  • 34. WHAT CONSUMERS WANT? Marrying your strong gameplay to a strong scenario to drive it. Can do wonders to your immersion too!
  • 35. WHAT CONSUMERS WANT? However story like graphics alone, is not enough as games are interactive foremost. An active not passive medium. Marrying your strong gameplay to a strong scenario to drive it. Can do wonders to your immersion too!
  • 36. WHERE WE CAN GO WRONG What is a game system? • It is comprised of:
  • 37. WHERE WE CAN GO WRONG What is a game system? • It is comprised of: BACK-END Core supporting architecture and management base ENGINE CORE
  • 38. WHERE WE CAN GO WRONG What is a game system? • It is comprised of: FRONT-END BACK-END Components that Core supporting communicate game architecture and system to player and management base allow for interaction ENGINE CORE INTERFACE SHELL
  • 39. WHERE WE CAN GO WRONG This represents the What is a game system? greyness of where one layer ends and • It is comprised of: another starts. It can also represent the game mechanics that glue the two together. FRONT-END BACK-END Components that Core supporting communicate game architecture and system to player and management base allow for interaction ENGINE CORE INTERFACE SHELL
  • 40. WHERE WE CAN GO WRONG This represents the What is a game system? greyness of where one layer ends and • It is comprised of: another starts. It can also represent the It's remedial systems game mechanics that theory, even a little glue the two together. simplistic in that game systems are FRONT-END specialised for highly BACK-END interactivity; but, it Components that Core supporting will do for this talk. communicate game architecture and system to player and management base allow for interaction ENGINE CORE INTERFACE SHELL
  • 41. WHERE WE CAN GO WRONG Some sticking points: • At times hard to categorize tech in that tech can fit into both categories, having both a front and back end role to play – eg 3D Renderer, Physics • Also, some tech compliments another by either providing front or back end functionality for it. • “Deficiencies” arise when tech is missing elements to its front or back-end – without one you lose the functionality of the other. • Or, when a tech / system that provided the front or back-end functionality does not exist, creating the same result.
  • 42. WHERE WE CAN GO WRONG To perhaps confuse things further, I'm Some sticking points: game-mechanicsthem going to generalise game-systems by also referring to and • Atas “tech” from now on – tech in that tech can times hard to categorize as that is really what it boils down to being; as fit somethingcategories, having both a frontbe into both like “written language” can and back end role a form ofeg 3D Renderer, Physics considered to play – technology. • Also, some game-mechanics are predisposed However, tech compliments another by either to having interactivity as their goal – providing front or back end functionality for it. their purpose. • “Deficiencies” arise when tech is missing elements to enablers, back-end – without one They are its front or allowing the player you lose the functionality of thesystem. It's to interact with the game other. an important distinction to make • Or, when aunderstood. that provided the front clearly tech / system or back-end functionality does not exist, creating the same result.
  • 43. E3 DEMO AS AN EXAMPLE
  • 44. E3 DEMO AS AN EXAMPLE Some history: around 2 months out from E3, what was X-Isle became Far Cry. Most of the demo shown that year was hammered out in about 6 weeks. It was an important showing, as it was the team's chance to show that they could deliver an actual cohesive title, not just a mix-bag of technology demos. So the E3 demo, is an ideal illustrator.
  • 45. E3 DEMO AS AN EXAMPLE The screenshot is a Some history: around 2 little misleading months out from E3, however. It comes from what was X-Isle became X-Isle's precursor, a Far Cry. Most of the technology demo called demo shown that year X-Isle: Dinosaur was hammered out in Island. X-Isle the about 6 weeks. It was an game, was an attempt important showing, as it at an interactive use was the team's chance of the underlying to show that they could technology. But to put deliver an actual it bluntly, it was a cohesive title, not just a frustrating failure to mix-bag of technology play – if you could demos. So the E3 demo, even call it “play.” is an ideal illustrator.
  • 46. E3 DEMO AS AN EXAMPLE
  • 47. E3 DEMO AS AN EXAMPLE Prior to the E3 demo, it was quite easy whilst playing the game to become lost in the dense environments of trees and bush; unaware of where the enemy was. Yet, it knew exactly where you were and could easily attack – frustratingly so.
