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Labels: 3D, C++, games, opengl, opensource, programming
New site with a ton of free vectors available for download.
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Heh, remember when Microsoft agreed to distribute those SuSE GNU Linux coupons? Well, those coupons have no expiration date, so if even one person uses one of those coupons to get SuSE GNU Linux distros after the GPL 3 goes into effect in July, BINGO, Microsoft is covered by the GPL 3, and its patent claims against any user of GNU Linux are dead.
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Pretty graph of differences between Computer Science, Computer Engineering, Software Engineering, and other thesaurus terms that confuse University bound students.
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In this Digg data visualization, icons are placed at users' coordinates on the map in real-time as they Digg stories. You can then click on the icon to reveal the story information.
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a list of the top 5 javascript frameworks and features.
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How come my chocolate covered raisins never come with any SQL?
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Family photos, vacation snapshots or creative artistic works: whatever images you have to present, you can present them in a variety of ways. On a big screen, in slide shows or in a thumbnails gallery. However, to convey the message of presented data effectively, it’s important to offer it in an attractive and intuitive way.
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It never ceases to amaze me the cool stuff that people are doing with APIs. This little mashup was found on the YourMinis site. Basically a realtime feed of DIGG posts illustrated using Snap Preview Shots, with some layout and sorting tools to adjust the way it renders the previews as they stream in.
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Wordpress Theme - BlueCon
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This has to be the best CG I have ever seen. Believe it or not, even the hair is 3D.
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CSS-based techniques you should always have ready to hand if you develop web-sites. Thanks to all developers who contributed to accessible and usable css-based design over the last few years. We really appreciate it. Show some Love.
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Read carefully.
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The coolest clock/calendar you will ever see!
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I normally hate forwarded emails but this one left me laughing. It is a collection of 14 photos that show you what happens when you're holding the camera at just the right angle:
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Definitely listen with speakers or headphones. The dots are arranged to trigger notes on a chromatic scale when they pass the line. How can something be so creepy yet so cool at the same time?
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When you move the mouse, you orbit this menu. It can get very disorienting. The content of the website is equally confusing.
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This tutorial will teach you how to create pretty looking textual buttons (with alternate pressed state) using CSS. Dynamic buttons save you heaps of time otherwise spent creating graphics and will basically make you a happier person at the end of the day.
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Search engine optimization has become the focus of many people who have online businesses and for good reason. If you can be noticed and ranked well by search engines, you will be more visible to current and future customers. Optimization is something that so many web publishers are pursuing but in the course of trying to be noticed many are making some huge mistakes. These mistakes can easily be avoided, and many have found these mistakes to be hampering their success by trial and error.
The most common SEO mistakes is to have bad titles for your pages. The reason is titles are the very first thing that the search engine spiders will see when they look at your website. A title should give the spider as well as the visitor a clear idea of what the website is all about. If you can focus your titles, you will then find that your page rank will soar and you will likely have many more customers come your way as a result. A focused site is always a good thing and this includes something that seems as insignificant as a title!
Another common SEO mistake is to have bad content on your website. A couple years ago, web publishers thought that you simply had to have keyword rich content, but today it is known that it is not that easy. You need to have more than the typical how to or vague and useless content on your website if you want to really be optimized for the search engines. You can have keyword rich articles, but be sure that they are informative as this will allow for you to be seen by the search engine spiders but also keep visitors on your site once they click and enter your page!
Linking is anther common mistake that web publishers face. Links are important because the more incoming links a page receives, the more important the search engines view the web page. But, the links have to be good incoming and outgoing links. If you have poor incoming links or there is poor internal linking all of your hard work to obtain links will be in vain. Web publishers have to find a balance and only involve themselves with good links.
These are some of the most common problems that web publishers make when they attempt to optimize their websites for the search engines. SEO is not easy, but if a web publisher avoids these very common mistakes he or she has a leg up on the competition. Remember, optimization is not something that happens over night. Those that rush tend to do more harm than good to their page ranking so take your time a do a good job if you want to succeed.
