The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms Original Paper by Harvey Smith, Designer of Ion Storm, Austin, Texas Presentation by Dwaine N. Hewitt Jr. November 16, 2006 Overview / Introduction • • • • • • • • The State of Game Design Deus Ex and its’ impacts Simulation Overview Game Systems: Then and Now What’s Next? Questions for you Questions for me Film at 11… wait, what? The State of Game Design • Game Design is in a transitional state • Past environments • Future games and their impact – What Nintendo Wii is doing about it Deus Ex • Video here Ion Storm’s Deus Ex (2000) • Very personal game • Several genre elements implemented • Designers did not wish to always limit users to a few generic choices • Flexible sub-systems More about Deus Ex • “Special Case Breaks” • Map limitations • Overall success and failures Simulation Overview • A simulation is just a representational model. • All games have done it – why talk about it? • Hi-fi models • Larger range of expressions Why build around hi-fi models? • More emergent behavior • Consistency to player stimuli • Labor-cost benefit / content Caveats of Hi-fi Models • Emergence is a benefit and a cost. • Can introduce exploits • The strategy game ChronX is one example of this ChronX – strategy / card game (1997) Exploits in emergence - ChronX • Player enhancements exploit • Unit stealing exploit • Both put together greatly affected gameplay Emergence done better - Thief Looking Glass’ Thief and its’ effect on emergence • Used advanced sound and lighting • Light Gem feedback • Impact on gameplay Specific Game Systems: Then and Now • Sound Propagation in DX • Where it worked • Where it didn’t Game Systems Continued • Realistic Physics – Does it need to be THAT realistic? • Environments in DX and their effects • System Shock and future FPS games using physics as a benefit • Half-Life 2, also General Game Systems and… GUNS! • Weapons: The Old way • Weapons, bullets, and the game world: The new way Other Game System Considerations • • • • Racing games FPS enemy behavior IK based Movement What’s happening now – Katamari Damacy – Second Life – The Sims Long Term Considerations • • • • Dynamic Game Conversations Long- Term Persistent Games Auto-Generated content Intelligence vs. Multiplayer Conclusion • Where games were • Where games are • The next level from here in 2006 Questions for you • What ideas or concepts do you think will revolutionize gaming? • What would be awesome to do in a game that you cannot do now (in a specific genre)? Questions for me? Thank you! The End Works Cited Smith, Harvey. “The Future of Game Design - Moving Beyond Deus Ex and Other Dated Paradigms”. October 2001. International Game Designers Association. 6 November 2006. http://www.igda.org/articles/hsmith_future.php Gamespot. November 2006. CNET Networks. 14 November 2006. http://www.gamespot.com Deus Ex. 26 June 2000. Ion Storm / Eidos Interactive. 16 November 2006. Half-Life 2. 16 November 2004. Vivendi Universal Games & Valve Software. 16 November 2006. Chron X. May 1997. Blue Sky Red Design LLC. 16 November 2006 Thief – The Dark Project. 30 November 1998. Looking Glass / Eidos Interactive. 16 November 2006.
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