  • 48. E3 DEMO AS AN EXAMPLE Prior to the E3 demo, it was quite easy whilst playing the game to become lost in the dense environments of trees and bush; unaware of where the enemy was. Developers tend to Yet, it knew exactly forget what they are where you were and could trying to create. They easily attack – assume by having the frustratingly so. (front-end) technology to render densely populated outdoor terrain, that they have the gameplay as well.
  • 49. E3 DEMO AS AN EXAMPLE
  • 50. E3 DEMO AS AN EXAMPLE AI could not only see through the brush, but also environmental effects like fog. In fact all they had to do to see you, was draw a straight line from their eye-point to the player's – no matter how well hidden you may have been.
  • 51. E3 DEMO AS AN EXAMPLE Hard and soft cover were modelled – part and parcel in achieving the core gameplay AI could not only see of Far Cry. Hard cover (rocks through the brush, but and trunks) provided shelter also environmental from attacks yet impeded effects like fog. In movement. Soft cover fact all they had to do (bushes and foliage) to see you, was draw a obscured you from view, from straight line from the AI, but did not impede their eye-point to the your movement. This missing player's – no matter back-end vastly improved the player gaming experience. how well hidden you may have been.
  • 52. E3 DEMO AS AN EXAMPLE
  • 53. E3 DEMO AS AN EXAMPLE Your real-time dynamic, volumetric, soft-shadows may look great, but, do they have any purpose other than to make the screen look good?
  • 54. E3 DEMO AS AN EXAMPLE Do the shadows actually make it easier for the player to hide from enemies and to sneak stealthily upon them? How about the real-time lighting, does standing in the spotlight actually Your real-time dynamic, make you a more volumetric, soft-shadows clearer target? may look great, but, do they have any purpose other than to make the screen look good?
  • 55. E3 DEMO AS AN EXAMPLE
  • 56. E3 DEMO AS AN EXAMPLE Does crouching, leaning, walking and running have any advantage and disadvantage towards shooting?
  • 57. E3 DEMO AS AN EXAMPLE Does crouching, leaning, walking and running have any advantage and disadvantage It largely depends on towards shooting? the game as to whether you wish to affect the players aim if they're doing something like running. But, how about the AI, are they all precise marksman even whilst running?
  • 58. E3 DEMO AS AN EXAMPLE
  • 59. E3 DEMO AS AN EXAMPLE How about running through foliage, making it move, making lots of sound. Does this affect stealthiness?
  • 60. E3 DEMO AS AN EXAMPLE Is that why the player was spotted so easily? How about running through foliage, making it move, making lots of sound. Does this affect stealthiness?
  • 61. E3 DEMO AS AN EXAMPLE
  • 62. E3 DEMO AS AN EXAMPLE Does the player (or AI) suffer any disadvantages and advantages to stealth whilst crouched?
  • 63. E3 DEMO AS AN EXAMPLE Does the player (or AI) suffer any disadvantages and advantages to stealth whilst crouched? Can the enemy see the player crouched and hiding in the long grass, lying in ambush for the enemy approaching?
  • 64. E3 DEMO AS AN EXAMPLE
  • 65. E3 DEMO AS AN EXAMPLE By adding the back-end so that the AI checks a number of body-points rather than just the eye-point, so as to determine how visible the player is. Along with checking other aspects, like whether they are running, creeping, standing or crouched – not to mention whether they are in the darkness or a bright spot of light. You can begin to actually model adequate stealth gameplay.
  • 66. E3 DEMO AS AN EXAMPLE By adding the back-end so that the AI checks a number This is already of body-points rather than done to a large just the eye-point, so as to extent for the determine how visible the player. Can you player is. Along with checking spot the sniper other aspects, like whether behind the fallen they are running, creeping, log easily without standing or crouched – not to the binoculars? mention whether they are in the darkness or a bright spot of light. You can begin to actually model adequate stealth gameplay.
  • 67. E3 DEMO AS AN EXAMPLE
  • 68. E3 DEMO AS AN EXAMPLE Developers tend to forget that various aspects are already “modelled” for the player, and need to be instead modelled for the AI – so as to be seen as “realistic” and/or “fair” as per the expectations of the genre.
  • 69. E3 DEMO AS AN EXAMPLE AI that jumps around Developers tend to forget that like it's playing a various aspects are already game of Quake on “modelled” for the player, and methamphetamines, need to be instead modelled for missing most of its the AI – so as to be seen as animations... “realistic” and/or “fair” as per the expectations of the genre.