About the Author
He has performed work for companies such as BCS Website Services, a Richmond VA Web Design Firm. He recommends Richhost.com for Richmond Events, and Red Fern Gifts for collectible gift ideas.
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Hi-def content looks certain to be the way forward, but with 2 different formats available, consumers could either be spoilt for choice or victims of a technological tug of war
With the way that things are going, it is highly unlikely that there will be any eventual winner in the war between Blu-Ray and HD-DVD. With an increasing number of hi-def displays finding their way into people's living rooms, there's a great opportunity to exploit, but the two camps are not interested in sharing this trove, and we could well see a clearly defined line separating the market. What started out as a race to see who could produce the next generation format has turned into a rather large spat between Sony and Philips of Blu-Ray and Toshiba and Hitachi of HD-DVD.
Both formats provide the same end, but just by different means. Hi-definition content is the aim, and there is no doubting the quality that they provide. Unfortunately, consumers could well be the ones to lose out if they adopt early for either one of the formats. Currently, different film studios have signed up for different formats, meaning that films released on the new discs could only be available on one type, and that's no good if you've already spent a lot of money on a player for the other format. Toshiba were the first to enter the hi-def market with their HD-DVD player, and Blu-Ray's presence was confirmed shortly after when Samsung released their first hi-def player. With neither side yielding, the biggest problem facing us all is deciding which format would be best to choose?
At the moment, consumers have a limited range to choose from when it comes to picking a player to watch their preferred format discs. There are only a handful of HD-DVD players, and even fewer Blu-Ray ones. In terms of price, which can be seen as one of the more important factors, the HD-DVD players can be bought for less. The introduction of the PlayStation 3, priced at under £500, can be seen as a victory for the Blu-Ray camp in terms of getting closer to equalling the prices of the HD-DVD players. All the same, not very many people will be able to afford to buy 2 players at over £300 each just so they can cover all bases. Luckily, LG have produced a hybrid player that can handle both formats, and this could be a step in the right direction. It's by no means a perfect system as it's predominantly a Blu-Ray player that can play HD-DVDs, but without some of the advanced features, but with a similar machine announced by Samsung to be produced, manufacturers could well be sensing that there is a market to be served. This isn't a guaranteed solution though, as initial prices are expected to be in excess of £800.
So, it seems that the public will have to settle for either one of the formats after all, at least for the time being. Looking at the statistics, Blu-Ray discs are able to store more information, with one layer being able to hold up to 25GB, compared to HD-DVD's 15GB capacity. This isn't to say that Blu-Ray is superior. For this extra capacity, consumers will have to pay a bit more, with the reason being that they use thinner protective layer on their discs. HD-DVD discs conform to the current DVD trend by using a 0.6 mm thick surface layer, but Blu-Ray uses a miniscule 0.1mm thick surface layer. Using this thinner layer means that current equipment will need to be modified or replaced, where as HD-DVD discs can continue using current tools. The layer also needs to be much more robust to withstand any abuse that gets thrown its way. The fundamental differences between the two technologies cause this variation in layer thickness. The reason Blu-Ray can hold more is because its track pitch is tighter, and thus the pick up aperture is 0.85, weighed against HD-DVD's 0.65. The 0.1mm thick surface layer helps the laser to focus with the 0.85 aperture. All of this goes to prove that the two formats are different, and incompatible, and that if you want more storage, you will have to be able to pay for it.
As mentioned before, the different film studios will also have an impact on which format will become more successful. Buena Vista Home Entertainment, Paramount Pictures, The Walt Disney Company and Warner Brothers have signed themselves up for both camps, but many others have decided to back just one of the formats. HD-DVD has support from New Line Cinema and Universal Studios, and Blu-Ray can rely on 20th Century Fox, MGM Studios and Sony Pictures Entertainment. Blu-Ray also has the added advantage of a few gaming studios, such as Electronic Arts. It won't be easy to predict the quality of films to be produced by differing studios, so it's hard to tell which side has the better support. Seeing as Blu-Ray has more studios signed up, it may well have an edge over HD-DVD.
