Graphics wise I think very complex lighting, high level tessellation on characters and very advanced physics and volumetric particles should define the wowness of a true nextgen title.This is perhaps a little broader than the original topic, but I'm wondering what people think will be the differentiators for next gen titles. Both graphically and gameplay wise.
Personally I think we're looking at the traditional business model on its way out, so gameplay will be entirely down to compulsion loops and their respective social/service ties.ERP said:This is perhaps a little broader than the original topic, but I'm wondering what people think will be the differentiators for next gen titles. Both graphically and gameplay wise.
Personally I think we're looking at the traditional business model on its way out, so gameplay will be entirely down to compulsion loops and their respective social/service ties.
Ie. I think differentiators for first few years will be on tech outside the core-game software.
Graphically I'd like to see more overall consistency in presentation, especially image quality which largely went to toilet this gen despite the resolution increases.
I'm not confident all of it can be delivered by typical practices in large teams today though - there will be a lot of catchup to play on content creation processes.
This is perhaps a little broader than the original topic, but I'm wondering what people think will be the differentiators for next gen titles. Both graphically and gameplay wise.
Next gen might start a new and perhaps final wave of consolidation, but that depends on many factors.
Valve can still take its time to develop a new title properly. Blizzard just as well, and even though Diablo 3 is practically confirmed for consoles, the baseline is still the average PC for them. Id is an interesting question - Rage apparently failed to sell that well, so their future is probably going to be decided by Doom 4. I wonder if they'll course correct (and if we'll ever find out if they did) based on Rage's reception.
Activision's biggest money maker depends on Treyarch and Infinity Ward; they may have a little trouble adjusting to new hardware, but then again they'll probably stick to 60fps and thus efficiency will be their main focus.
Ubisoft, EA, and a few other giants are already as stable as it can get. If they need more assets, they'll staff up their Shanghai, Bucharest and other studios to produce more content at low costs.
Also, the really big question is still unanswered - just how much more powerful will the new hardware be, and how will it's performance be used? One could go with slight detail increases and a LOT more content and variety - or the same length and depth, but with even more realistic assets. Where's the point of diminishing returns? We're already pretty close to that line, IMHO.
I doubt anyone is eyeballing 16GB of ram in the next console.
Graphics wise I think very complex lighting, high level tessellation on characters and very advanced physics and volumetric particles should define the wowness of a true nextgen title.
If they have to target both a lower level Wii U, PS3, 360 SKU and a higher level PS4/XB3 SKU as well that developers will simply resort to differentiating the more powerful versions with 60FPS and/or 3D instead of remaking assets for a smaller market.
If they have to target both a lower level Wii U, PS3, 360 SKU and a higher level PS4/XB3 SKU as well that developers will simply resort to differentiating the more powerful versions with 60FPS and/or 3D instead of remaking assets for a smaller market.
If they have to target both a lower level Wii U, PS3, 360 SKU and a higher level PS4/XB3 SKU as well that developers will simply resort to differentiating the more powerful versions with 60FPS and/or 3D instead of remaking assets for a smaller market.
I doubt that. It's not like they haven't been disabling various features for slower performing hardware on PCs for years.
I very much doubt you'll see many high end titles developed this way, especially in the US.
The was dev resources are typically split, you'd have a core team working with the high end hardware, and a team "porting" (and I use the term very loosely) to the lower end SKU.
It is not atypical for the port to be done by external resources.
The AAA teams want to work on the new platforms and that's usually what happens.
You will see a few games in already in development when the platforms become available to devs getting half assed versions with "improved" graphics etc. But that usually doesn't last very long.
I highly doubt most companies will continue to try pushing 3D. The momentum for it is already petering out as it has done everytime 3D has attempted to break into the mainstream.
60 FPS will be a start. But alternatively we may see better forms of AA than the FXAA/MLAA compromises we currently have. With more power it should be possible to utilize better AA methods that don't compromise IQ for speed.
As well, tesselation of world and scene geometry can be a huge differentiator. Crysis 2's Dx11 version with tesselation + POM makes for a 100% better (IMO) experience than the base Dx9/10 version which is already better than the current console version. All of which should be possible with the next gen Xbox/Playstation.
Imagine for example if Base PC Crysis 2 was the Wii U version, while PC Crysis 2 with Dx11 ultra + high res texture pack was the Xbox/Playstation next version. And I still consider Crysis 2's (and BF3's as well) use of tesselation to be first gen experiementation trying to find good ways to use it.
But right now, every single other game on the market feels incredibly flat and unrealistic after C2 Dx11.
BTW if C2 normal is what a poster above describes as 9x% realism then that 1 or 2% better that C2 Dx11 is, is hugely noticeable. But I have a feeling he was off a bit. With the absolute best console game currently out "maybe" approaching 50-60% realistic. With some things obviously better than others. Lighting has come a long way. But texture detail hasn't progressed much. Worlds and geometry thus still feel very flat and unnatural.
Regards,
SB
You make the best looking game you can, that can achieve the game play you want within your budget and scale it back for weaker hardware. COD (and its many clones and racing games) will probably still be 60FPS on the weakest platform for which they develop. Slower paced games won't gain much benefit from a higher frame rate, so what is the benefit? 3D support? I'm not sure enough will care to make it worth a serious effort.
Since before Ocarina of time, I've been waiting for a zelda with a seamless world ala nes zelda
1. The previews for Skyward Sword gave me some hope this might finally be the case(talk of blending dungeon-overworld more seamlessly), but alas those were dashed by the final game, wherein that's not the case and things are divided in chunks.
I finally hope high quality seamless worlds become a possibility. Not filled with random low quality procedural infinite stuff(one day procedural may surpass the quality of the best human designers, but that day's not yet here), but high quality designed set pieces, nooks and cranies.
2. I hope destructibility finally returns in full for some genres(ala original red faction), let one destroy not just buildings but the ground and make holes and stuff, divert bodies of water, lava, etc.
3. Hopefully an rpg is finally made were the overworld and town/dungeon transitions are seamless but resemble old-school style having properly designed easy to navigate connections, and we don't get filler-chunks between areas with pointless 10s of minutes walking ala most mmorpgs. And finally a seamless transition to airships is implemented wherein it zooms out, and the ship can land anywhere and you get a close-up view.(IIRC, hironobu sakaguchi hinted that one could zoom in from outer space, to upper atmosphere, to a forest, and then a tree and finally a leaf in realtime this generation... alas don't recall that being done much.)
Animation and player/npc interaction with environments and other players/npc's.
Decent CGI is pretty common these days but what separates the great stuff from the average is second rate animation - Especially for the human form, which people will naturally be critical of. Games like L.A. Noir, and to an extent even older titles like Mirrors Edge pioneered what we should expect as a basis for next gen titles. I expect many initial release games to neglect animation and interaction and these games will likely look very dated a couple of years into the generation.
That's impossible because different games have different demands. Magic Carpet had deformable terrain beause that's all it had. the complexity of full deformation in something like Uncharted would render the visuals impossible. You can't bake gorgeous lighting into scenery and have that scenery destroyable. You can't have deep worlds that are fully deformable without massive memory consumption and very different game engines to one streaming known parts.It's about time we start expecting a certain standard of animation and interactivity in gameworlds.
What if your budget isn't enough to build assets to tax already fast hardware? If art is expensive and programming tricks and techniques are relatively cheaper then you'd expect developers to try to get the highest return for their effort.
In any case the most successful FPS franchise in history targets 60FPS on consoles. If nothing else the extra performance available will be tempting for other developers to try and copy this performance metric.