Thursday, March 17, 2005

For computer and video games, competing solely on processing power and other technical aspects is leading to diminishing returns. Larger armies of programmers and higher costs don't translate into higher profits than from previous games. And squeezing the lifeblood out of programmers should never be an option -- shame that certain large companies are abusing their staff now.

How about giving players as much ownership and control in the game as possible, but without requiring hard-coding? How about software that reacts to the player's decisions on its own instead of having instructions preprogrammed?

Now, suddenly, his creature could walk. And he did so -- he walked right out of the sea and onto the land. This incredible moment in the history of evolution was made even more remarkable by the technology behind it: the game had figured out, procedurally, how a creature would walk if it had three legs (it was a kind of lopsided gait, if you're curious, with three steps: left, right, then middle.) No 3D modeler created the creature, and no 3D animator was required to make it move around -- it was all created out of a gamer's whim and a computer program smart enough to make it work.

--
Will Wright Presents Spore... and a New Way to Think About Games

No comments: