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The Future of Video Games is Bright!


On 04/17/2012 at 09:23 PM by Julian Titus

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This is part two of a blog series I wrote last year. I’m posting it on PixlBit to tie into the next episode of PixlTalk. You can read part one here.

I kicked off my “Future of Video Games” series yesterday with my fears for the future. Some readers felt it was pessimistic, but in all honesty I had to dig down deep to find enough material for that blog. Because the truth is, I’m extremely excited about the future of the video game industry. This is a major change for me from six years ago, when I was considering walking away from my favorite hobby forever. Things changed for me in a big way since the release of the 360 and PS3, however, and I find myself getting positively giddy when I think about what’s to come. So, before I get into the specifics in the coming days, let me give an overview about my hopes for the future.

The Benefits of Diminishing Returns

When it comes to graphical fidelity, I believe we are already seeing diminishing returns with each new jump in technology. Now, I may end up reading this blog five or six years from now and have a good laugh over that last statement, but the signs are everywhere. Once you pass the Uncanny Valley and get to photo-realism, there’s nowhere else to go. With each passing year, I feel like we’re getting ever closer to that tipping point. Last year’s Heavy Rain was a prime example of that, and then L.A. Noire came out this year and pretty much rendered the achievements of Heavy Rain moot. Oh, don’t get me wrong: I’m sure there will always be ways that video game visuals can improve, but in the future these will be much more subtle shifts. And I can’t wait for this plateau in graphics to finally get here.

There are two major benefits of reaching the highest point in what graphics engines can achieve. The first should be pretty obvious. While the cost of game development has been steadily rising (as I talked about in part one), eventually the tech is going to even out. But this doesn’t mean the hardware is going to stop evolving, as well. We’re going to see a point, if not in the coming cycle then certainly in the next one, where the computing power needed to create photo-realistic art assets will be negligible at best. Where home brew developers today are able to create games that can’t compete with the triple-A games from a sheer graphics standpoint, in the future I believe that these high-end tools will be so affordable that even your average high-schooler will be able to tinker with them. I think these tools are going to be vastly more powerful than what we have today, and yet will be much easier to use, and far more efficient, as well. I even think that the need for performance capture that is so en vogue today will be rendered obsolete. And this can only spell great things for the industry as a whole. When you think about it, modern triple-A video games are becoming like movie productions, only twice as difficult. You have to film the actors performing their scenes as you would in a film production, but then you have to take that footage and convert it into polygonal assets. It is my hope that the technology will get to a point where hand animation is not only faster and more efficient, but looks just as good as performance capture, as well.

                                                         El Shaddai is visually unlike anything I've ever seen in a game.

The other advantage, and the one that gets me most excited, is the fact that, once artists hit that graphics ceiling, it will be time to spread out instead of constantly trying to move up. I’m going to go into this topic in greater detail later this week, but personally, I’m kind of done with games that mimic the real world. I want to see people try to do new and interesting things with graphics and let me experience worlds that could never exist in reality. It’s kind of off the radar, but the upcoming El Shaddai: Ascension of the Metatron features an art style that I’ve never seen in a video game before. While the actual gameplay didn’t thrill me in the demo, it’s a game I want to play just to experience the visual journey. In the future, while photo-realistic graphics will be what people want from sports games (I myself can’t wait for WWE Smackdown 2020), I think we as a collective are eventually going to grow tired of games mimicking life. And that’s when the real fun will begin, as video game artists go wild and explore avenues of design that were closed to them before.

The Rise of the Indie

I love my big budget, multi-sequel, triple-A franchises. I can’t get enough of them. But that shouldn’t suggest that I don’t have a great deal of respect for what is going on in the indie scene. Games like Braid, Limbo, and Minecraft capture the imagination and give a glimpse of great things ahead, to be sure. I think the time is coming, and it may be sooner than later, when the Pulp Fiction of video games appears, ushering in a new era of smaller studios finding success. There’s a vacuum in the video game industry today; you’re either a multi-million dollar game or a tiny project put together for a few thousand. There’s a lack of great middle range gaming, and I think the new generation of independent developers are going to swoop in and make that space their own. We could see the birth of the next EA, and by that I mean what EA was at the beginning: Electronic Arts; a place for designers to create media for a new generation. The indie developers are on the rise, and we’re going to see the big studios stand up and take notice. And hopefully these studios will see the vast amount of talent that is out there and snap them up. It’s something that Valve has been doing for years, and with great results. I think we’re going to see the next big franchises take their cues from the indie scene. I’m not saying that the FPS is going to go anywhere, but I see a time where some of the off-the-wall ideas found in smaller games find their ways into much larger projects.

