The Future of Video Games The Future of Video Games In this course, we have looked at both the history of video games, and its current state of affairs. To conclude this course, we take a brief look at the future of video games and the industry itself. Changes in the way games are made.
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Screen shot from Crytek’s Cryengine game engine editor.
Screen shot from Counter Strike. It was spawned from Half Life,which in turn was derived from Id Software’s Quake series of games.
The GamesMania website. For different fees, players can have either limitedor unlimited access to the over 100 titles offered through their service.
Screen shot from Mech Assault. It is under more-or-less continuousdevelopment with new mechs, maps, and missions being releasedperiodically using Microsoft’s Xbox Live service.
Screen shot from Spider-Man. Games were released on multiple platformsin sync with the launch of the hit movie. Different ports of the game haddifferent features though … like the Kraven levels only on the Xbox version.
Screen shot from Counter Strike. It has been the most popularand successful fourth-party game developed to date.
Screen shot from Doom III. Source models in Doom III have nearly 1,000,000polygons, which are rendered down to 5,000 polygon models for in game use,along with bump maps for textures. We cannot go much higher than this!
Screen shot from Dead or Alive 3. Several rendering passes are used toprovide spectacular graphical effects through different lighting, bumpmapping, and environmental mapping effects.
Screen shot from Unreal Tournament 2003. You can set off a miniaturenuclear warhead, and not punch a hole in a wall or floor. All you’ll get isa blackened blast mark (temporarily) where the explosion took place.
Screen shot from Red Faction. With its Geo-Mod Engine, you can havearbitrary deformations to the game levels, instead of the destruction of onlycertain designated objects, like glass windows.
Screen shot from The Sims. The Sims brought a whole new varietyof non player character interactions to gaming … but there still isn’t a real feeling of interacting with another human being.
Screen shot from Sin. Like many games over the years, it claims tohave reactive artificial intelligence that responds to player actions. Futuretechnology will push the boundaries much, much further.
Screen shot from SOCOM: US Navy Seals. A good attempt to providegroup tactics in a game. In most cases, however, group behaviour isdictated by the player or a variety of simple rules.
Movie from Far Cry, built on the Crytek Engine. It is starting show some ofwhat we are looking for in AI … better interactions, group tactics, and so on.
Screen shot from Panzer Dragoon Orta. One of many recent gamesto support surround sound for positional audio effects.
Screen shot from Halo 2. This yet-to-be-released title will have many new
features, the most anticipated of which is network play usingMicrosoft’s Xbox Live service.
To the left is a screen shot of Mind Balance, a game developed as part of brain-computer interface research conducted at University College Dublin. The player
wears a special “brain cap” that non-invasively measures signals at the back ofthe head. The goal of the game is to balance the character Mawg, as hetraverses a tight rope. This is done by focusing attention on glowing and flickering orbs on the screen that trigger visual processing in the brain.
Feedback in the Mind Balance game.
Screen shot from Splinter Cell. This game allows significant interactionswith objects in the game world, but there are still some things that youcannot do that would otherwise make sense.
Concept art for VibeForce. VibeForce is a MMORPG for the PC, Playstation 2,
and wireless devices that will make use of the Butterfly Grid network to support a single massive game world in a persistent fashion.
Some products, such as this visor, currently allow stereoscopic renderingof 3D games (typically Direct3D or OpenGL) in a way that makes them
seem almost holographic to the wearer.
Concept of Augmented Reality Quake (ARQuake) from the University of South Australia. Starting at left, they model the real world in a game world map,minus textures and fine details. Game creatures and objects are then insertedinto the map for playability. The game is then rendered into specialaugmented reality goggles. Finally, at right, all walls, doors, and othergame world constructs are made transparent so the real world shows through.Position is tracked using digital compasses, GPS tracking, and so on.
Photo of a player of ARQuake. A lot of extra gear must be worn, but, as thevideo shows, you get an interesting game experience.
View of Human Pacman, an augmented reality game developed atthe Mixed Reality Lab of the National University of Singapore. Players usea variety of gear to help navigate through the game world.
Real world view (left) and game world view (right) of playersplaying Human Pacman. I don’t know about wandering about streets with real traffic while immersed in an “augmented reality”!
Images of a Human Pacmanplayer in all of the requiredgear. As geeky as this looks,I wouldn’t pass up a chanceto play it!
“People expect too much in one year and not enough in ten years.”
- Neil Armstrong