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Electrezz
03-06-2005, 10:09 PM
Well as all of you may know the Game Developers Conference begins this week; therefore I have decided to make this the official GDC thread. There should be a lot of information coming out this week, so I figured it would be best to condense it to one thread.

Now with that said I will reveal the 1st bit of information provided to me through way of Cubed3

Nintendo Magazine, Club Nintendo, interviewed a cheery Reginald Fils-Aime, Nintendo's VP of Sales and Marketing, for their recent edition. The interview covered future hardware and software, including recent rumours that have scoured the Internet about the GameBoy’s successor and other revolutionary tidbits.

He also revealed that Nintendo are going to slowly reveal their future plans, starting with the Game Developer’s Conference 2005. The conference is an annual event whereby developers and publishers discuss and promote their ideas and ideals in a series of keynote speeches and presentations. The 2005 event begins from tomorrow, 7th March 2005, in a prelude to E3 in May. Fils-Aime noted that Nintendo would be speaking of their online networking plans and communication for the Nintendo DS and Revolution. Whether the two can interact somehow is uncertain, but the prospect is interesting with the introduction of wireless protocols in both handheld and desktop platforms.

Nintendo President Satoru Iwata will be at the event, with his own keynote speech called “The Heart of a Gamer” where he’ll discuss how his career in game design, particularly for our pink friend, Kirby, has helped him assess where the industry stands today, and what should be done to drive video gaming forward.

Aspects of the interview have been translated below, but our Spanish is a bit mediocre let’s say.

Club Nintendo: Are the rumours true about a new version of Game Boy called "Evolution"?
Reggie: We have always engaged with a new generation of systems and at the moment it means “Revolution”. What if we had a new concept for the GameBoy? Yes. We have neither a name nor date for a release, but what we always do is to be developing innovative concepts that offer to us, something different.

CN: When will see real online strategies for Nintendo systems?
R: We’ll be speaking of our online plans in the next E3 Expo. However, surely we will reveal information before the show.

CN: Will Nintendo be throwing our more “teen” and “mature” titles?
R: Yes. As for “mature”, we are working internally as well as with licenses, to ensure that big tits ("big titles" an error in our translation - ed) are developed for this sector of people. For example, the success of Resident Evil shows that titles like this exist for the Nintendo GameCube. Something that Iwata and Miyamoto have seen in these types of game are successful, and we will continue to launch these through our licences. On our part we will continue to develop our in-house franchises. Something we do very well.

CN: Will the Nintendo revolution be shown at E3?
R: Yes, we are going to show it.

CN: Will it be possible for it to be played or will it only be exhibition?
R: That I can’t answer as we must understand that Nintendo reserves this information until the last minute because the competition always reacts and copies all the innovations like wireless controls, multiplayer etc. However, I can assure to them that the surprises that we will see with “Revolution” will be out of what one can imagine.

CN: What does Nintendo do with games such as Resident Evil 4, who at the moment isn’t promised to be exclusive?
R: RE4 is exclusive for this time period. We will see when it goes out with the competition how it shines and what are the advantages as the game was developed for the capacities of the GameCube. Surely it cannot be equal on other platforms. The question of whether or not we are going to continue to develop exclusive games with licenses: the response is, yes.

CN: Are the licensees working on titles for “Revolution” already?
R: We provide to the licensees certain information so they can develop games. We will discuss this more thoroughly in the GDC. There we will have an opportunity to share information.
Feel free to check out the actual refrence Here (http://www.cubed3.com/viewnews.php?storyid=3486)

OutlawAdidas
03-06-2005, 10:15 PM
*orgasms*

pac4life
03-06-2005, 10:29 PM
man that was a nice interview with reggie.
but, i have to admit, the competition does take nintendo's ideas....makes me wonder if nintendo went 3rd b4 the ps1 era if the analog stick would ever have been invented.

X2_revolution
03-07-2005, 02:13 AM
man that was a nice interview with reggie.
but, i have to admit, the competition does take nintendo's ideas....makes me wonder if nintendo went 3rd b4 the ps1 era if the analog stick would ever have been invented.