Early indications appear to suggest that Blu-Ray has managed to get ahead of HD-DVD, with stronger backers and higher storage, but it would still be far too early to write one of these formats off. Higher running costs will only take effect in the future, so whilst early adopters will be quick to nail a flag to a mast, many others will wait and see. If more manufacturers are able to produce hybrid machines, HD-DVD and Blu-Ray may well be able to coexist quite happily together.
About the Author
This article has been brought to you by Laskys, Laskys is a trusted supplier of a wide range of LCD TVs, Plasma Screen TVs and DVD Players.
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Gaming in general is fun, but there's something about multiplayer gaming that's even more enjoyable. Perhaps it's the satisfaction of realizing that the car you just passed in the last lap is being driven by a real person, like you, and not some computer program.
But the Internet connection that makes gaming so much fun also serves as a doorway through which nefarious hackers can send malicious code, causing havoc with your computer. Broadband users are especially fertile targets for bad seeds. That's why a firewall is so important. A good firewall, such as Internet Connection Firewall (ICF) that comes with Windows XP, protects your computer from attacks.
A firewall works by blocking communication ports that are used to transfer data to and from your PC. However, games (and all applications that work over the Internet) use those ports to communicate. This raises some questions that we frequently encounter on message boards and in the Usenet: how does a firewall affect the performance of online gaming? What do you have to do to enjoy online gaming with a firewall in place? I'll answer these questions in this article.
How Ports Work To get the most out of online gaming through a secure connection, you have to have some idea of how games communicate over the Internet and how a firewall works. Don't worry; this discussion won't get inaccessibly technical. I'll stick to layman's terms. To start with, let's look at how programs talk to each other over the Internet. All Internet-aware programs communicate with each other through ports. What, exactly, is a port?
Think of your Internet connection as a water conduit. But instead of thinking of it as one big pipe, picture it as a conglomeration of thousands of small pipes: 65,535 of them, to be exact. That is the number of Internet ports through which communications can take place.
Different services use different ports--the assignment of which service uses which port is more or less arbitrary. For example, World Wide Web communications use port 80. Why port 80? Because a few years ago, a bunch of Internet-related people got together and decided that that's how it would be. Similarly, SMTP e-mail traffic uses port 25. Those same people decided that that's how that would go, and so on. These and other services use protocols to transmit and receive their data through these ports. Two protocols that they use are Transmission Control Protocol (TCP) and User Datagram Protocol (UDP).
The 65,535 ports are divided into three groups: Well Known Ports (ports 0 through 1023), Registered Ports (ports 1024 through 49151), and Dynamic or Private Ports (all the rest). A list of port numbers and what services commonly use them is kept up by the Internet Assigned Numbers Authority.
Like other services, the Internet components of games use ports and protocols to communicate over the Internet. When you play Halo online with a bunch of other people, it has to transmit your keyboard and mouse-click data to the server so it can tell when you move around or fire your weapon. In turn it has to transmit world data back to your computer so you can see where other people move so you can aim at them and chase them around. Halo and other multiplayer games like the Quake family, Half-Life and mods such as Team Fortress Classic and the popular Counter-Strike, Medal of Honor: Allied Assault, Battlefield 1942 send their data down ports and listen for data from the same or other ports. Game matchmaker services like GameSpy Arcade also use ports to communicate.
Firewalls block ports. They are, by their very nature, communications- blocking applications. By closing off ports, they prevent malicious entities from gaining access to your computer through your Internet connection. But doesn't that mean they also block traffic for benign applications that you want to have access to the Internet, such as your Web browser, your e-mail application, and online games?
