Playing with a full physical model

I’m a big fan of the classic game, I like to occasionally run the ancient

| of TRS80 CoCo, C64 or 386, and remember how it all began (at least for me). It seems funny to look at the game, which is already 10 or 20 years, and to think of a time when people make it, think that they are doing something high-tech and revolutionary. This gives an excellent perspective: what will happen in ten years, when my current stuff will look like Pong, eh ?!

Technology is constantly and rapidly raises the bar for the games, but I feel that is the ultimate goal of technology: a complete physical model. And the word «full» in this case, I understand “виртуальные-фотоны-ударяющие-по-виртуальной-сетчатке”.

When such a contraption will create the game it will be quite simple and much more efficient than it is now: all the rules already in place, all you need to do, is a think of what you want to simulate (well, and to find a programmer who writes a program for automatic filling of the dragon, which you just created a working internally). And because all this will be reflected in photo-realistic real-time graphics (on already hard to improve, is not it?), We find that computer games are starting to follow the path of board games (for example, there are board games that are released 20 years ago, but It is still popular, because it is — a good game, and no one complains about their outdated graphics). Plus, you can reuse everything you has turned out, as the game «engine» will no longer become obsolete the next day.

If I had no limitations, absolutely no, I would have worked on it a game — a game with a full physical model.

Role-play one quarter

The game of my dreams, a game for which you have a free hand, the perfect game, made in complete technological and financial freedom … I have two solutions to this problem.

The first born of years of work on large, epic games (which are becoming more and «epic» every day!). My dream is to assemble a team of like a tiny and simple to make, in the development of short, very «focused» action-game. We would have given the players a small set of units and small, easy to display 3D-landscape. Each unit would have a unique function or set of functions. We would completely remove the element of chance, leaving the result of a simple, straightforward fighting exclusively in the hands of players. The key to victory would be the effective use of terrain, exploitation capacity of each unit and, not least, the interaction of these features with the weaknesses of enemy units. Something like three-dimensional chess in real time or another embodiment of the ideas born in the Archon (a real classic), in the new millennium … I think it would be great — to make something small, inexpensive, focused, fast enough abstract and completely focused on the gameplay.

The second option: I would like to work on a game that really gives players complete freedom of research. I’m not talking about the giant online universe with a bunch of players, but about something much smaller, more clearly focused. Specifically, over the years I think about something like a «role-playing game of the quarter,» where we emulate a small part of the city. (It is not necessary to understand the words «one quarter» literally, they simply point to a small, but deep focus …) We build a small district, with shops, businesses, houses and other things, and its hundreds of characters inhabit. Frankly, I do not care it will be your fantasy, science fiction, or the real world. The main thing is that each character — has its own life, its own way of communicating with others (in other words, their feelings for each neighbor). Every place is detailed to the smallest detail. Events unfold with whom the player can interact, thereby guide them in a new direction. Ideally, players can explore every inch of the world (in the building and outside), use each object to speak to each person attending any place again and again, and see how hundreds of tiny stories vary from their actions …

To do this, we need a super-renderer as for buildings and open spaces. It will be necessary to ensure the NPC to behave (and speaks!) As real people learned about the random events happening around and react to them adequately. We need a system (interface) which will allow players to interact with these NPC somehow more appealing way than Clicking on the version of the proposal in the dialogue or pulling out the weapons — need something to make each NPC to laugh, to cry, to reach for arms or run away, or … I hope you all understand. We need a system that will allow players to interact with objects in a million ways that are much richer than what we have now, so much richer that now is simply useless to think about it. Finally, it is not required, but will not hurt: it is necessary that some players might get down to business with or compete in the study of world problems and the determination of its decision or eliminating them. If you want to call it a «free-style role-playing game with this control in the context of the situations specified by the developer.» It’ll be cool!

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