Process Module #8 – Motion Controls
Filler
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Cohesive Network Gaming!
My concept video is simply a rough idea of what it would look and feel like if the games shown were connected to the point that every action taken taken wether its based on the politcal/economic genre of CCP Games’ Eve Online or the actions taken in response through Dice’s Battlefield 2142. With the idea in mind that these individual products can come together to form an MMO that is not pigeon-holed into one genre, giving the players the option to fill seemingly unique roles in the same universe that they love better suited to thier skills, similar to the process of finding a suitable job in reality, thus experiancing the same lore and world as the other players but from many different perceptions.
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3D Mark 11 Tech Demo
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3DMark 11 is the latest version of the worlds most popular benchmark for gaming PCs. 3DMark 11 uses a native DirectX 11 engine which makes extensive use of all the new features in DirectX 11 including tessellation, compute shaders and multi-threading.
Deep Sea is a demonstration of DirectX 11 technologies created using an early development build of the 3DMark 11 engine. 3DMark 11 will be released in the third quarter of 2010. There will be a free edition that allows unlimited runs available at launch.
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I saw this tech-demo for the latest 3D Mark 11 Benchmark and figured I would post it, it isnt available to the public yet but I will no doubt update the results on how it performs on my PC, not expecting alot but it will be good see how well optimized the Direct X 11 effects actually are.
Concept Module Report
For my second year concept project, I have decided to continue on from my process and future module projects based on the idea of cohesive gaming; this refers to the concept of different video games genres coming together in a cohesive manner in order to create one solid world and one player identity. This report will consist of the research that I have discovered and used as influence and inspiration, which will then be accompanied by a visual representation in the form of a poster to visualize my concept as well, which will be followed up by a minute long concept video as my realization module for the end of year show.
The problem that I have identified within the field of Gaming with Massively Multiplayer Online Games (MMOGs) is that this genre has an unlimited potential in comparison with its smaller online counter-parts as an example I am referring to Online Shooters and Real Time Strategy Games which consist of small servers hosting 2 to 64 players on average. MMOGs on the other hand have persistent worlds with up to thousands of players playing at any given time offering potentially a much more immersive experience and a closer representation to what we consider a complete “Virtual World”. However as far as Innovation goes within the MMOGs genre, there has been very little that has tried to push this potential, weather its due to budget constraints or the modern rule of thumb where developers and publishers put a lot of stress into appealing to a wider audience, which often leads to games becoming simpler and less complicated. Ultima Online for example, stressed the importance of the player and what his effect on the world was, as opposed to the more mainstreamed approach that Everquest Online took where the players are led through a series of scripted quests and dungeons to progress and compete, which is how World of Warcraft the most dominant MMO on the market has approached the genre. This seems like a major step backwards compared to the ideas that were originally intended for Ultima Online using the “Artificial Life Engine” as explained:
“Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. The ‘virtual ecology’ affects nearly every aspect of the game world, from the very small to the very large. If the rabbit population suddenly drops (because some gung-ho adventurer was trying out his new mace) then wolves may have to find different food sources – say, deer. When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack. Since all of this happens automatically, it generates numerous adventure possibilities.”
Starr Long, the game’s associate producer
However due to technological constraints project “Artificial Life Engine” was not possible during the 1990s and was dropped due to performance constraints. Which makes you wonder what could be accomplished now in 2010? The genre faces other issues, my main concern here is that most MMOGs are pigeon-holed into one specific genre, the most common of these are Massively Multiplayer Online Role Playing Games (MMORPGs) which dominated this genre, and naturally due to the nature of Role Playing Games it is much easier to create a sense progression and character building. Levelling up and increasing stats, meeting friends and engaging in teamwork situations is a small representation of what we do in reality. My problem with this concept is that no matter what class type you choose, what your characters role is in the game, weather it is a Warrior, Mage or Blacksmith for example, the game is ultimately the same and re-rolling new characters often feels like a small substitute to something that could be a lot more varied in game play mechanics and roles.
