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Explore the relationship between technology and gameplay in game design, debunking myths and highlighting the importance of integrating technology effectively to enhance user experience. Learn how to avoid common pitfalls and create immersive, interactive gaming experiences. Join us for an in-depth discussion on the impact of technology on modern game development.
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The Technology Pipedream – A Development FallacyThe Role of Technology in Game Design & Development Ivan Beram – General Manager www.intrigue-entertainment.com
TALK OVERVIEW • Its point: to convince you that technology is a means to an end, not the end • First off: who am I… what is Intrigue? • What is technology? • What is gameplay? • First Playable • What consumers (gamers) want • Where we can go wrong • The middleware road • The middleware reality • Conclusion • Q & A
X-ISLE: A TECHNOLOGY DEMO TRYING TO BE A GAME FAR CRY: FIRST GAMEPLAY DEMO – E3 2002 FAR CRY: THE FINAL PRODUCT TODAY
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is…
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is… • Like a physics engine – or better yet, a smaller component like vehicular physics
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is… • Like a physics engine – or better yet, a smaller component like vehicular physics • Loosely integrated together at best
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is… • Like a physics engine – or better yet, a smaller component like vehicular physics • Loosely integrated together at best • Lacks any real functionality – interactive use in creating gameplay
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is… • Like a physics engine – or better yet, a smaller component like vehicular physics • Loosely integrated together at best • Lacks any real functionality – interactive use in creating gameplay • A shallow experience for the viewer / user
WHAT IS TECHNOLOGY? • Technology is…and a tech-demo is… • Like a physics engine – or better yet, a smaller component like vehicular physics • Loosely integrated together at best • Lacks any real functionality – interactive use in creating gameplay • A shallow experience for the viewer / user • Singular purpose: prove the tech works
WHAT IS GAMEPLAY? • Gameplay is…and a gameplay-demo is…
WHAT IS GAMEPLAY? • Gameplay is…and a gameplay-demo is… • Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology
WHAT IS GAMEPLAY? • Gameplay is…and a gameplay-demo is… • Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology • Has a clear functionality which creates / supports the titles interactivity and immersion – gameplay!
WHAT IS GAMEPLAY? • Gameplay is…and a gameplay-demo is… • Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology • Has a clear functionality which creates / supports the titles interactivity and immersion – gameplay! • Is not a shallow experience but one with depth of interaction.
THE FIRST PLAYABLE • But, your first gameplay “prototype” may not necessarily have complete systems
THE FIRST PLAYABLE • But, your first gameplay “prototype” may not necessarily have complete systems • Instead implement as much as necessary so as to give that impression to the viewer – eg publishers, investors, journalists
THE FIRST PLAYABLE • But, your first gameplay “prototype” may not necessarily have complete systems • Instead implement as much as necessary so as to give that impression to the viewer – eg publishers, investors, journalists • Your goal instead becomes to prove the gameplay / concept – as apposed to just the technology utilised
WHAT CONSUMERS WANT • Yes, gamers are consumers and they want interactivity! – so do publishers
WHAT CONSUMERS WANT • Yes, gamers are consumers and they want interactivity! – so do publishers • Functional means: ease-of-use (useability)
WHAT CONSUMERS WANT • Yes, gamers are consumers and they want interactivity! – so do publishers • Functional means: ease-of-use (useability) • Active entertainment, not passive entertainment – like film
WHAT CONSUMERS WANT • Yes, gamers are consumers and they want interactivity! – so do publishers • Functional means: ease-of-use (useability) • Active entertainment, not passive entertainment – like film • Not just graphical “wow” effects – pretty pictures on a screen
WHAT CONSUMERS WANT • Yes, gamers are consumers and they want interactivity! – so do publishers • Functional means: ease-of-use (useability) • Active entertainment, not passive entertainment – like film • Not just graphical “wow” effects – pretty pictures on a screen • But something: functional, interactive and immersive!
