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#26 | |||
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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Dont ask me why, that music is perfect, it isnt even repetitive (if you dont want to), if you hear you will probably be amazed by how it sounds, you still will not save it to hear again. It is just uninteresting and out of context, it lacks the human being. Quote:
Every home is made by a human. Anyway I agree that only a few games need that much attention to detail, like only a few home/spaces need a interior designer, all the others can have less detail, artist time in this case, so we can have open big worlds Quote:
In music I wouldn't go that way unless I wanted a very specif goal (reactive sci fi fx/music), from what I have seen in other stuff I wouldn't want a automatic/random generated stuff in anywhere. The very few things I can imagine it being somewhat useful is some sort of "genetic algorithm" for natural stuff like plants trying to replicate how they grow, in a previous man made scenario. |
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#27 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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Music's very different to background scenery. One is a language, and the other is varied visual scenery. They aren't comparable entities. Algorithmic landscape generation is much closer to the idea of algorithmic scenery generation, and that works extremely well. If you look at any housing estate, you'll see the same basic model house tweaked via human behaviour - some have gardens, some drives, some planters or hanging baskets, some messy bins and some very tidy - which should be easy enough to model given a suitable rule-set and adjustable parameters. TBH I'm a bit surprised some people doubt background scenery could be created effectively when you consider how sophisticated mathematical models have become in many fields! And perhaps more importantly, that adding automated variation in games would lead to worse experiences. I'll point a finger at ModNation Racers for how autmoated scenery generation can do a lot of the basic scenery work to add interest without needing a lot fo effort on the part of the level designer.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#28 | ||
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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Getting out of philosophy of music...
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I didnt said it couldnt be done, just said that it (at the very least at this moment) it dont look good enough to replace a artist and repair and tweaks is even worst Quote:
When you look for a more pro game you want a pro look, scenario, level design... If any, the big revolution in visuals and games will not come from the engines or HW, but from the tools artist have IMO, let it be to do new levels/enemies/animation/basic AI/....Rage is a good showing of it IMO. I am the only one that miss lot of variety in stuff like we had in SNES games, different kinds of levels, with different enemies with different abilities, and new traps and a touch of personality. |
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#29 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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I am with Shifty. I think it depends on the game. I don't think realism or exquisite visual quality is the mantra for nextgen; with the casual crowd playing games big time, I'd say the visuals will be more varied.
For a game like Modnation Racer, I would be more curious about a driving game that auto generates a track from Google Map's A-B driving directions. The game may have to create an art style from the photo shots (LBP's cardboard look, or 2D-to-3D image conversion, blah). After all, people complain about Gran Turismo's 2D scenery but we still have tons of fun fooling around with it. For AI, I would expect someone to extend Demon's Souls. Basically, observe/record the white ghosts (i.e., actual players in their own worlds) in different spots and play them against the current player. This is essentially like the World 3-2 boss where the game summon another player to fight on its behalf (brilliant !). the game can also choose failed moves from real players to add unexpected behavior to the "AI". Naturally, it can steal the moves from low level and advanced users to match the skill level of the current players. EDIT: Come to think of it, both can be done now. Map auto-gen can be done asynchronously. GT5 supports autonomous racing anyway so the users are already used to leaving their game running for an extended time. Player recording and remote playback is already implemented today in Demon's Souls using PSN's realtime player info infrastracture. They need to vary the moves, split and organize them. Uncharted's animation blending system may be a good starting point too.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#30 |
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member
Join Date: Feb 2002
Posts: 7,484
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The start of the discussion was - why so linear games. One of the reasons is that producing high quality content is very expensive, so when a studio chooses that way, they're also motivated to make sure that every player will see it all in the first playthrough. Otherwise a lot of the art budget is badly allocated and thus it's wasted.
All this talk about how and what should be automated or what can't be is interesting, but ultimately irrelevant. Just because you might have lifeless computer-furnished rooms it still won't make a labyrinth out of a COD level.
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#31 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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May be balance high quality games with lower visual quality but "more fun/experimental" games ? That should allow game developers to explore both ends. They may have different price point or even business models.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#32 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#33 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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Laa-Yosh, I am more inclined to play linear games. I still haven't completed an open world game yet.
I think besides your artist perspective, from a not so hardcore gamer's perspective, I think linear games can be more focused and easier to have fun. Some games will benefit from a more open gameplay (e.g., Open space FPS + dynamic AI), but not all. I think the more restrictive/linear tower defense game is easier to enjoy than a full blown RTS. I think Shifty is making a different point though. EDIT: Just to clarify... It is possible to make an inferior linear game. e.g., Gran Pulse in FFXIII is more open and fun than the carefully crafted linear section in the first half of the game. But that is a gameplay and pacing issue. Not art related. In fact, Gran Pulse is pretty bland with random creatures and pre-defined sidequests. It is fun for me because it has more interesting combat, more variety, and rewarding outcome. Around that time, all our characters are equiped with Eidolon and have more powerful spells.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#34 |
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member
Join Date: Feb 2002
Posts: 7,484
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There's no procedural content because the tools are not up to the quality that's expected.
That's what I've been trying to tell you guys but everyone's more clever and thinks that it's such an easy thing... About time to realize that maybe I'm not just making all these arguments up, that there's some reason behind it
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My opinions do not represent that of my employer blah blah etc. |
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#35 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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What do you want to generate procedurally ?