The answer is sort of. Picture a computer firewall in terms of its namesake. A firewall in construction terms is a specially insulated wall between office suites or apartments, which prevents fires in one suite from spreading to the next suite. But sometimes builders want water or electrical conduits to pass through the firewall. That's easy enough--they just poke a hole through the wall, run their conduit through, and insulate around it. Computer firewalls let you do just that. They let you open specific ports while keeping other ports sealed off.
Gaming through ICF So when do you need to open ports? Believe it or not, when you want to play client-server games like Return to Castle Wolfenstein or Call of Duty on a distant server, you don't have to open any ports. That's because firewalls block data coming in, but not going out. When your PC sends handshake data out to the server, a connection is established, and once that connection is fired up, it allows your game to communicate through the firewall.
However, when you wish to host a multiplayer session or play a peer-to-peer game like Age of Empires, you do have to do a little footwork. In the case of starting a server, your PC does not initiate a connection. When you start up a game and choose to host a server, it just sits there and waits for other computers to connect to it. When ICF is in place, those other computers can't connect. In fact, they can't even see that your PC is hosting a server. You'll have to open one or more ports to allow other players to connect to your server. Such is also the case with peer-to-peer games, in which each participant has to connect to everyone else's computer. Thankfully, most games use a client-server implementation.
To open ports in your ICF firewall: 1) Click Start, click My Network Places, and under Network Tasks, click View network connections. 2) Right-click the connection that you use for the Internet, and then click Properties. 3) On the Advanced tab, click Settings, and then click Add. In the Description of service box type a name for the port you're opening. For example, "Halo Server." 4) In the Name or IP address of the computer hosting this service on your network box, type 127.0.0.1. 5) In both the External Port and Internal Port boxes, type the port number you want to open. 6) Click either TCP or UDP, and then click OK. If you're unsure, repeat the process for both protocols.
If you choose to make things easier, you can opt to turn off ICF when hosting a game and turn in it back on when you're done. However, this leaves your computer vulnerable while your PC is acting as the game server.
Which ports do you open? Different games use different ports and some use TCP, some use UDP, and some use both. You can often find out which ports are used by a given game by consulting the game's documentation, its Readme file, or by visiting its Web site and checking the FAQ pages. Some games make port information readily accessible, and for others, it's hard to come by. You might try visiting a game's Usenet group or the message boards at its official site or fan sites and posing the question: which ports do I open to host a server? In some cases, you'll not only have to open ports for the game's own needs, but also to meet the needs of its matchmaker service, so that your server can be listed in other players' server browsers.
Be sure to close the affected ports when you're not hosting a gaming server to keep your connection secure. That sounds like a lot of footwork, but it's worth it to keep your computer safe.
For more information check out http://www.tornadocomputers.com
About the Author
CIO/Sr. Vice President of Tornado Computers, Inc. in Oklahoma City, OK.
I've always loved video games, ever since I first played them on a friend's computer in the afternoon after elementary school. There's something almost magical about the fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I've also always wanted to make games myself but, until recently, didn't have the technical knowledge to do so. Now, I'm a second year software engineering student, so if I weren't able to code a game without too many dramas there'd be something drastically wrong. But what about the common person: the person for whom the term 'memory leak' conjures up images of their grandfather, 'pipeline' is where the water flows, and 'blitting' is unheard of? Well, everyone can get in on the game creation process, and you don't even need to learn 'real' programming to do so.
So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, in the same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky, the best works are usually the ones that have been well thought out beforehand.
There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go for the design, add as many features and ideas as you like, and then remove the ones that you can't use when you've decided on the technology you're going to implement the game with. In general, the second type is probably the best one to go with when designing games. When you're first starting out however, the first option will save you many headaches.
So, for a first game you're going to want a pretty simple idea. Don't get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you're not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect on the future of the virtual universe when it's just your first game. Really. Many people try it; none that I know of have succeeded. Imitation is the best way to start out. Simple games such as 'Space Invaders', 'Tetris', 'Pacman' or even 'Pong' are great places to start. All are largely simple to create but have some inherent challenges. 'Pacman' for example, requires path finding for the ghosts. I recommend that you start even simpler than that for your very first attempt. 'Space Invaders' is a nice point to jump in. You can make a simple, complete game without much effort and it's almost infinitely extensible.