  • 70. E3 DEMO AS AN EXAMPLE AI that jumps around Developers tend to forget that like it's playing a various aspects are already game of Quake on “modelled” for the player, and methamphetamines, need to be instead modelled for missing most of its the AI – so as to be seen as animations... “realistic” and/or “fair” as per the expectations of the genre. ...runs non-stop, has perfect aim, can turn 180 in a millisecond, never appears to reload or stop firing their gun... is frustrating for the player, not a challenge for the player.
  • 71. E3 DEMO AS AN EXAMPLE
  • 72. E3 DEMO AS AN EXAMPLE Without these missing front- end elements, the AI “readability” was zilch; failing to communicate its complexity and sophistication to the player.
  • 73. E3 DEMO AS AN EXAMPLE The AI eventually came to Without these missing front- have a diverse range of end elements, the AI animations, movement – “readability” was zilch; walking, crouched, failing to communicate its reloading – correct complexity and sounds, and a range of sophistication to the player. mannerisms and tactics...
  • 74. E3 DEMO AS AN EXAMPLE The AI eventually came to Without these missing front- have a diverse range of end elements, the AI animations, movement – “readability” was zilch; walking, crouched, failing to communicate its reloading – correct complexity and sounds, and a range of sophistication to the player. mannerisms and tactics... ...it would seek and use cover (rocks, trees, stumps, crates) for defence and offence. It would even appear to communicate and co-ordinate attacks with other AIs. All at a much slower (tactical) pace
  • 75. E3 DEMO AS AN EXAMPLE
  • 76. E3 DEMO AS AN EXAMPLE The AI model's textures, animations and sounds; are actually communicating to you various system states. So they're actually part of the user-interface, enabling the player to interact with the game – via a keyboard, mouse or controller.
  • 77. E3 DEMO AS AN EXAMPLE The AI model's textures, These can tell you animations and sounds; are what they are doing – actually communicating to giving a flanking you various system states. order. Whether So they're actually part of they're angry, the user-interface, enabling whether they're hurt. the player to interact with the game – via a keyboard, mouse or controller.
  • 78. E3 DEMO AS AN EXAMPLE The AI model's textures, These can tell you animations and sounds; are what they are doing – actually communicating to giving a flanking you various system states. order. Whether So they're actually part of they're angry, the user-interface, enabling whether they're hurt. the player to interact with the game – via a keyboard, mouse or controller. Everything outputted from the screen and speakers makes up the user- interface! It is not just the graphical on-screen heads-up display (HUD) that solely comprises the output of the interface.
  • 79. E3 DEMO AS AN EXAMPLE
  • 80. E3 DEMO AS AN EXAMPLE However, even with HD and next-gen graphics. We are still limited in what we can visually achieve via a screen and input devices – not to mention audio via speakers.
  • 81. E3 DEMO AS AN EXAMPLE However, even with HD and next-gen graphics. We are still limited in what we can visually achieve via a screen and input devices – not to mention audio via speakers. Without these binoculars, this obscured and crouched enemy may have been just another blurry few pixels in the distance.
  • 82. E3 DEMO AS AN EXAMPLE
  • 83. E3 DEMO AS AN EXAMPLE The addition of gunfire trails / tracers, and muzzle flashes – as well as damage direction indicators. Aided the player in determining where and who was actually attacking him – no matter how far away. A relatively simple fix and use of the existing particle and shading systems.
  • 84. E3 DEMO AS AN EXAMPLE The addition of gunfire trails / Developers forget that tracers, and muzzle game-worlds are not the flashes – as well as real-world, no matter how damage direction great our graphic fidelity indicators. Aided the seems in portraying them. player in determining We need to give players where and who was concessions so they can actually attacking interact with the game. him – no matter how What shape and form far away. A depends on the game, relatively simple fix and depends on the and use of the technology and hardware existing particle and that is powering it. shading systems.
  • 86. THE FIRST PLAYABLE Your first gameplay demo may not necessarily have complete systems...
  • 87. THE FIRST PLAYABLE Your first gameplay demo may not necessarily have The indoors did not complete systems... natively support the AI. There were also issues with production pipelines and the reliability of indoor technologies – like the dynamic lighting and shadows.