Yes, because Sega's analog stick would have been released with Night's still. Wasn't it only like 1 week after the 64 that Sega released the 3D pad? None-the-less, it wasn't enough time to "take nintendo's ideas" as you put it.

Viper
03-07-2005, 06:06 AM
CN: Will Nintendo be throwing our more “teen” and “mature” titles?
R: Yes. As for “mature”, we are working internally as well as with licenses, to ensure that big tits ("big titles" an error in our translation - ed)hahaha, that was great.

Yes, because Sega's analog stick would have been released with Night's still. Wasn't it only like 1 week after the 64 that Sega released the 3D pad? None-the-less, it wasn't enough time to "take nintendo's ideas" as you put it.
Yes, the Sega Nights pad came out in Japan one week after the N64 launched.

However, the N64 analog stick was in development a long time before the Nights pad was so the idea and implimentation was still theirs first.

Mach
03-07-2005, 07:15 PM
Looks like a fake interview to me.

HereticPB
03-07-2005, 07:40 PM
I saw the spanish article so its somewhat legit as for truthful I don't know.

This Is/Was talked about on GameFront.de but I can't read German or Spanish so I didn't post anything.

Today is March 7th so get ready for anything this week!

OutlawAdidas
03-07-2005, 08:09 PM
Here we go bitches....I mean skanks....;) jk


From GamesIndustry
Microsoft's game development environment gets sewn into Visual Studio as the Game Developers Conference is about to begin.

Microsoft announced the evolution of the XNA development environment today, titled XNA Studio, just ahead of the start of the Game Developers Conference in San Francisco.

The system is based on the company's current Visual Studio development system, and is being described as an "integrated, team-based development environment tailored for game production."

Based on a standardised tool suite designed to be used across an entire team, XNA Studio also apparently works on a unified file format.

"New hardware will be required to deliver the experiences consumers crave, but the real challenge is integrating the whole development process to allow fast iteration of game content and code with minimal rework," said Chris Satchell, general manager of XNA at Microsoft. "This allows developers to realise their visions and deliver higher-quality games more quickly."

XNA was first announced at GDC last year, in place of a highly vaunted but ultimately bogus Xbox 2 announcement.

XNA Studio, the tailored product to emerge from the XNA project, includes tools for managing not just the technical creation of games, but asset management, work lists and defect traffic, among many other features.

OutlawAdidas
03-07-2005, 08:15 PM
From Gamesindustry
Large publishers such as Electronic Arts are "trying to scare people" with their quoted figures for next-generation game development, Epic Games vice president Mark Rein has accused in an exclusive interview with GamesIndustry.biz.

"We're going to make our next generation games for only 50 per cent more than our last generation games," Rein bullishly claimed, responding to suggestions from some companies that average next-gen budgets could run as high as $30 million.

"I guess they just don't have productive tools like we have," he went on to suggest. Epic Games will be demonstrating key new features of its next-generation Unreal Engine 3 technology at GDC this week, which it claims allow designers and artists to perform tasks which previously required programmers, thus speeding up the throughput of a studio significantly.

Rein also struck out at the "snobbish" approach to next-generation graphics, arguing that the improvement in graphical quality will be the single most important change to come about as a result of the next hardware transition.

"There's no question that the graphics are going to be a huge upgrade," he commented. "You know, people are such snobs, with this 'oh, it's not about graphics' thing. That's such nonsense. It's totally about graphics. What's the difference between the first Metal Gear Solid and the latest Metal Gear Solid? Right, it's - wow, the graphics!"


More news blah

HereticPB
03-07-2005, 08:27 PM
Graphics won't improve to much I'm sorry.