If you're stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as 'Monkey Island', 'Grim Fandango', 'Space Quest', 'King's Quest' etc.? Design one of those. Are you into fighting games like 'Street Fighter', 'Tekken', 'Soul Calibur', 'Mortal Kombat' and so on? Come up with an idea for that. Do you like first person shooters such as 'Quake', 'Half Life' or 'Doom'? I don't recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.
Now that you have your idea it's time to flesh it out. Don't worry about the technology or the fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it's set, it should remain set until the tweaking phase (I'll go into this more later) or you're likely to enter 'development hell', where the project goes on and on; more and more work is done with less and less outcome.
At the end of this period of your game creation, you should have the following:
-A written outline of the game's characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against) -A written outline of the story (if there is one, this isn't too vital for 'Space Invaders' or 'Tetris', but for 'Uber Quest: An Adventure of Awesomeness' it's a really good idea) -A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren't fantastic artists and our images can be a little… open to interpretation…)
Now that you have a fleshed out idea, it's time to work out how this will all get put together. If you've gotten to this point and are worried that you're going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a 'scripting language' (a simplified programming language made for a specific task) but in general this isn't too complicated or involved. I've compiled a brief list of some of these I have found at the end of the article. The free ones are listed first, organized by game genre.
Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you've gotten this far is that you need to complete your game. Many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you'll get a great feeling from knowing that it is, in its way, finished.
From this point, you can start the tweaking phase. Play your game a few times and ask others to do the same. Take note of what isn't fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions so that if a change doesn't work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you're working on a solid foundation.
When you're happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It's a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun!
Links: General Game Creation: (Tools that allow easy creation of many different game types) Game Maker, MegaZeux.
Adventure Games: (Games such as Monkey Island, King's Quest, Space Quest etc.) Adventure Game Studio, AGAST, 3D Adventure Studio, ADRIFT (for text adventures).
Role Playing Games (RPGs): (Games such as Final Fantasy, Breath of Fire, Diablo) OHRPG, RPG Toolit.
Fighting Games: (Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.) KOF91, MUGEN (unfortunately the site is largely in French).
Side-Scrolling Games: (Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.) The Scrolling Game Development Kit.
There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html
Also of note, although not freeware, are the excellent game creation tools available by Clickteam, Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of.
If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations:
Java Game Programming:
http://fivedots.coe.psu.ac.th/~ad/jg/
http://www.gamedev.net/reference/articles/article1262.asp
http://javaboutique.internet.com/tutorials/Java_Game_Programming/
Visual Basic Game Programming: http://markbutler.8m.com/vb-tutorial.htm
C++ Game Programming:
http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm
http://www.rit.edu/~jpw9607/tutorial.htm
General Information:
http://www.gamedev.net/
http://www.gamasutra.com/
About the Author
Daniel Punch M6.Net
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Labels: C++, games, programming
I've recently been thinking about where video games could be going in the future. I'm hoping to work in the game industry one day after I've finished university study and I've been wondering about it a lot. What do I want to see happen in the future? Well I may not have too many answers right now, but I have come up with a few ideas that I think may come into 'play' in the not too distant future.
Firstly forget Virtual Reality, as we know it. They've tried VR goggles and they made a lot of people sick in doing so. It's probably never going to work very well in its current form. They're still around and you can still buy them but they really don't seem to be taking off. It will probably take a lot to get people totally immersed and involved in a new form of game play. It's threatening to lose touch with the outside world and the people around you aren't going to appreciate it much either. The Sci-fi neural implants are also both a long way off and not likely to be accepted by a majority of the general populace without some severe marketing and luck. I for one am not planning on going through brain surgery just to have a computer attached to my head. In fact I never want anyone to able to plug into my brain.
