LGF: Animation out, simulation in
LucasArts' Chris Williams explains how movie effects studio Industrial Light & Magic is helping to change the way we'll play our next-generation games.
By Phil Elliott, GameSpot UK
Posted Oct 4, 2006 5:52 pm EET
LONDON--We're all familiar by now with the concept of next-generation games. After all, we've been watching the Xbox 360 story unfold for almost a year now; great graphics, bigger concepts, more gaming genres intertwined. In all, it's about a more sophisticated gaming experience.
But LucasArts might just disagree about just what a next-generation gaming experience really is. In a talk entitled 'Unlearn What You Have Learned', Chris Williams, lead producer on the forthcoming and as-yet-untitled Indiana Jones title, outlined just how the next-gen gaming experience should be fundamentally different even from what we're seeing now.
The basis of this experience actually stems from a George Lucas vision, and the bringing together of LucasArts and movie effects studio Industrial Light & Magic, responsible for the stunning visuals in films such as War of the Worlds. The two companies have been working for the past 18 months on a piece of technology called Zed, a toolset for creating content for next-generation platforms.
The combination of the two sets of experience is, according to Williams, having a very positive impact on working practices. "ILM can achieve this impossibly beautiful, incredibly graphically-advanced look, but it can take forever to achieve, like on Pirates of the Caribbean when it can take hours, if not days, to render out a single frame. What we're finding in working with them is that, because they have this level of knowledge, we can work back from that to something that will run at 60 frames per second on the PlayStation 3."
As well as learning from the way that films are made, for example the progress being made in facial animation, it is giving LucasArts the capability to leverage ILM-like effects within games.
But while this can lead on the one hand to games that are pretty to look at, LucasArts wants to go a significant step further. Since the beginning of the development cycle for its next-gen games, the people at LucasArts have been working with a mandate. This sets out a vision to revolutionise the character and story elements within games, to fundamentally change the way we play games, and to invest in the technology to make it all possible.
The result of that work is the de-emphasis on animation in games, by far and away the most common way that games are designed today, and which, in Williams' eyes, constrains the gamer far too much into an "on-rails" experience.
Instead LucasArts is developing a simulation system of development, in which the physics around a gaming world is fully developed, and the characters are given individual sets of motivations, detailing how to act in certain environments and situations.
This leads to a more 'on the fly' approach to playing through games, because there are no really scripted situations, and even short sections of gameplay will never execute in quite the same way twice.
In some video demonstrations shown in the session, we saw the way that this can manifest itself. One sequence, taking place in the forthcoming Indiana Jones game, had our hero fighting bad guys atop a cable car. In the demo the only scripted event was the motion of the cable car itself--the actions of the bad guys, who were driving up in trucks and jumping on to the cable car roof, were all simulated instead.
This means that, although the situation in any two versions of the sequence would be the same--Indy fighting bad guys on the roof of a cable car--the way in which the action plays out never is. In fact, Williams was happy to pronounce that, although he'd seen this particular set of events played out a thousand times already, one thing happened that even he'd never seen before--a thug was about to jump across from the back of a truck when a cable car coming the other way smashed into it that truck, taking away his platform and thus his momentum. He jumped just in time to avoid the oncoming cable car but with no leverage, he didn't have the legs to make it to Indy's.
Making that kind of feeling possible requires more research and development into establishing a realistic physics model, and as a result LucasArts has partnered with a number of companies to make this possible, including Havok, Natural Motion (with whom it has developed new technology called 'Euphoria') and Pixelux Entertainment.
Further demonstrations displayed the effects on what's called Digital Molecular Matter, a rather technical name for simulating the destruction of various different types of material. At the moment, when an object is broken, there are two versions of that object that exist. The original object, and the 'broken' one--when you drive a car into a fence, for example, the initial object is replaced quickly with the broken one, which fractures in exactly the same way every time.
Williams demonstrated the new focus on realistic material, showing just how this physics allows for materials to splinter like wood, dent like soft metal, crumble like stone or shatter like glass--or even a combination of them.