  • 88. THE FIRST PLAYABLE Your first gameplay demo may not necessarily have The indoors did not complete systems... natively support the AI. There were also issues with production pipelines and the For the demo we reliability of indoor scripted much of technologies – like the indoor AI and the dynamic lighting made sure to stick and shadows. to a linear path; we also relied on a more stable use of the technology – even if more bland.
  • 89. THE FIRST PLAYABLE Your first gameplay demo may not necessarily have The indoors did not complete systems... natively support the AI. There were also issues with production pipelines and the For the demo we reliability of indoor scripted much of technologies – like the indoor AI and the dynamic lighting made sure to stick and shadows. to a linear path; we also relied on a more stable use of FYI: the present industry the technology – nomenclature for a polished even if more bland. first playable is vertical-slice.
  • 91. THE FIRST PLAYABLE You may not have all the game & mission mechanics in place, but, implement as much as necessary so as to give the impression to the player that you do...
  • 92. THE FIRST PLAYABLE The generic combat behaviours of the AI were good, but, lacked some of the more interesting behaviours – such as squad dynamics. In this case You may not have all the a squad on being shot game & mission mechanics at, has popped smoke, in place, but, implement as pulled back behind much as necessary so as to cover, and has called give the impression to the in air-support. player that you do...
  • 93. THE FIRST PLAYABLE Others showcased other intended game & mission The generic combat mechanics of our gameplay; behaviours of the AI such as the utilisation of were good, but, lacked night-vision and lighting, and some of the more various squad strategies. interesting behaviours – such as squad dynamics. In this case You may not have all the a squad on being shot game & mission mechanics at, has popped smoke, in place, but, implement as pulled back behind much as necessary so as to cover, and has called give the impression to the in air-support. player that you do...
  • 95. THE FIRST PLAYABLE The demo showed enough wow features and interesting aspects to make it feel like a complete experience...
  • 96. THE FIRST PLAYABLE The demo showed enough wow features and The helicopter is shot interesting aspects to make down by the player it feel like a complete using a rocket experience... launcher, targeted via its scope. The missile locks on and whizzes towards its target no matter if the aim is off or if it moves – leaving a snaking trail in its wake. It hits, and the copter trails black smoke as it crashes into the base.
  • 97. THE FIRST PLAYABLE The demo showed enough wow features and The helicopter is shot interesting aspects to make down by the player it feel like a complete using a rocket experience... launcher, targeted via its scope. The missile locks on and whizzes towards its target no Hard-coded, hacked, matter if the aim is scripted. Call it what you off or if it moves – want, but this sequence leaving a snaking trail hinted there was more to the in its wake. It hits, game than just shooting at and the copter trails guys hiding in the woods and black smoke as it tossing a few grenades. crashes into the base.
  • 99. THE FIRST PLAYABLE We as developers have a range of tools for debugging, that tell us exactly what is and isn't occurring within our game system(s).
  • 100. THE FIRST PLAYABLE We sometimes forget that filling the screen with: lines, shapes, arcane syntax and sets of numbers. Does not a user-interface make! We may We as developers have comprehend it, but a range of tools for debugging, that tell us not everyone (if exactly what is and isn't not most) will. occurring within our game system(s).
  • 102. THE FIRST PLAYABLE Gameplay is driven by your AI, and the AI is communicated via the various game mechanics (tech) that comprises (or feeds) your user-interface.
  • 103. THE FIRST PLAYABLE Gameplay is driven by your AI, The demo should be and the AI is communicated via relatively polished, the various game mechanics as it is designed to (tech) that comprises (or feeds) “sell” to the your user-interface. audience. So, even if elements such as the HUD aren't quite worked out, perhaps even unnecessary. You should still strive to represent something that “might” be mistaken as the end result.
  • 104. THE FIRST PLAYABLE Gameplay is driven by your AI, The demo should be and the AI is communicated via relatively polished, the various game mechanics as it is designed to (tech) that comprises (or feeds) “sell” to the your user-interface. audience. So, even if elements such as A good rule: if it the HUD aren't quite doesn't break worked out, perhaps “suspension-of- even unnecessary. disbelief” (immersion), You should still then it can be safely strive to represent left as is. If it does, something that then it needs to be “might” be mistaken addressed some way! as the end result.