My concept design is similar to what you can find now in services such as Steam, Xfire, XboxLIVE and Playstation Network; these services offer a unified profile containing information on what games you have played and achievements you have earned within the games. However none of these games beyond a simple achievement tallies cohere together, achievements are what scoreboards were to arcades, where as my design concept aims to go beyond that and connect the worlds by reading useful information via data or page scraping, similar to services such as GoCompare for car insurance, but using that hidden information to trigger changes across games. This idea however refers specifically to a specific company rather than what’s currently on the market, since its very unlikely that separate competing companies would choose to create different genre games designed to connect together to create one world and one Identity. A current example that influenced my design concept was CCP Games’ EVE Online, a player driven persistent world MMORPG with heavy focus on community, economics and spaceship combat. CCP games has several products under development, however Dust 514 is the project that caught my eye the most due to its concept. Dust 514 is a Massivly Multiplayer First Person Shooter (MMOFPS) designed for the Xbox360 and Playstation 3, which is based in the same universe as eve as explained in this article:
“The company stated, “The primary gameplay of DUST 514 features brutal ground combat that takes place on the surface of planets from EVE, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST 514 combines equal parts battlefield reflexes and strategic planning, giving commanders and ground infantry real-time configurable weapons and modular vehicles to manage dynamic battlefield conditions.” “
http://www.massively.com/2009/08/18/ccp-games-reveals-new-eve-online-console-mmo-dust-514/
CCP Games’ method fits in perfectly with what I intend for my Concept Design, in more ways than one, first off because DUST 514 is going to be available on the home console systems instead of the PC Platform where EVE Online is found, this gives me further proof that by using this method of combining games we can abolish the restriction of “System Exclusives” thus making an MMORPG on the PC and a MMOFPS on consoles less off a financial risk because the target markets are both satisfied and profited from to their best potential. But more importantly the article goes on to state:
“In his talk at GDC Europe today, Hilmar stated that DUST 514 will reach out to two different audiences, fans of first person shooters and MMO players, and their aim is to ultimately meld the communities of EVE Online and DUST 514. He elaborated on this and explained the various ways that the two games will tie in with one another.”
http://www.massively.com/2009/08/18/ccp-games-reveals-new-eve-online-console-mmo-dust-514/
This ties in with my idea that MMO’s should not be pigeon holed into specific genres, not just for financial benefits for the company, but the advancement of the MMO genre and video games in general, my idea expands on this in order to create many games based in the same world, each individual retail product acting as one cog in a network of gears. Each individual genre for example First Person Shooters would act as a form of a “virtual job” in the similar sense as you would have a job in reality in a profession that better suits your skills and abilities, and yet still having a meaningful impact on the other games within this one universe, until ultimately you have what appears to be a more meaningful and literal virtual reality closer to home. To put this into perspective I have taken this out of the article aswell to be read:
“DUST 514 will figure prominently into the CCP Games strategy to revamp EVE Online’s system of galactic control, called sovereignty. It was originally discussed in the current issue of EON magazine that planetary control would be an aspect of changing how EVE’s player alliances gain control of territory. Apparently, what players can do in DUST 514 will also play a major role in EVE moving forward. Hilmar explained more about how the terrestrial gameplay of DUST 514 will be interconnected with the ship-centric gameplay of EVE Online.”
http://www.massively.com/2009/08/18/ccp-games-reveals-new-eve-online-console-mmo-dust-514/
I have looked into quite a few different methods on how information is recorded for the purposes of a user, and how information as a whole is gathered and compare in one singular network, the best solution I have come across would be “Data Scraping”. In normal circumstances data transfer between different software programs is done by using separate data structures suited for automated computer processing, these formats however are usually poorly structured, well documented and easily parsed. In most cases these formats and transmissions are not readable to humans directly. Data Scraping however is distinguished from regular data parsing by the output being “scraped” is intended to be displayed to the end user in other words human readable. The benefits go further however where as you can bypass pointless or unnecessary data and filter through what is relevant to what the user wants. In this case I intended this to be used as a way to funnel necessary command and social data between the games’ software while connected to an online network as opposed to simple showing this information or if necessary to display that information while influencing each individual software in a cohesive manner.
