This lecture focuses on industry needs and expectations associated with the
development of:
future games
future game play experiences and interfaces
future game play venues
It also introduces issues associated
with the advent of new game technologies such as:
multi-core
processors
camera-based devices
This will include examination of
the combination of online games with Web-based virtual worlds and
social networking (or online community) Web sites/services.
Future casual games
not
addressing existing parlor, board, card, or legacy arcade games
focused on frequent, short-duration game play
(up to 30 minutes)
games accessed
or downloaded from the Web or corporate portal server (or
via promotional storage package)
PC/online games and MMOGs that incorporate content
creation or modification as a core game play mechanism anticipated
MMOGs not as technically sophisticated or
resource-intensive as PC/online games
Future GVW
play experiences and interfaces
similar to casual games combined with Web
navigation ("Web surfing")
incorporation of content
creation or modification as a core experience mechanism anticipated
not as technically sophisticated or
resource-intensive as PC/online games
Future game play venues
Current venues (home, arcades, Internet cafes,
PC Baang)
Corporate (training) workplaces
Outdoor or urban situated game play venues
anticipated
Location-specific game play venues (shopping
malls, theme parks, outdoor stadium or motorsports facility)
Schools
Libraries
Cinemas
Concert halls
Sports stadiums
Broadcast studios
New game technologies
multi-core processors
not expected to impact casual games
mobile game platforms will evolve to
incorporate more
functionally dedicated processor cores that increasingly mimic current
PC platforms (with CPU, GPU, audio processor, network processor, etc.)
4-8 processor cores for low-power mobile
devices anticipated
8-128 processing cores per PC (including
MMOG and GVW PCs) anticipated
homogeneous versus heterogeneous versus
mixed processing architectures
concurrency alternatives (from coarse-grain
to fine-grain)
agent (programmer control)
task/transaction (programmer control)
thread (programmer control, compiler
detection and allocation)
data parallelism (signal processing device
drivers)
PC/online game and MMOG software
functionality distributed across cores:
PC/online game play dynamics
(user interactions, display management, repository management and data
decompression)
numerical simulation (collison detection,
inverse kinematics, and other game physics)
non-player characters and in-game bots
(artificial intelligence)
rendering/shading (graphics)
audio (decoding multi-channel
spatialization and speech chat)
networking (secure data communications)
PC/online game functionality
coordination and scheduling (game "operating system")
all functionality affected by interactions
between up
to 10,000 in-game objects, each object interacting with up to 10 other
objects
MMOGs and GVWs not
as technically sophisticated or resource-intensive as PC/online games
on client-side
Most MMOG server infrastructure and some
GVW server infrastructure exploitation of multi-core processors highly
anticipated
Requires game server architecture and
implementation that exploit various concurrency alternatives
GVW servers likely to exploit different
architectural choices compared to MMOG servers
video/cameras and audio recording,
playback, mixing and remixing
likely to appear across all types of game
platforms
may leverage partnerships with video/audio
social networking and content distribution services (YouTube, Joost,
Aleric)
incorporating video/audio capture and upload
to remote service providers anticipated
remote services to provide value-added
computational
processing of uploaded game content for user-directed sharing or
redistribution
Relationship to social networking Web sites or
online
communities
via partnership with established portal
service provider (Cyworld, MySpace, Yahoo, YouTube, AOL)
social networking service APIs (application
program interfaces) that support user-created games and user-modified
games that are integrated with social networking services
game-based "virtual dating"
record, replay, share, or modify virtual
dates online