CCP Games podcast

Blogged under Industry News by Jacques Pavlenyi on Thursday 29 March 2007 at 7:39 pm

Interested in learning more about how CCP develops their meticulously crafted worlds in EVE Online? David Laux, IBM’s global executive for IBM’s games and interactive entertainment initiative, spoke recently with with Hilmar Petursson, chief executive officer of CCP, a popular multiplayer online game developer based in Iceland, about how CCP is getting better and faster at developing their complex online worlds. Music in the podcast is taken from CCP’s game EVE Online.

The podcast is posted here.

I haven’t played EVE Online, since I’m still getting my feet wet with WoW and Second Life. EVE Online reminds me of Frank Herbert’s Dune: it’s as much about the trading, economics and social aspects as it is about the science fiction. Everytime I look at their promo video, I just can’t take my eyes off of the sheer beauty of it.

Addressing the hypocrisy of the gaming elite

Blogged under Industry News, Nintendo, Wii by David Berger on Wednesday 21 March 2007 at 1:22 pm

Not too long ago I was speaking with a friend of mine who’s a game developer, responsible for creating some very big XBox/PS2/PC titles. I was telling him about my experiences with the Wii, and he blurted out in response “I’m not much of a Nintendo guy.” He could appreciate the platform from an intellectual standpoint, but it inspired little passion in him to develop new titles for the Wii first.

Cut to Chris Hecker’s now-infamous “The Wii is a piece of @#$%” rant at GDC, where he dismissed the platform as little more than “two GameCubes stuck together with duct tape.” Putting aside the obvious childishness of a profanity-laced tirade, his point was kind of interesting - that Nintendo’s focus on gaming as “fun” undercuts the continuous efforts by developers to make gaming an “art form.” (Come to think of it - and yes, I know it was supposed to be a “rant” - anybody who wants to be recognized as an “artist” doesn’t help their cause by saying a console “sucks a@#.” To his credit, he apologized the next day.)

In any case, it’s obvious that the Wii divides large swaths of the gaming community. Nintendo has the most loyal fan base around, but at the same time the gaming “elite” crinkle their collective noses at the very idea of developing titles for a platform with less graphic and CPU horsepower.

But, of course, there’s a massive contradiction in this POV. The chips and graphics engines powering today’s Wii only have less “oomph” compared to the other next-gen consoles. But not too many years ago, they would’ve been considered the technology gold standard. Were titles built to maximize the latest technology in 2001 incapable of being “art?” Or, to put it another way, when the next next-gen comes out in 2009/2010, do the best titles developed for today’s high-end platforms somehow get demoted from the status of “art?”

The obvious answer is “no.” That’s because “art” as it applies to gaming (or anything else, for that matter) isn’t merely about utilizing the shiniest and newest tools at your disposal to create richer environments, more subtle AI, more detailed worlds. It’s about creating something that connects with people at an emotional level. It’s about bringing new people into gaming and opening their eyes to the possibilities. When you’re doing all that, you’re building something that’s “fun,” too.

And, as we all know, great art withstands the test of time.

So some friendly advice to aesthetically ambitious game developers. When you see a quote like:

“The Wii has been a big hit in an Illinois retirement home, where the inmates are organizing Wii Bowling tournaments and showing up their grandkids.”

don’t recoil in abject horror. Embrace the Wii as a platform with its own rules, limitations - and surprises and opportunities. Great “art” can be developed anywhere, for any medium. And the happiest coincidence of all is that, now that the Wii is the world’s fastest-selling next-gen console, producing great games for the Wii - games that can ascend to the level of “art” - can make you lots more money, too.

And what’s not to love about that?

We wuz robbed!

Blogged under Industry News by David Berger on Monday 12 March 2007 at 2:55 pm

So a team of experts from Stanford announced the first-ever “game canon” - a list of the most important games ever developed.  This is apparently modeled after a similar effort by the Library of Congress, which identifies films worth preserving for posterity.

Here’s their first list:

Much to discuss here, but I’ll simply say this:  Where in the world is Pong?  I mean, how can you talk about the most influential games of all time and not talk about the one game that brought the very idea of video games to the masses?

I sense a fix!  Any other glaring ommissions?

Cell Power at GDC 2007

Blogged under Cell, Consoles, Industry News, Companies, Sony, PlayStation, Events by Barry Minor on Wednesday 7 March 2007 at 1:32 am

This week at Game Developers Conference IBM will show a Linux based PS3 real-time rendering a complex (3 million triangle) urban landscape, at 1080p resolution, using only software rendering techniques (iRT).

Even though the PS3’s RSX is inaccessible under Linux the smart little system will reach out across the network and leverage multiple IBM QS20 blades to render the complex model, in real-time, with software based ray-tracing.  Using IBM’s scalable iRT rendering technology, the PS3 is able to decompose each frame into manageable work regions and dynamically distribute them to blades or other PS3s for rendering.  These regions are then further decomposed into sub-regions by the blade’s Cell processors and dynamically dispatched to the heavy lifting SPEs for rendering and image compression.  Finished encoded regions are then sent back to the PS3 for Cell accelerated decompression, compositing, and display.

Here is a resolution reduced (30MB) Quicktime movie of the demo.

Myself, Mark Nutter, and Joaquin Madruga will be on hand in the IBM booth to run the demonstration so stop by, introduce yourself, and swap some Cell programming stories.  Even though much has been made in the press about how difficult the Cell processors is to program, our team of three started with a couple white papers and in only three months created this renderer, the 3dsMax to BVH tree output tool chain, the display client, and the blade distribution framework using only the tools provided in the Cell SDK.  Actually we spent as much time trying to figure out how to preserve our 3dsMax models during export and create a good BVH tree as we did writing the Cell code.

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