As I look back over this project I have come to the conclusion that within reason this project is defiantly within technical limitations and possible to realize, not for me personally however, but for companies interested in going down this route within the MMOG Industry. My concept idea creates a virtual world that’s much closer to simulating our own, and will enable one universe to reach a much larger audience instead of those interested in only one play style. CCP Games initial steps into this field have also been interesting to follow, its allowed me to put my idea into a new perspective and I sincerely hope, not just for the idea of my project, but as a gamer that DUST 514 and EVE Online’s cohesive existence will be successful and perhaps spice up the MMO industry as a whole, which is in definite need of a breath of fresh air.
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The Butterfly Effect – Eve Online & DUST 514
Furthermore I came across this very well constructed concept trailer describing the butterfly effect of a sandbox based MMO, a completely different concept to what currently exists within the majority market of MMOs. Unfortunately the title of this video seems abit misleading, as there is no actual footage of DUST514, but the video’s concept is still incredible strong and worth looking into for my final realization prototype video.
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Jonas Loh: Two Man Staring at Sea
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Veronica Ranner : Crooke Road
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Milan Metthey : Supermotivating A Normal Man
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This presentation was based on “Wearable Technology” , which includes clothing and accessories that have used or incorporated either computer technology or advanced electronic and digital technology into the clothing itself. Although these contextual studies go back to the earlier ages, as far back as 5000 BCE with Flax Production, these designs often incorperate practical functions and features as well as making a statement or establishing a technological look.
Clothing itself is considered a technology, something as simple as a shirt is designed to make a statement, keep us warm and concealed.
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Flax Production – 5000 BC
Flax is a member of the genus Linum in the family Linaceae. It is native to the region extending from the eastern Mediterranean to India and was probably first domesticated in the Fertile Crescent. This is called as Agasi/Akshi in Kannada, Jawas/Javas or Alashi in Marathi. Flax was extensively cultivated in ancient Ethiopia and ancient Egypt.
There appear to be many origins for the process of weaving. Some dating back as far as 5000 BC, but to take one for example, the Egyptians. Flax was the predominant fibre in Egypt at this time and continued popularity in the Nile Valley, even after wool became the primary fibre used in other cultures around 2000 BCE
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Wearable Digital & Computer Technology
We then discussed wearable computer technology such as the wrist calculator watch above, and the concept and practical nature of its design, more importantly though we discussed the idea of what this technology means to those that don’t specialize in this specific knowledge, as an example:
My Dentists understanding of Wearable Technology
Another example of this would be the ZYPAD wrist wearable computer from Arcom Control Systems
The commercialization of general-purpose wearable computers, as led by companies such as Xybernaut, CDI and ViA Inc, has thus far met with limited success. Publicly-traded Xybernaut tried forging alliances with companies such as IBM and Sony in order to make wearable computing widely available, but in 2005 their stock was delisted and the company filed for Chapter 11 bankruptcy protection amid financial scandal and federal investigation. Xybernaut emerged from bankruptcy protection in January, 2007. In 1998 Seiko marketed the Ruputer, a computer in a (fairly large) wristwatch, to mediocre returns. In 2001 IBM developed and publicly displayed two prototypes for a wristwatch computer running Linux. The last message about them dates to 2004, saying the device would cost about $250 but it is still under development. In 2002 Fossil, Inc. announced the Fossil Wrist PDA, which ran the Palm OS. Its release date was set for summer of 2003, but was delayed several times and was finally made available on January 5, 2005. Timex Datalink is another example of a practical wearable computer. Hitachi launched a wearable computer called Poma in 2002. Eurotech offers the ZYPAD, a wrist wearable touch screen computer with GPS, Wi-Fi and Bluetooth connectivity and which can run a number of custom applications.
The Evolution of Steve Mann’s WearComp wearable computer from backpack based systems of the late 1970s and early 1980s to his current covert systems.
