A big portion of the issue here is buying into the middleware hype.
This stuff doesn't just work, and it many case it's a very far cry from what's advertised.
Even Havok which has extraordinary adoption, if you go to a meeting with dev lead all you here is them bitch about there tools and Havok.
I have seen products on which Havok was used and almost certainly did far more harm than good, a game specific solution for character control can IMO be at least 20x faster than Havok's solution (and I might be understating that).
Havok (and I'll extend this to most middle ware) makes it easy to get things working and takes IME an enormous amount of work to ship something that actually works with acceptable quality in your game.
I'm not knocking Havok it's a well put together piece of tech, otherwise people wouldn't use it, and there is a value to having things working earlier in development, but don't assume that adopting complex technology is easier than building it.
As to Euphoria, there is a small class of animation problems it does very well, and a very large class where there are better solutions. Unless that small class of animations is of great value to the game, or is disproportionately represented in the game, the adoption cost would have to be relatively low. Everything I've heard says it isn't.
As to using TRC/TCR's to dictate technology, they already place an enormous burden on developers, go ask a PS3 team how many man hours go into implementing and testing save game. And I'm not talking about serializing game state, I'm just talking about writing that state to the media, and the associated UI.
Plus all your really asking todo is dictate game design choices and I have a problem with any restriction on that.
Two things:
1) the general direction of gaming is toward greater interactivity and realism. With that, custom solutions which used to apply for one instance, but not another are becoming fewer and fewer.
Game design used to be that you had a character that could do x, y, and z ... and enemies could do a, b, c (with boss battles bringing in new abilities/behaviors) that was the game.
As time goes on, the list of abilities grows for the character and the enemies. The list of behavior grows for the enemies. The interactivity grows.
The end result is a game which interacts with everything and can do things a person can do. There are fringe cases still, but there will be fewer and fewer niche cases and the niche cases are generally based on human+ abilities which if one studies every game on the market, there are a lot of similarities.
Human or human-like forms and functions will present the majority of game design scenarios and so it makes sense to focus on this framework.
The majority of game worlds will also be reality based (past, present or future) so it also makes sense to focus on this framework.
This makes sense as the organisms buying and playing videogames are humans living in reality.
The entertainment comes from what one does in the world, the story around them, and the characters along the way.
*Note* this isn't to say there will bo no games which do not follow this framework, but the majority going forward will be human or human+ characters in reality based worlds.
With that said, it makes sense to focus on methods which can efficiently replicate the human form, behavior, and environment with designer variables to adjust per the current use case.
So the idea of a method which doesn't account for x,y, or z and therefore can accomplish the same thing that another method does but the first can do it 20x faster starts to become irrelevant because that speed comes at the loss of physics, interactivity, or ability which should be there (majority case).
Granted, this will require more power, and ideally, the most efficient middleware being used. But the notion of being a developer group off doing their own thing is a dwindling notion. Pushing the envelope in certain realms will lead to some joining dev groups which are currently involved in their area of interest, and others joining middleware teams optimizing the code.
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2) As I said, Euphoria is simply a good representation of the concept. Specifically using it or not is irrelevant. Having a set of libraries and tools which enable developers to use which uphold a standard at or better than Euphoria should be something Sony/MS are working to provide.
And yes, setting this as a standard for new games on nextgen consoles. Simple question for game approval: Do you have Bipeds in your game? Use the library.
Tweak or build on the library, fine, but the
straight use of mocap animation is dated and should be long forgotten. It had a nice run since the ps1 in 1995, but it's time to progress and evolve.