                                                         Minecraft: A super successful game that was self published.

Episodic Gaming Done Right

Episodic gaming is something that has been attempted with varying levels of success for years now. From Capcom’s El Dorado Gate to the failed SIN Episodes and the current adventure games from Telltale, this is not a new concept by any means.  There have been very few people to pull this off, even though I see this as a viable business model moving forward. It can’t be stated enough how expensive it is to create games these days, and it can take years to build a new game engine and release an original title. Once that engine has been created and the game is out the door, however, wouldn’t it be great if developers could work on a sequel and release it piecemeal, funding development with the sales of each digital download? It has worked well for Telltale, and there’s no reason why it couldn’t work for the console market in the future. I talked about this in regards to Alan Wake, a game that I would love to see get a digital-only sequel. The game sold poorly at retail, but I think enough people would download new episodes of the game to make it worth Remedy’s time. It could also be a great way for bigger companies to take risks before dedicating resources to a new IP that may or may not be successful. Imagine if SEGA had been able to release the first chapter of Shenmue as a digital version before committing to the final product. With all the time and money that Square Enix put into crafting the engine used for Final Fantasy XIII, wouldn’t it be great to see them use that engine to release a brand-new and experimental game digitally while we wait for their next big game? Episodic content is a great way for developers to reduce overhead, try new ideas out in a smaller “test” market, and even capitalize on franchises that only have a cult following.

                                             Alan Wake didn't sell well, but is perfect for an episodic sequel.

Adult Swim

                                                        Heavy Rain tackled, er, heavy subjects, like being a single father.

BioShock. Mass Effect. Heavy Rain. Alan Wake. L.A. Noire. These are games that, in their own unique ways, have begun to explore deeper, more mature themes. As the video game industry gets older, it is only natural that games become more sophisticated and deal with heavier concepts. There will always be a place for simple and fun games, and in truth I don’t need every game to be a deep, artistic expression. But I do love it when a game has a theme or a message it is trying to convey, and as we look to the future I see only great things on the horizon. I hope to see video games attempt to create characters that are more fleshed out and relatable. I want to see these characters dealing with problems and situations that are much more than an invasion of aliens. That’s not to say that there shouldn’t be aliens, of course, but I think it would be awesome for a game to inject some humanity and drama into that scenario. I can’t help but think about Battlestar Galactica, which was a science fiction series that combined the story of a war with sentient robots with themes of racism, religion, and other serious issues. I want games to challenge our preconceived notions and make us think about our place in the world. I want games that get people to talk around the water cooler in the same way that a great movie or book does today. We are on the very edge of that in the current generation, but I think the games of the near future will make games like Heavy Rain look like a children’s book.

 

This was just the tip of the iceberg, though! Join me tomorrow as I look at some of the games from E3 and defend the sequel!


 

Comments

Michael117

04/17/2012 at 10:46 PM

Every one of these particular entries in the series is excellent, but I think this one was always my favorite because it opened my eyes to a possible future that I never considered. Whenever I looked at the variables and/or "state of gaming" (development costs, chasing the "ultra-real", always looking forward to tech taking the next step "up", and all the other trends we can observe over the decades) on my own, it never occured to me that it's quite logical to predict we will eventually finally reach the "graphics" (vague term just to keep it simple) our industry has been looking for since ever. Over the course of the past few generations I've just stayed in the present, wondered at what current tech can do, and wonder what it will do next.

I always knew that we were chasing better visuals and "photo-real", but until your blog entry here, I never wondered, "Ever since I started gaming we have been chasing all these things. So what? What happens once we achieve them?" Thankfully you asked those questions and I saw it from a fresh perspective.