  • 106. THE FIRST PLAYABLE When creating your game's AI, don't just focus on recreating what everyone else has done. Don't just create the “core” gameplay. Ask yourself: what are the things that bug you the most in the similar titles you've played? Ask a similar question about all your game systems.
  • 107. THE FIRST PLAYABLE When creating your game's AI, don't just focus on recreating For instance, what everyone else has done. making the AI take Don't just create the “core” cover when a bullet gameplay. Ask yourself: what whizzes past their are the things that bug you the head, or, a comrade most in the similar titles you've “mysteriously” played? Ask a similar question dies; is so simple about all your game systems. to implement yet added so much to the believability of the AI's intelligence.
  • 108. THE FIRST PLAYABLE When creating your game's AI, don't just focus on recreating For instance, what everyone else has done. making the AI take Don't just create the “core” cover when a bullet gameplay. Ask yourself: what whizzes past their are the things that bug you the head, or, a comrade most in the similar titles you've “mysteriously” played? Ask a similar question dies; is so simple about all your game systems. to implement yet added so much to Modelling such aspects for the the believability AI's hearing as well as sight. Can of the AI's add a great deal of “intelligence” intelligence. to the AI's believability and perceived challenge.
  • 110. THE MIDDLEWARE PATH Epic's Unreal 3 engine; one of the most licensed if not the most licensed. Who wouldn't want that?!
  • 111. THE MIDDLEWARE PATH • Aspiring to be a technology middleware provider, is one reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. • It is seen as less hard-work, perhaps more innovative, important, potentially Tech 5 engine lucrative and prestigious.
  • 112. THE MIDDLEWARE PATH • Aspiring to be a technology middleware provider, is one reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. • It is seen as less hard-work, perhaps more innovative, important, potentially Tech 5 engine lucrative and prestigious. We are a technology graphics obsessed and driven industry. Many studios with the advent of middleware solutions becoming popular, have middleware aspirations.
  • 113. THE MIDDLEWARE REALITY • Without the development context a title gives, there is no pressure placed on tech to be robust – bug free and complete. • We would even find that the fundamentals, the architecture of our tech is flawed, undermining further functionality that can be achieved with it. Jupiter engine
  • 114. THE MIDDLEWARE REALITY • Without the development context a title gives, there is no pressure placed on tech to be robust – bug free and complete. • We would even find that the fundamentals, the architecture of our tech is flawed, undermining further functionality that can be achieved with it. Jupiter engine No one (or not enough to be profitable) will licence your technology if it has not been proven in a commercially successful title. Otherwise it is seen as risky, and rightly so if you are not an experienced middleware developer; as experienced developers are not stupid! They want proven technology and solid support.
  • 115. THE MIDDLEWARE REALITY • You will have to sell 30-60 licenses – or more depending on pricing – just to breakeven; and this may not cover ongoing costs to support the tech and your customer’s projects. • There are many established and reputable providers, that have competitive tech, pricing and support – utilised in numerous successful titles – that you will Gamebryo engine have to compete with.
  • 116. THE MIDDLEWARE REALITY • You will have to sell 30-60 licenses – or more depending on pricing – just to breakeven; and this may not cover ongoing costs to support the tech and your customer’s projects. • There are many established and reputable providers, that have competitive tech, pricing and support – utilised in numerous successful titles – that you will Gamebryo engine have to compete with. Ask yourself: is your tech really good enough? Is it competitive in way of features? Is it competitive in graphical quality and finesse? Code-base complete and robust? Support the right platforms? Is it competitive in pricing? How about customer support and tools? In the middleware market, can you find a profitable “niche”?.
  • 117. THE MIDDLEWARE REALITY Unity 3D engine You never know who is waiting around the corner with more competitive technology, or more appealing technology; that has been showcased in a successful commercial title/s!.
  • 118. THE MIDDLEWARE REALITY For instance, maybe not 100% proven in a commercial title (perhaps in other apps) but competitive in development environment (Mac / PC), versatile technology and tools, support, platforms (Wii, iPhone, Web), and in cost. Unity 3D engine You never know who is waiting around the corner with more competitive technology, or more appealing technology; that has been showcased in a successful commercial title/s!.
  • 120. THE MIDDLEWARE REALITY UPDATED Marketing / Business (and economic) nimrods, usually espouse finding a niche for your products / services. Of course, a niche in a small (niche) market, isn't a very big market share. A niche in a large market, is a much larger (profitable) market share.
