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www.intrigue-entertainment.com. The Technology Pipedream – A Development Fallacy The 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
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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”