A technology that was brought to my attention by a zealous presenter at the local 'Science and Technology Centre' (a sort of science museum aimed at making science fun for children and juvenile adults such as yours truly) is that of 'Augmented Reality'. Augmented Reality is essentially the overlaying of virtual elements onto the real world, such as a pair of transparent glasses that can display certain elements over the top of what is actually there. I agree with the presenter in that this could indeed have some awesome potential. Forget all the socially beneficial applications such as workmen being able to view underground pipes before digging, think about it from a games point of view. This technology could provide gamers with the ability to run around looking like complete idiots shooting at things that aren't actually there and that no one else can see, kind of like in the film 'They Live!' The upside to this is that it would be a lot of fun. A group of people from the University of South Australia created the 'ARQuake' project, http://wearables.unisa.edu.au/projects/ARQuake/www/, merging the classic shooter Quake with this Augmented Reality technology. Again, this technology may not ever become overly popular, but it would be entertaining to play with.
Technology has driven the games industry for a long time with new games always trying to keep one step ahead of the competition. It started way back at the dawn of technology and it continues to this day. 2D graphics gave way to 3D and 3D is becoming ever better. Graphics are starting to lose the ability to impress like they once did. The step between Quake 2 and 3 was amazing, but DOOM 3 while being visually very impressive isn't leaps and bounds ahead of its competitors in the same way new games used to be. 2D graphics encountered a similar problem; there comes a point where you just can't do much more with graphics technology. It is this that turns graphics from striving for technological achievement to becoming art. It is my hope that we will start turning away from tech demos and return to game play and making great entertainment. Games such as Zelda: The Wind Waker or The Sims that strive to show greater depth of character through simplifying the game enough to portray emotions will hopefully become more common (and more fun… but that's just one person's view…). Technology plays a certain part in the conveying of emotions and story but it's quite hard to focus on everything at once. When technology is easier and less essential to game sales we'll hopefully see an increase in games that cast a lasting impression.
Somewhat unfortunately the rise of the 'Casual Gamer' will probably lead to more simplistic games being released. While personally I would love to see depth of story and characters, there are a significant number of players out there who want to pick up a game for twenty minutes or so, have a bit of fun, and then put it down until another time. These gamers are generally less interested in the latest greatest technology and more interested in a 'fast food' kind of entertainment that satisfies the moment, despite the lack of quality or the lasting effects. Hopefully the two game types can co-exist peacefully although recently it has been seen that some developers are cutting down on some of the planned depth of a title in order to accommodate the more casual gamer.
As technology pushes forwards boundaries are slowly being broken down between systems. We saw the Bleemcast a few years back enabling the running of Playstation games on the Dreamcast, and the PC is able to run almost anything given the right emulation software. Consoles are able to emulate other consoles and new consoles are being announced that promise the ability to play PC games. The Xbox 2 is reported to have a model in planning that comes in a PC case and with the ability to run both PC software and Xbox software. Macs can emulate Windows software and vice-versa. We'll probably start seeing less of a distinction between consoles and PCs as the price of technology continues to drop and consoles continue to become more and more powerful and able to compete with the more expensive computers. Ideally we'll see a single platform come into prominence so that everything can be run without purchasing a copious number of different machines, although that does have a downside in that it can establish a monopoly for one particular company.
The technology price drop and increase in power has also lead to more powerful hand-held machines than before. Real games, not just simple toys are now available for the portable market. The advent of PDAs and mobile phones with the ability to play games raises awareness of portable gaming and new competitors are starting to get in on the field that was once primarily dominated by Nintendo's GameBoy. There is a new product, the gp32, that can run many different emulators and hence, many different system's games (including some PC games).
I can't say for sure what's going to happen but these are just a few ideas that I've had recently. Hopefully the games industry will continue to strive towards new heights with new and interesting game play, stories, characters and ideas. I'm looking forward to seeing what happens in the next few years.
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Daniel Punch M6.Net
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Labels: 2D, 3D, games, Virtual Reality