  • 121. THE MIDDLEWARE REALITY UPDATED Marketing / Business (and economic) nimrods, usually espouse finding a niche for your products / services. Of course, a niche in a small (niche) market, isn't a very big market share. A niche in a large market, is a much larger (profitable) market share. As an example, what for Valve in way of technology was the bigger long-term pay off? It's Source middleware solution, or, Steam digital content distribution system?
  • 122. THE MIDDLEWARE REALITY UPDATED Roboblitz (Naked Sky)
  • 123. THE MIDDLEWARE REALITY UPDATED Here's another example: Roboblitz. I bring it up, but, not because it utilises the Unreal 3 engine... Roboblitz (Naked Sky)
  • 124. THE MIDDLEWARE REALITY UPDATED Here's another example: Roboblitz. I bring it up, but, not because it utilises the Unreal 3 engine... It's because Roboblitz utilises a technology to procedurally generate textures – which implies dynamic uses in the future. Roboblitz (Naked Sky)
  • 125. THE MIDDLEWARE REALITY UPDATED Allegorithmic
  • 126. THE MIDDLEWARE REALITY UPDATED The (licensed) technology is called substance Air, developed by Allegorithmic. With it, instead of Roboblitz being hundreds of megabytes in size, it came in under 50mb – the limit for XBLA. Allegorithmic
  • 127. THE MIDDLEWARE REALITY UPDATED This is an example of middleware finding a niche within a large market; where it has few competitors, and, seeks to “compliment” what the established middleware providers have to offer – not do one better than (“me too”). The (licensed) technology is called substance Air, developed by Allegorithmic. With it, instead of Roboblitz being hundreds of megabytes in size, it came in under 50mb – the limit for XBLA. Allegorithmic
  • 128. THE MIDDLEWARE REALITY UPDATED Scaleform's technologies, is another example of middleware finding a big niche. They focused on an area of game development that most developers were weak at. What they decided to tack on as an after thought, the game interface – menu UIs, HUDs, etc. Used in many titles, it is also supported by a core group of 3D engine middleware providers.
  • 129. THE MIDDLEWARE REALITY UPDATED Scaleform's technologies, is another example of This middlware middleware finding a big niche. They focused on an provides developers area of game development a powerful solution that most developers were for easily creating weak at. What they decided high-quality to tack on as an after customisable Flash- thought, the game interface like interfaces for – menu UIs, HUDs, etc. their titles, among Used in many titles, it is other uses. That's also supported by a core a big niche! group of 3D engine middleware providers.
  • 130. THE MIDDLEWARE REALITY UPDATED Torque 3D (Garage Games)
  • 131. THE MIDDLEWARE REALITY UPDATED Torque 3D (Garage Games)
  • 132. THE MIDDLEWARE REALITY UPDATED Torque 3D (Garage Games)
  • 133. THE MIDDLEWARE REALITY UPDATED After completing the first version of this web presentation. I realised that I was missing one middleware engine that has been around for yonks, and some would say is iconic. Since I mentioned other engines, I thought I'd mention this one as well – fair is fair... Torque 3D (Garage Games)
  • 134. THE MIDDLEWARE REALITY UPDATED After completing the first version of this web presentation. I realised that I was missing one middleware engine that has been around for yonks, and some would say is iconic. Since I mentioned other engines, I thought I'd mention this one as well – fair is fair... Really, there are so many middleware “solutions” out there; just too many of them to warrant a mention here – that's not its purpose. Torque 3D (Garage Games)
  • 135. THE MIDDLEWARE REALITY UPDATED But I can mention the Torque After completing the first version 3D engine, that has a range of of this web presentation. I solutions for 2D or 3D, for PC realised that I was missing one or iPhone. I can also mention middleware engine that has Brett Seyler's interesting take been around for yonks, and on the middleware landscape: some would say is iconic. Since I mentioned other engines, I garagegames.com/community/ thought I'd mention this one as blogs/view/15952 well – fair is fair... Really, there are so many middleware “solutions” out there; just too many of them to warrant a mention here – that's not its purpose. Torque 3D (Garage Games)
  • 136. THE MIDDLEWARE COST Far Cry's indoor engine, was a bottleneck when it came to creating content and testing it. Sure it looked great (eventually), but it did not natively support the sophisticated outdoor AI behaviours. Rather, it was all tediously scripted.