Combining the simulation of characters and resulting variety of AI responses, with the truly destructible environments that are enabled by DMM, is what leads to this new style of gameplay that LucasArts is chasing.
The first results of this work should be evident in the forthcoming Indiana Jones game, although no release date has yet been announced. We'll bring you more on that and how the gameplay is shaping up as it becomes available.
Animation out, simulation in
Moderator: Thanas
- Ace Pace
- Hardware Lover
- Posts: 8456
- Joined: 2002-07-07 03:04am
- Location: Wasting time instead of money
- Contact:
Animation out, simulation in
Rather cool.
Brotherhood of the Bear | HAB | Mess | SDnet archivist |
- MKSheppard
- Ruthless Genocidal Warmonger
- Posts: 29842
- Joined: 2002-07-06 06:34pm
So what? I want TIE Fighter 2 , you goddamn motherfuckers, not another tomb-raider style game or FPS.
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
I for one think it'd be fairly nice if companies like Havok (and presumably this new initiative) didn't keep the physics property code fucking proprietary and locked down. You know, like they did in Oblivion.
This initiative is all well and good, but at least let the modders play with it, 'kay?
This initiative is all well and good, but at least let the modders play with it, 'kay?
Björn Paulsen
"Travelers with closed minds can tell us little except about themselves."
--Chinua Achebe
"Travelers with closed minds can tell us little except about themselves."
--Chinua Achebe
How would that sig line read? Something like this...MKSheppard wrote:So what? I want TIE Fighter 2 , you goddamn motherfuckers, not another tomb-raider style game or FPS.
"So what? I want TIE Fighter 2 , you goddamn motherfuckers"
- MkSheppard on Lucusarts freeform nextgen plans
"A cult is a religion with no political power." -Tom Wolfe
Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
- Darth Wong
- Sith Lord
- Posts: 70028
- Joined: 2002-07-03 12:25am
- Location: Toronto, Canada
- Contact:
Flight sims suffer from the same "scripted" nature as FPS games, so if this makes FPS games more lifelike by removing the scripted nature, then it should help flight sim games as well. Too bad the flight sim (and space sim) genre seems to be moribund right now.
"It's not evil for God to do it. Or for someone to do it at God's command."- Jonathan Boyd on baby-killing
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
"I do not believe Russian Roulette is a stupid act" - Embracer of Darkness
"Viagra commercials appear to save lives" - tharkûn on US health care.
http://www.stardestroyer.net/Mike/RantMode/Blurbs.html
"you guys are fascinated with the use of those "rules of logic" to the extent that you don't really want to discussus anything."- GC
"I do not believe Russian Roulette is a stupid act" - Embracer of Darkness
"Viagra commercials appear to save lives" - tharkûn on US health care.
http://www.stardestroyer.net/Mike/RantMode/Blurbs.html
I don't want TIE Fighter 2, I want a remake of TIE Fighter. So TIE Fighter 2.0. With the same music, you bastards.
Like Legend of Galactic Heroes? Please contribute to http://gineipaedia.com/
- Darth Servo
- Emperor's Hand
- Posts: 8805
- Joined: 2002-10-10 06:12pm
- Location: Satellite of Love
I want the Nephilim saga of Wing Commander finished
"everytime a person is born the Earth weighs just a little more."--DMJ on StarTrek.com
"You see now you are using your thinking and that is not a good thing!" DMJay on StarTrek.com
"Watching Sarli argue with Vympel, Stas, Schatten and the others is as bizarre as the idea of the 40-year-old Virgin telling Hugh Hefner that Hef knows nothing about pussy, and that he is the expert."--Elfdart
"You see now you are using your thinking and that is not a good thing!" DMJay on StarTrek.com
"Watching Sarli argue with Vympel, Stas, Schatten and the others is as bizarre as the idea of the 40-year-old Virgin telling Hugh Hefner that Hef knows nothing about pussy, and that he is the expert."--Elfdart