Steven Mann, is a tenured professor at the Department of Electrical and Computer Engineering at the University of Toronto.
Many of Mann’s inventions pertain to the field of computational photography.
Mann also works in the fields of computer-mediated reality. He is a strong advocate of privacy rights, for which work he was an award recipient of the Chalmers Foundation in the fine arts. His work also extends to the area of sousveillance (a term he coined for “inverse surveillance”). Mann and one of his PhD students, James Fung, together with some of his other students, have been building a cyborg community around the cyborg-logging concept.
http://en.wikipedia.org/wiki/Steve_Mann
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Technology & Fashion
During the presentation we also discussed possibilities and a wide range of examples with fashion, and how technology has improved to the point where designers are now looking at ways to incorporate modern technology into basic clothing…
The lightweight and energy-efficient credentials of LEDs have made designers think of countless application areas. Dutch Designer Stijn Ossevoort has come up with a dress dubbed Flare, which is embroidered with LEDs that are powered by wind energy. As the wearer walks down the street, the dress glows in different patterns.
The Bubelle Dress designed by electronic giants Philips does just that. The emotion sensitive dress has an inner layer that consists of biometric sensors that pick up a person’s emotions and projects them in colours onto the outer layer. Stress, anger and fear makes the dress go red, while calmness is displayed in a green colour.
While researching into the field of MMO’s I discovered an upcoming project by CCP Games named “DUST 514″, in short detail this is a Massively Multi-player Online First Person Shooter designed for the Xbox360 & Playstation 3 consoles, but the interesting thing about this project is that the game itself is going to be directly connected to the Massively Multi-player Online Role-playing game called “EVE Online” that is currently only available on the PC. According to the lead produce himself the console game will directly co-exist and effect the PC RPG game, the PC version focusing on space vehicle battles, while the console game DUST will focus on ground troops on the planetary service, the outcomes of these battles will effect both games directly.
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DUST 514 Début Trailer
This is the released début trailer for DUST 514, unfortunately this video is purely a trailer designed to wow and flash, therefore there is no explanation on its design concept beyond the normal first person shooter action you would find elsewhere, however I decided to include this to give you a rough idea of what the game is about, which is the planet surface battles in the EVE online universe, played in a different role as a foot soldier instead of a fleet commander.
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The company stated, “The primary gameplay of DUST 514 features brutal ground combat that takes place on the surface of planets from EVE, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST 514 combines equal parts battlefield reflexes and strategic planning, giving commanders and ground infantry real-time configurable weapons and modular vehicles to manage dynamic battlefield conditions.”
http://www.massively.com/2009/08/18/ccp-games-reveals-new-eve-online-console-mmo-dust-514/
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DUST 514 Developer Interview – Design Concept Explained
This video pretty much sums up the basic design concepts that CCP Games have in mind, courtesy of http://www.dust514zone.com.
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I then came across and article from http://www.massively.com – one of the biggest MMO communities for news and discussion.
Hilmar said, “DUST battlefields will dictate who control specific planets inside the EVE MMO. If a player contracts a DUST mercenary team to go and conquer this district of a planet. Then ultimately he will be able to control the planet, and therefore the solar system, and therefore the constellation, and the region.”
He explained more about the interplay between EVE Online and DUST 514. Hilmar said, “You will increasingly have to fight with your fleet [in EVE Online] but you will also have to contract people who play DUST, the console MMO, which then feeds into the sovereignty control system of EVE. Then EVE feeds back into that again by funding the mercenaries, giving them goals.” In a nod to Starship Troopers, he said, “The fleet does the flying, the infantry does the dying.”
Ontop of this, he also goes on to say this:
When you bring these two communities together, that “one universe, one war” means that the EVEPC MMO and DUST 514 console MMOFPS gamers will form interconnected social structures and meld over time.
This idea fits in with my concept module perfectly, although the method in which I hope to achieve it will differ, of course I wont be making a prototype for this beyond a concept video because unfortunately I don’t own a development studio!