Capping off a two-day showcase of workshops, information sessions andkeynote speeches that highlighted the state of the industry and whereits headed, the future of what we might see in gaming was on display.
Exhibitors ranged from Ubisoft, there to promote its Ubisoft Campusschooling initiative, to middleware companies like Montreal-basedEngenuity, who are looking to change the way virtual characters andcities live and breathe. Think Grand Theft Auto in a crowded urbanjungle like Tokyo.This notion of being emotionally connected to the media may hold more lasting entertainment value, especially if that means that you have more control over what a character or environment can do.
This is the premise that Paul Kruzewski, director of technologies at Engenuity Technologies Inc., has in mind when it comes to immersive worlds that have more to do with multiple characters within an environment, rather than a large environment sparsely populated by many characters.
The difference, he notes, is that the environments can bear more of the brunt of what a character can do and vice versa. In short, it’s like playing a game in a way that wasn’t intended by the developers.
“I think gamers want worlds where they can do anything but I think they’re also looking for deeper connections with the characters,” Kruzewski says. “The tougher problem isn’t putting 1,000 characters on a screen, it’s giving them each individual personalities.”
Engenuity’s AI.Implant technology, which is based on the Unreal 3 engine, was used for Midway’s upcoming action shooter, Stranglehold, starring Chow Yun Fat. Not really hiding his excitement, Kruzewski points out that this is a title that takes advantage of some of the things he refers to. Not only are hundreds of characters on screen at one time, but they also become aware of the actions of the main character and react instinctively (read: they run for their lives when a gun is drawn).
Author: Ted Kritsonis - For WHAM! GamingRead more at canoe.ca.