Here's Far Cry 2 technical director Dominic Guay talking about the importance of "procedural content generation" for massive online games -- basically, using software to create worlds that had previously been hand-built by artists. It makes a lot of sense, but what fascinates me is the narrative possibilities for fiction about games: these procedural systems have or will shortly attain a level of complexity that makes it impossible to predict their outcomes. It's the Halting Problem
-- worlds where software off the rails could generate impossible situations, upside-down worlds, treasure heaps, cowardly monsters and brave grass. I'm thinking especially of abandonware worlds where only a few players remain and the gamemasters have stopped paying close attention. What odd maps might be drawn as the die-hards explore the outermost reaches of these worlds?
"Another big benefit [of procedural content creation] is that you end up being able to do stuff you simply couldn't do otherwise," Guay continued. "It opens up innovation fields. If you're creating things through code, you have a deeper understanding of what you're doing, and you can bake in some limitations."
MIGS: Far Cry 2's Guay On The Importance Of Procedural Content
"Our artists needed to be able to build not a random tree, but a type of tree," he said by way of example. "It's actually much closer to building a particle system than building traditional art assets. Artists play with parameters more than they play with vertices."
Creating those tools allowed artists to define trees based on characteristics gleaned from extensive photo reference, more than to create a number of discrete tree variants based on those references...
When a team member made a seemingly minor after-hours change to the ecosystem, it ended up increasing the asset density of the game world by 25 percent -- resulting in more than a few headaches.
"If I'm tweaking a jungle procedurally, maybe I'll just tweak it in my test map," Guay said. "But when I integrate it into the game, somewhere in the 50 square kilometer game world, maybe in just three small areas, it might cause problems, and we won't find those problems until QA uncovers them."
A mere $5,700 (as of current writing) gets you the 1974 first printing of the game that Tactical Studies Rules used to change the world(s).
People need toilets, or the poop starts piling up, so video games that are supposed to simulate human environments need toilets to attain willing suspension of disbelief.
Elan Lee writes, “Bears vs Babies is a monster-building card game from the creators of Exploding Kittens, Elan Lee and Matthew Inman (The Oatmeal). Described as a game of ‘strategic benevolent betrayal’ it has already raised more than $2.5 million in funding on Kickstarter from 67,000 backers. Bears vs Babies completed the original $10,000 funding […]
These days, there’s definitely no shortage of touchscreen gloves available, but the key is finding ones that consistently work well. These iGloves Touchscreen Gloves are super reliable, and are on sale for just $11.99.Super comfortable and functional, these gloves will keep your hands warm and still let you use any touchscreen, from phones to tablets. The iGloves’ […]
The Black Friday Mac Bundle 2.0 is one of the Boing Boing Store’s best-selling Mac bundles yet, and it’s about to come to an end. If you don’t get your copy now, here’s what you’ll be missing:This bundle comes packing 9 top-rated Mac apps in one package, at the hugely discounted price of just $23.99. […]
The Boing Boing Store’s Gift Guide is full of ideas for pretty much anyone in your life like hipster ice cub trays, Xbox controllers, Halo Boards, and even diamond necklaces. As always, all products in the Boing Boing Store come at great discounts, too. Shop by price bucket starting at under $20. Under $20:Bloxx Jumbo Ice Trays […]