Here's an interesting review of Will Wrights talk at the GDC last week:
http://www.gamasutra.com/gdc2005/features/20050315/postcard-diamante.htm -Steve _____________________________________________________________________ [hidden email] www.Redfish.com 624 Agua Fria Street, Santa Fe, NM 87501 mobile: (505)577-5828 office: Santa Fe, NM (505)995-0206 / London, UK +44 (0) 20 7993 4769 |
And, if you haven't had enough, here's more detail and screenshots on Spore:
http://www.gamespy.com/articles/595/595975p1.html To many of us, the components of "procedural" game design have been around for 15 years in ALife demos (ie Karl Sims evolvable behaviors: www.redfish.com/research/creatures-demo.mpeg (10mb), Jeffrey Ventrella's GenePool http://www.ventrella.com/Alife/alife.html, etc) What interests me about the article is it stresses the importance of letting the end-user create their own creatures in an automatic way. I think there's some potential for delivering "serious game" models for commercial organizations that the end-user creative input can generate greater buy-in and ultimate use. I'm very interestd in how might we make more composable agent-based modeling tools that interact in distributed environments. There's some easy technical approaches available now but we need some risk-taking potential clients...Does anyone have any such contacts in their back pockets? |
Great stuff. Spore is not only a new way to think about games. Not only games demand more and more content, distributed operating systems (with 3D user interfaces), too. In distributed operating systems of the next generation there must also be a way where users can create their own content instead of armies of developers. I sketched some ideas how to build such a system in this article: Distributed Operating Systems of the Next Generation - Combining 3D UIs with P2P http://www.uni-kassel.de/~jfromm/Articles/ds3dui.pdf (Nobody could of course do this alone. I hope to find some scientist which are interested in such a project, for instance in the Computer Graphics Group of the Max-Planck Institute for Informatics in Saarbruecken, Germany) J. -----Urspr?ngliche Nachricht----- Von: [hidden email] [mailto:[hidden email]] Im Auftrag von Stephen Guerin Gesendet: Freitag, 18. M?rz 2005 21:04 An: The Friday Morning Applied Complexity Coffee Group Betreff: RE: [FRIAM] Will Wright's talk at GDC And, if you haven't had enough, here's more detail and screenshots on Spore: http://www.gamespy.com/articles/595/595975p1.html To many of us, the components of "procedural" game design have been around for 15 years in ALife demos (ie Karl Sims evolvable behaviors: www.redfish.com/research/creatures-demo.mpeg (10mb), Jeffrey Ventrella's GenePool http://www.ventrella.com/Alife/alife.html, etc) What interests me about the article is it stresses the importance of letting the end-user create their own creatures in an automatic way. I think there's some potential for delivering "serious game" models for commercial organizations that the end-user creative input can generate greater buy-in and ultimate use. I'm very interestd in how might we make more composable agent-based modeling tools that interact in distributed environments. There's some easy technical approaches available now but we need some risk-taking potential clients...Does anyone have any such contacts in their back pockets? ============================================================ FRIAM Applied Complexity Group listserv Meets Fridays 9AM @ Jane's Cafe Lecture schedule, archives, unsubscribe, etc.: http://www.friam.org |
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