It was a big "Doh!" moment for me and I felt silly that I never wondered the same thing. Looking forward to new tech and seeing what cool things can be done next, has been one of the greatest things about following the industry over the years. Whenever new consoles come I don't get involved in console wars, but I do love speculating over increasing tech and what you could do with it. "What it all actually means", you could say. One day we won't have that same experience. Young gamers 20 years from now probably won't have any clue what it was like for people like us to see the big jumps in visuals like PS2 to PS3 or anything. People 20 years from now probably won't have the same buzzwords that we do, they won't get excited about a triple core processor, how many polygons you can create, etc. Talking about all those kinds of things has been all I've ever known, so it was hard for me to look outside that box.

I'm very optimistic and see this as an art, so I imagine 20 years from now, kids will be more concerned about the content and less about some piece of tech. In the future of gaming, having some sweet lighting effect or physics simulation in your game won't put you "on top" of the world and make you bleeding edge. Everybody else will be able to do it too, so what will really matter is what you choose to do with it. The creativity will matter more than anything else.

Homebrew developers will likely have more and more sophisticated tech available to them at affordable prices as time goes on. If that happens to come true, and the line between distinguishing AAA and Indie becomes practically non-existent, what will happen to our concepts of AAA gaming, or dev costs, or the developer/publisher relationship?

I'm a very visual person, not much makes sense to me when I just read something, so when I think about this whole situation, all the variables, and the possible outcomes I visualize it roughly like a tree growing, and the tree represents a timeline of sorts and when you look at it you can see our current stage of evolution as well as where we've been and where we could possibly go. At our current moment we are a very young industry and art form. We aren't fully matured, and haven't branched out, or exploded in all directions quite like tree branches do. We are more around the trunk still, and you can see more branches starting to develop, but we are still near the lower parts of the tree. To better illustrate our current stage of evolution, when I think about the console wars, tech chasing, ultra real chasing, all the companies who have come and gone, and all the new ones who are starting, I see it like a triangular mountain and everybody is climbing to get to the top.

By the way I'm not high as shit, I just have to visualize things to make better sense of them, when I do I find everything simplified and much easier. Some people are climbing up that metaphorical mountain together, some are climbing over eachother, some are being left behind, some are dying, some new are emerging, but inevitably the big players in this mountain race are still heading to the top. The goals at the top include photo real visuals among many things. Many of the things at the top aren't impossible to achieve, so we will eventually begin reaching them. Once people can't make visuals more "real", they will be stuck with asking themselves, "How do we make this more awesome?" In the end it won't be about how fast your hot rod drives, everybody's hardware will be a beast too, so what will matter is if you know how to use it best.

Instead of chasing some particular tech benchmark (quad core at 3 GHZ, quad core at 3.8 GHZ, six cores at X, etc) in the future we will be able to all have amazing tech, and the prime directive will be to make the best content. Great tech, great engines, stability, and efficiency will always be key parts to making solid games, and solid platforms, but those qualities will no longer be something that define a system and let you "win" some kind of economic battle with competitors. Nobody is going to buy Playstation 10 because of its processing power, by then it won't matter, everything will have incredible processing power at more affordable prices. What will sell platforms and make or break companies will be creative content you can experience using any particular platform. That's one of the reasons why I've always said I couldn't care less about Sony, Microsoft, or Nintendo's quarterly statements. To me it doesn't matter who's at the wheel, who's in the "lead", or what company logo I'm seeing. What matters to me is game design, games, and gamers. Those things will always be around in some form or another, regardless of the companies that come and go.

Julian Titus Senior Editor

04/19/2012 at 08:42 PM

Thanks, Mike. You had so many wonderful comments for this series the first time around, and I'm flattered that you still have things to say about it. The next podcast should be a lot of fun as I bounce these ideas off of Rob and Patrick.

Of all the things I wrote about, I really hope bigger companies embrace the idea of episodic gaming. I love Alan Wake. I really do. There is no logical reason for Remedy to release a 60 dollar retail sequel. Instead, sell new episodes directly to the people that enjoyed the first game. Once you have enough (and if it did well), release it on disc for a budget price. Sega could do the same thing with a new Shenmue game, but of course the problem there is that they don't have an existing engine to work from. Of course, Yakuza is kind of a spiritual successor to Shenmue...

Anonymous

12/04/2012 at 06:26 AM

ha gaaaaaaaaaaaay!

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