Is randomly spawned creatures a procedural exercise ? Is observing player's tactics and stealing them a procedural AI ? Are we after gameplay or just the atmosphere ? An auto-generated level may be unbalanced, but an auto-beautify level may be ok. Modnation Racer's autogen tracks and auto-populated tracks have a user-generated content angle. So the draw is more the community than the actual content. e.g., When I play LBP, I half expect to see silly levels. And we do enjoy playing them after lowering our expectation. Some of them are pretty funny.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#36 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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Quote:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#37 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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What specific procedural systems are we talking about ? I can see balancing requires lotsa human testing and tweaking. So we can't really run away from tweaking even if the original level is generated by a human. One of the key questions is can a tool generate an easy-to-tweak level, or does it generate raw and unmodular "spagehtti" ? Laa Yosh seems to imply it's the latter ?
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#38 |
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member
Join Date: Feb 2002
Posts: 7,484
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Is it really that hard to understand my point? Just because we need high quality procedural content creation tools is not enough to overcome their inherent problems, the greatest of which is that a computer has no intelligence and artistic sense.
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My opinions do not represent that of my employer blah blah etc. |
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#39 |
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Regular
Join Date: Jun 2005
Posts: 24,922
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I am afraid it may be hard to visualize the future unless perhaps we pick a concrete (and simple !) example to start.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#40 |
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Senior Member
Join Date: Sep 2009
Posts: 1,870
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Couldn't you teach a computer to have some idea of aesthethics? Like by just getting it to randomly furnish rooms and select which ones are satisfactory or not? Or showing it thousands of labelled pictures of rooms etc.
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#41 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,651
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Coders have been trying for decades to get procedural content working decently. Aside from generating clouds and random mazes they don't seem to have gotten very far with it, certainly no where near the ability to replace an artist. In the short term at best you could hope for human generated art perhaps tweaked procedurally, but having it all created from scratch by code and not having it look machine generated is a tall order.
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#42 |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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Yes it is. It just takes time. Creating art is another challenge, but consider a game like Dragon Age 2 which had a lot of repeated and uninspired areas. I'm sure procedural generation could help in cases like this if there were tools for it..
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#43 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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#44 | |
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Senior Member
Join Date: Sep 2009
Posts: 1,870
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#45 | ||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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Procedural content in games just needs another step forwards to integrate variation code and object placement code into the game engines, so a character model you encounter five times in Infamous on a walk in the street isn't the same 'red top guy in jeans' but 'variously coloured top guy with different hairdos and either jeans or combat trousers'. Things like displacement shaders could allow subtle variations in faces too. It isn't going to create authentic human characters as well as an artist could, but this isn't about replacing artists. It's a request for an improvement in our artificial worlds to make them a little less artificial. The arguments against so far have been 'it's artistically poor' and 'we haven't managed it yet', neither of which convinces me it's a fool's errand.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#46 | |||||
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member
Join Date: Feb 2002
Posts: 7,484
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Sometimes it's also more effort do develop even a simple tool for a task than to have someone do it manually. And of course the things you keep mentioning - furnishing rooms, changing car colors - is just a very tiny bit of all the work. Solving two problematic tasks out of hundreds isn't going to be a big help. So I'd rather not stick to these certain elements as there's a billion other things that have to be done and have an effect on how the game content is built. Let's not try to oversimplify this complex problem please. Quote:
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Weta also had a procedural city builder to create 1930's New York for Kong but it was an incredibly complex system that still relied on manually built content - all it really did was compiling together the assets required to render a shot, based on camera movement and perspective and such. Quote:
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My opinions do not represent that of my employer blah blah etc. |
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#47 |
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Senior Member
Join Date: Jun 2008
Posts: 1,730
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I think for characters you could use procedural generation techniques for body/build types and faces but it won't work for apparel...which needs to be designed by hand.
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#48 |
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member
Join Date: Feb 2002
Posts: 7,484
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What might work is to manually build several distinct body types and then somehow morph between them by using intensities for limbs, torso, etc.
The problem is that morphing requires the bodies to have the same polygon structure and it can seriously limit the quality, and you'll also run into texture stretching if you push vertices around too much. For example we've never even tried to use the same mesh for a male and a female. And even with a male, the results for building thin/average/overweight variations didn't really give us good results in practice. Faces are even more complex. Sure there are some examples, like Oblivion (which looks horrible IMHO), Mass Effect (very hard to get good looking characters for Shepard and you can always see which NPCs were built with the tool and which by hand) and there's Eve Online's which uses stylized characters but seems to be the best so far (wonder how much effort it took though)
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My opinions do not represent that of my employer blah blah etc. |
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#49 | ||||||||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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Stop looking for perfect solutions.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#50 | ||||||||
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member
Join Date: Feb 2002
Posts: 7,484
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Everyone's aware of these problems, they're just incredibly complex and properly solving them is usually out of the budget of nearly everyone. Sometimes movies get enough money to solve it with VFX, but then a movie shot has fixed camera position and movement... Quote:
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And I've always been critical of these clever blur filters anyway - I see the need for compromises regarding performance, but this is still too much for me. Quote:
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You also have no idea how complicated it is just to fit the same single piece of clothing onto different body proportions. I've been through such problems and it's always a lot more work than anyone would estimate. And games still haven't started cloth simulations yet! Quote:
And just changing colors and sizes won't matter, such differences don't make the results register as unique characters at all. Quote:
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When it is an important element then they will spend enough to realize it. Eve Online, and Brink as well, has a lot of these variations, but even there the characters are ultimately very, very similar because of cost issues. Just as you can't be a fat Shepard in ME either. Please try to understand that your thinking isn't ahead of the curve at all, everyone involved in such tasks has faced such challenges and spent considerable effort on finding solutions for many years now. But the problem is very complex, and sometimes it's either too expensive to solve it (compared to the gains), or there isn't any solution at all. It's not that we're against tools to help us in our work and give us time to focus on the more important and exciting parts...
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My opinions do not represent that of my employer blah blah etc. |
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