f you are a developer, or just a gamer, modern titles can be quite depressing. The feeling of “this is as good as games are gonna get” is enough to make anyone a little nauseous. Admittedly, we felt the same feeling half a decade ago… and half a decade before that.
It seems inconceivable though, that visuals will take any more leaps forward. We’re limited by VRAM and face-count. That will never change. New CPU/GPUs come out and the game market scuttles after it. Thats how it’s always been right?
With the emergence of Australian company ‘Euclideon’ and their witchcraft there’s been new hope. Unfortunately unless your in the point-cloud data industry their technology is very much useless, or will be for years to come. Why? Well in the process of slaying the evil polygon-based-rendering system its dragged video game graphics back 10 years. We will all need to re-think how to use and implement textures, shaders and any other system you care to name. Not a great trade-off is it?
So yeah, Euclideon might be the future… in the future. If you were hoping for unlimited detail with all the bells and whistles developed for polygon based rendering before 2020 then don’t hold your breath.
Thats a blow. However it’s certainly not all bad news! The rabid desire to chew data that video card developers have stroked since the early 2000’s is a seriously great thing. Its accelerated computer hardware like nothing else could. The mainstream consumer has become a hardware manufacturers dream. No longer will they have to rely on the audio-visual studios!
But that was then, and this is now.
Star Citizen is a game I will be referencing for the next few articles. If you don’t know what it is then I suggest you consult the “webby-nets”
Star Citizen, developed by Cloud Imperium games is a great example of the future of this medium. Its a space sim and for those who don’t like space simulators you’re bum outta luck.
Over the last 2 years what have we seen as the trend for gaming genres? Zombies right? DayZ, The Last of Us, Infestation: SS, project Zombiod and so, so many others. Before that? MMS games, Call of Duty being the leader in that day and age.
And now? Well that’d be Space Sim games. Why?
Quite simple, two of the worlds largest entertainment studios are developing Star Wars. DICE is working on Battlefront III and the new triligy by Lucasfilm Ltd. I don’t remember when the original Star Wars movies came out, something to do with “not being born yet” i’m told, by going by the most recent, it caused quite the curfuffle. Hype loves hype so you can bet on the blessed grandmothers whiskers (thanks Christopher Paolini) that the popular market will love this upcoming space excitement.
Yeah so?
Star Citizen will set the stage for the Space hype, just as DayZ did. The revolutionary “modular” approach will become the new norm in large-scale game development. But in reference to my earlier points regarding the hardware market here is what this new genre will present us with. Scale.
Scale
The size of these new games will overshadow anything you care to imagine. Actually its hard to imagine scale in the current pool of titles. Nothing with anything like what we will see in the next 2+ years come close.
Expect everything from building an empire with your mates to tax dodging and planet exploring. Space exploration presents some of the most beautiful potential for much-needed verity on open-world games that we have seen yet. Forget a snowy landscape of dragons and surly nordic farmers.
Hows that possible, scale isn’t an Engine?
I firmly believe that procedural generation capabilities put in the hands of artists this coming year will revolutionize how games are made. If you have a space sim its all well and good to model ships and characters the traditional way but how to you provide hundreds of planets and thousands of cities?? You generate it virtually.
Take a look at some of the current planet engines, here on this very asset store. Proof enough its possible?
All you need is hardware capable of calculating vast amounts of data like temperatures, rock mineral content, types of foliage and so on.
A team of artists can create 20,000 different species of flora and come up with 1000 textures for the generation engine to combine but it’s completely impossible for those artists to place that data by hand on hundreds of life-sized worlds.
What have we learnt today?
That scale and detail is the future of gaming. That space-based titles will be everywhere in the next few years and that Euclideon isn’t quite what some people where hoping. Might be one day though, fingers crossed.
Check out my other articles
▌ ► Visual Effect Over Saturation in Modern Games - When Will it Stop?
▌ ► Unity 3D is Missing a Trick - Here’s Why.
▌ ► On The Future of Video Games - There is hope! (Euclideon, Star Citizen Beyond)
▌ ► Modular Approach to Video Game Design Content Addition.
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