The concepts behind the machine
Around PS2 launch Edge had an interview with Phil Harrison from Sony R&D. Quite a good read, it talked about some interesting new concepts which the PS2 was supposed to introduce. The interesting bits.
When asked what the emotion engine is?
"The emotion engine is synthesis and the ability to elicit an emotional reaction from the player"
He describes the synthesis model as a new technology where content is completely generated Procedurally inside the PS2 hardware. Allowing for huge randonly generated worlds and characters.
His description of the games is that basically nothing in a game will look or the sound the same. Every single cloud, brick, stone, tree, leaves even sound and A.I will be individualy different.
What to expect from the synthesis model?
Large infinite gameworlds with no edges, no predefinition of textures or geometry.
The end of on-rails racing games.
Further more
In future PS2 titles; over time trees will grow, roads will get ware, paint will deteriorate, characters will age.
He mentioned some other complex stuff I couldnt understand.
----------------------------------------------------------------------------------
Its been 5 years now
What happened to the emotions that were supposed to created by the EE?
Are any programmers using the synthesis model to create new experiences?
Around PS2 launch Edge had an interview with Phil Harrison from Sony R&D. Quite a good read, it talked about some interesting new concepts which the PS2 was supposed to introduce. The interesting bits.
When asked what the emotion engine is?
"The emotion engine is synthesis and the ability to elicit an emotional reaction from the player"
He describes the synthesis model as a new technology where content is completely generated Procedurally inside the PS2 hardware. Allowing for huge randonly generated worlds and characters.
His description of the games is that basically nothing in a game will look or the sound the same. Every single cloud, brick, stone, tree, leaves even sound and A.I will be individualy different.
What to expect from the synthesis model?
Large infinite gameworlds with no edges, no predefinition of textures or geometry.
The end of on-rails racing games.
Further more
In future PS2 titles; over time trees will grow, roads will get ware, paint will deteriorate, characters will age.
He mentioned some other complex stuff I couldnt understand.
----------------------------------------------------------------------------------
Its been 5 years now
What happened to the emotions that were supposed to created by the EE?
Are any programmers using the synthesis model to create new experiences?