  • 138. THE MIDDLEWARE COST The outdoor engine, even with the known competitors, was the draw-card in way of graphical appeal. Able to support large nonlinear sandbox environments, rich with lush organic vegetation along with man-made structures.
  • 140. THE MIDDLEWARE COST And an AI, capable of squad dynamics, that used its features well to provide the player with a unique tactical playing experience.
  • 141. THE MIDDLEWARE COST And an AI, capable of squad dynamics, that used its Indoor could have features well to provide the been supplemented player with a unique tactical with simpler playing experience. structures rendered via the outdoor technology. Making it natively supported by the AI. This could have been an ideal solution in meeting the game's vision.
  • 142. THE MIDDLEWARE COST And an AI, capable of squad dynamics, that used its Indoor could have features well to provide the been supplemented player with a unique tactical with simpler playing experience. structures rendered via the outdoor technology. Making it natively supported by the And such “indoor” AI. This could have structures, needn't be been an ideal small, but could be in solution in meeting the form of sprawling the game's vision. complex facilities.
  • 144. THE MIDDLEWARE COST The resources and time spent making the indoors work for the title, for middleware ambitions. May have been better utilised on other aspects of the game. It may of even lead to a more tighter, and higher quality, gaming experience. Instead it lead to delays, relationship strains, and a lack of polish in way of effective use of technology in creating gameplay (in my humble opinion).
  • 146. THE MIDDLEWARE COST Far Cry prior to E3, ran the serious risk of getting canned! There were many competing titles out there already, with similar technology and with clear gameplay – if rudimentary at the time (e.g. Stalker: Oblivion Lost).
  • 147. THE MIDDLEWARE COST Far Cry prior to E3, ran the serious risk of getting canned! There were many competing titles out there already, with similar technology and with clear And they had no middleware gameplay – if aspirations, they just wanted to rudimentary at the make a great game foremost! time (e.g. Stalker: Many had achieved quite a lot Oblivion Lost). without a publishing deal, yet Far Cry had yet to prove it could achieve the basics with one.
  • 148. THE MIDDLEWARE COST Reality engine
  • 149. THE MIDDLEWARE COST The middleware landscape is littered with the dead. Yes, some do make it. But you must really evaluate why that is so; what they offer that their competitors do not. Reality engine
  • 150. THE MIDDLEWARE COST The middleware landscape is littered with the dead. Yes, some do Prior to the release of Crysis, make it. But you Crytek admittedly stated that must really they had only sold less than a evaluate why that handful of licenses at a low-cost is so; what they for their CryEngine (Far Cry). offer that their However, this may have finally competitors do not. changed with the release and success of Crysis and the availability of their CryEngine 2. Reality engine
  • 151. MY STARK CONCLUSION TECH alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not just better graphics. TECH alone is not profitable! • Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or via a licensee's efforts.
  • 152. MY STARK CONCLUSION TECH alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not just better graphics. TECH alone is not profitable! • Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or via a licensee's efforts. Ask yourself: do you want to make interactive-entertainment titles, or, interactive-entertainment technology?.
  • 154. MY STARK CONCLUSION Tech can always be licensed for your title, and does not need to be “cutting- edge” but merely competitive for the genre, and competitively utilised.
  • 155. MY STARK CONCLUSION I'm not against developing tech, quite frankly as an industry, we need too! But if you wish to be a middleware Tech can always be developer, you'll have to ask licensed for your yourself some tough title, and does not questions, and demand need to be “cutting- tough answers of yourself – edge” but merely perhaps confronting ones. competitive for the And remember what you'll genre, and still have to deliver on, in competitively utilised. order to do so!
  • 156. MY STARK CONCLUSION Source engine
  • 157. MY STARK CONCLUSION A title with a cohesive and singular vision; with a spark of originality and innovative use of technology. What this entails, will largely depend upon the target genre's context, and, the market's current (as well as projected) expectations – what you can and can't get away with. Source engine
  • 158. MY STARK CONCLUSION A title with a cohesive and singular vision; with a spark of originality and innovative use of technology. What this entails, will largely depend upon the target genre's context, and, the market's current (as well as projected) expectations – what you can and can't get away with. Remember: focus on interactivity foremost, and give your Source engine technology a functional purpose – "function before form”.