1. Re: graphical engines
- Posted by MindVentur at AOL.COM Apr 22, 1999
- 470 views
I work in the table-top (role-playing) game industry and have ties to other segments of the publishing industry as well. It's not just computer games. It's our society. We live in a visual world. 99% of people are more impressed with visuals than content. It's that old surface perception versus content issue and it is even more pervasive than gaming or entertainment. I will agree that gameplay hasn't improved lately in most computer games. We're still dealing with the same basic ideas we were 20 years ago. I will also note that Half-Life and Baldur's Gate do have better game play than most games in their genre and I personally enjoy playing both more than just about anything that's come out in the past decade. I feel like both have treaded on some new ground in terms of taking a lot of the tedium out of playing games. As a published game designer, albeit not in the computer game industry, I would like to make a "reality check" statement here. It's a lot easier to sit on the player side of the fence and say "i can make a better game than X or Y" than it is to sit on the designer's side and ACTUALLY do it. Designing a game of any kind (outside of maybe Tetris) requires a lot more work than just having one or two creative ideas. There's a certain depth required to complete it and most people who start, never finish because it really is a lot of work. Several people on this list are working on game projects. I personally think that is GREAT!!!! I've started several crpg ideas but ultimately my game time gets shifted back to other game mediums and I don't have the time to go very far. Part of the problem too is that I have little motivation because of the lack of fast SVGA graphics routines. Why should I devote a great deal of time to a game that at best is going to graphically have the appearance of something 5 or 10 years old? Most people make their opinions about a game in just a few seconds. Beyond graphics and sound, there's not much you can take in during that time. As a game designer, I want to make games that a lot of people will play. Why do it in a format that will appeal to just a few people? If you want Euphoria to be a good platform for games that people actually will want to play (regardless of whether they're that "good" or not), we need good, high-speed, SVGA graphics at a minimum. High-res 3d routines would be nice too. I don't like Direct-X because it is slow(ish), but it's still a lot faster at SVGA than anything I've seen made with Euphoria. Please, somebody prove me wrong. I'd love to see some hope that MODERN, commercial-quality games can be made with this language. I love the syntax and the way it works, but I have serious questions about its viability as a modern game platform. I'm sure I'll incite some flames here. That is not my intention. I'd just love to see Euphoria turn into the kind of tool I would like to make games that will compete with the ones you see on the software shelf at your local store or the ones in PC Games. Just my $.02 Chuck