BACK-END Core supporting architecture and management base ENGINE CORE FRONT-END Components that communicate game system to player and allow for interaction INTERFACE SHELL WHERE WE CAN GO WRONG • What is a game system? • It is comprised of:
GOING WRONG CONTINUED… • Some tech fits in both categories, having both a front and back end
GOING WRONG CONTINUED… • Some tech fits in both categories, having both a front and back end • Also, some tech compliments another by either providing front or back end functionality
GOING WRONG CONTINUED… • Some tech fits in both categories, having both a front and back end • Also, some tech compliments another by either providing front or back end functionality • “Deficiencies” arise when tech is missing either its front or back end aspects– without one you lose the functionality of the other. Or, when a tech / system that provided the front or back-end functionality does not exist, creating the same result.
GOING WRONG CONTINUED… • Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game
GOING WRONG CONTINUED… • Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game • Developers forget that various aspects are already “modelled” for the player, and need to be modelled for the AI instead – so as to be realistic and “fair”
GOING WRONG CONTINUED… • Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game • Developers forget that various aspects are already “modelled” for the player, and need to be modelled for the AI instead – so as to be realistic and “fair” • Developers also tend to forget what game they are trying to create, they lose focus, and forget what they are trying to achieve – lack of leadership and experience
THE MIDDLEWARE ROAD • Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title.
THE MIDDLEWARE ROAD • Becoming a technology middleware provider is a common reasoning for not creating tech the right way– by making use of it in a functional manner within a quality title. • It is seen as less hard-work, perhaps more innovative and important, and lucrative
THE MIDDLEWARE ROAD • Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. • It is seen as less hard-work, perhaps more innovative and important, and lucrative • Without the development context a title gives, there would be no pressure placed on tech to be robust – bug free and complete
THE MIDDLEWARE ROAD • Becoming a technology middleware provider is a common reasoning for not creating tech the right way– by making use of it in a functional manner within a quality title. • It is seen as less hard-work, perhaps more innovative and important, and lucrative • Without the development context a title gives, there would be no pressure placed on tech to be robust – bug free and complete • We would even find that the fundamentals, the architecture of our tech is flawed, undermining further functionality that can be achieved with it
THE MIDDLEWARE REALITY • TRUTH: No one (or not enough to be profitable) will licence your technology if it has not been proven in a commercially successful title. Otherwise it is seen as risky, and rightly so if you are not an experience dev team – experienced developers are not stupid! They want proven tech and great support.
THE MIDDLEWARE REALITY • TRUTH: No one (or not enough to be profitable) will licence your technology if it has not been proven in a commercially successful title. Otherwise it is seen as risky, and rightly so if you are not an experience dev team – experienced developers are not stupid! They want proven tech and great support. • TRUTH: It will take you longer to breakeven (in profit and dev costs) this way than it will with one successful title – which will probably make you in excess of 80 million, one license only makes 50-750k depending on who you are (NDL or Epic) and what you have to offer in tech and support
THE REALITY CONTINUED… • TRUTH: You will have to sell 30-60 licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects
THE REALITY CONTINUED… • TRUTH: You will have to sell 30-60 licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects • TRUTH: There are many established and reputable providers, that have competitive tech, pricing and support – with numerous successful titles – that you will have to compete with
THE REALITY CONTINUED… • TRUTH: You will have to sell 30-60 licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects • TRUTH: There are many established and reputable providers, that have competitive tech, pricing and support – with numerous successful titles – that you will have to compete with • TRUTH: You never know who is waiting around the corner with more competitive technology – eg Croteam, GSC (S.T.A.L.K.E.R.), Valve (Source Engine) – that has been showcased in a successful commercial title!
CONCLUSION • Tech alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics
CONCLUSION • Tech alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics • Tech alone is not profitable! • Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture
CONCLUSION • Tech alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics • Tech alone is not profitable! • Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture • Do you make interactive-entertainment titles, or, interactive-entertainment technology? Tech can always be licensed for your title, and does not need to be “cutting-edge” but merely competitive for the genre
CONCLUSION • Tech alone does not make a game! • Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics • Tech alone is not profitable! • Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture • Do you make interactive-entertainment titles, or, interactive-entertainment technology? Tech can always be licensed for your title, and does not need to be “cutting-edge” but merely competitive for the genre • Focus on interactivity foremost, and give your technology a functional purpose – "function before form”