In this thread, I want to explore previously impossible game designs that might not be so impossible anymore from a purely technical point of view. It’s going to be a little long, so make sure you’re all comfy first. I’m hoping this thread is in the right forum as I expect some design related talk linked to the DOTS approach and maybe even some technical talk.
Traditionally, games dealing with extreme computations were reserved by mostly AAA companies. Examples include Total War series, Stellaris, Civilization 5, Far Cry 5. There have been some indie games who followed the multithreaded approach, but there were very few. Example: They Are Billions (TAB).
Now, before I continue, I know that Data Oriented Design (DOD) is nothing new. I know multithreading is nothing new. However I, as a graduate with a bachelor degree in computer science in Montreal, one of the leading cities in video gaming, have never heard of DOD before Unity introduced it. I did learn some multithreading, but it was all theoretical and did very little practice in school. See where I’m going with this? Unity is democratizing this approach, as well as multithreading, in the same way it did with its good old, beginner friendly gameobject engine back in the day when a whole new world opened up for casual devs, in the same way with Steam opening the floodgates to indies. It makes writing highly performant code a breeze. Up until now, this knowledge was reserved for advanced and experienced developers and AAA companies. I, as an average Joe who made only one serious game with Unity, have managed to make a pretty darn good copy of TAB in just 3 months, with even more advanced features than TAB. I would’ve never been able to do this without consecrating lots of time in learning multithreading, good memory layout and whatever else is required to imitate whatever Burst is doing behind the scenes. (All that ‘SIMD’ talk means absolutely nothing to me, yet it didn’t stop me from making such a game)
Now that indies can easily (keyword: easily) write performant code with DOTS, the question arises: What type of games will we see next? More importantly, what type of game ideas do indies have that they could not previously implement due to hardware and knowledge limitations?
I know most of us here are all game devs, and therefore in competition with each other to come up with ‘the best game ever’ and that this thread may seem a bit pointless. I mean, why would you share your awesome cool game idea right?
Well I don’t have a good answer to that. Maybe you’re no longer in the business or have never been, or maybe you just feel like talking about it too. But I’ll start with my own ideas below. Feel free to contribute! I’m really curious to hear your crazy ideas.
First of all, we got the obvious TAB new world RTS genre. TAB claims to have ~20k zombies on the map doing their thing at the same time (although it’s not the first RTS game to do so, it is the most recent in an extremely small pool). @eizenhorn , the guy working on this [project]( Unity DOTS case study in production page-3), claims that his project can handle 30-40k units at the same time. Up until I learned about DOTS, I would’ve never believed any of this. However, my own personal project also handles 20k-25k units, complete with all the RTS goodies that comes along, such as individual pathfinding, fight, targeting, commands and resource systems etc while holding 80+ fps at its worst. My TAB copy also contains an additional 100k entities that cover resources, tiles, decorations, buildings and more.
So already, it looks like DOTS is going to flood the market with RTS games involving an ungodly amount of units. This genre, which I’ll call BRTS, short for Big Real Time Strategy games, seems like a natural product of the DOTS routine. But what other genres might DOTS actually produce? And yes I do strongly believe that this tech, in the hands of indies, has a huge probability of creating and defining whole new game genres, in the same with that Minecraft defined the Voxel genre. AAA companies have had this opportunity for a longer time than us indies, but they rarely innovate as that’s inherently risky business wise.
BRTS games involve lots of units but ‘basic AI intelligence’. Realistically, most game genres can and probably will, in time, benefit from the DOTS approach. You want a tower defense game involving thousands of units/towers(/bases?!)? DOTS. You want a survival game like Gaia involving thousands of AI ships/wildlife? DOTS. Therefore, almost every game genre can transition from its basic core to a sort of ‘massive’ version of itself, kind of like the ‘Massive’ in the ‘MMORPG’, which at it’s base is a MORPG, which broken down even further is an RPG.
I’m already thinking about a Big Rimworld, Big survival games, BRPG, BTD, Big city builders etc, but all these ‘new’ genres involve adding an extra level of ‘wow’ and ‘awe’, among other things. They’re not actually new genres per se. A new genre has to be completely different, yet somehow familiar, from/to your other genres. For example, Minecraft has survival elements and sand box elements, but in popular culture, it’s referred to as the voxel game, which was for all intents and purposes, a new genre at the time.
So what do you guys think? What is currently thought as impossible to make that would be solved by Unity’s DOTS approach?