Shade Valkyrie
03-07-2005, 08:28 PM
"There's no question that the graphics are going to be a huge upgrade," he commented. "You know, people are such snobs, with this 'oh, it's not about graphics' thing. That's such nonsense. It's totally about graphics. What's the difference between the first Metal Gear Solid and the latest Metal Gear Solid? Right, it's - wow, the graphics!"Lmao, this is the reason I'll stop playing games if Nintendo goes out of the console marked, thank God there is atleast one creative console developer left in this marked!

OutlawAdidas
03-07-2005, 08:32 PM
Lmao, this is the reason I'll stop playing games if Nintendo goes out of the console marked, thank God there is atleast one creative console developer left in this marked!


I like you sarcasm and honest opinion. +rep

MajoraBoy
03-07-2005, 09:42 PM
I can't wait till Wednesday.

Electrezz
03-07-2005, 10:00 PM
Hmmmmm, what can I say there always has to be a leader and Nintendo just happens to be it. Thank God for Nintendo.

Anyways in other News a new E-mail has been retrieved it states that Nintendos next controller will in fact use Gyroscopes, but along with that on top of the remote there will be a flip flop touch screen in the center much like the Dreamcast and will flip open to display the touch screen that will be used for 1 reason heared of to hide which plays were picked in football. All of this information was obtained through a professor who appears to be very excited about what the Revolution will offer.

That is all...

MajoraBoy
03-07-2005, 10:06 PM
What exactly are Gyroscopes?

Flaccid Acid
03-07-2005, 10:13 PM
What exactly are Gyroscopes?

Things that can sence if you tilt something, Like kirbys tilt and tumble, if these where implimented into a controler think that in a driving game you could control your car by tilting the controler back and forth.

Shade Valkyrie
03-07-2005, 10:37 PM
Anyways in other News a new E-mail has been retrieved it states that Nintendos next controller will in fact use Gyroscopes, but along with that on top of the remote there will be a flip flop touch screen in the center much like the Dreamcast and will flip open to display the touch screen that will be used for 1 reason heared of to hide which plays were picked in football.Uhm, Nintendo have stated that the revolution won't be using any dual screen features, I think that eliminates any second mini screens on the controller as well, but we'll see...

Anyway, anyone else that get's the feeling that the revolution must have an extremly expensive controller based on the rumors? ;)

koten
03-07-2005, 10:41 PM
Lmao, this is the reason I'll stop playing games if Nintendo goes out of the console marked, thank God there is atleast one creative console developer left in this marked!


I'd give you rep, but i got to spread some around first.

Shade Valkyrie
03-07-2005, 11:10 PM
It's okay guys, I'm just close to 250 posts and already got more rep than some people with four times as much posts as me got, lol, I appriciate all the love though. ;)

ocarinamask
03-07-2005, 11:16 PM
A touch screen would be really awesome but really expensive, like stated. It would be good for football but Nintendo has always been known for multiplayer. If these controllers are very expensive, it would be hard to afford three or more controllers. That's why I question the truth of that "e-mail".

Electrezz
03-07-2005, 11:22 PM
Hmmmmmmm, According to an interview with Nintendo's Saturo Iwata there will be no screens on the controller. Anyways I thought I stated that this was a rumor sent through E-mail but I suppose I didn't.

Anyways back on topic GDC is off to a slow start but is bound to pick up on Wednesday

Electrezz
03-07-2005, 11:45 PM
Of all the companies working on next-generation game technology, Epic Games is arguably the boldest. Last year, it wowed us with stunning graphics - and at GDC this week, it plans to show off how it will keep the costs of developing such games down to reasonable levels. We caught up with vice president Mark Rein to discover more.

GI: Can you give us an outline of what new things Epic is going to be showing off at GDC?

Mark Rein: Unreal Engine 3 is progressing quite nicely. We showed it, an early version of it, last year - and obviously we've had a year more to work on it this year. We think it's the antidote to budget bloat - er, I didn't intend that to be a rhyme, it just came out as I said it! But we really do believe that. You've got big companies like EA going around trying to scare people, saying "oh, it's going to cost you $30 million to make a next generation game", and we're going "huh? What are you talking about? We're going to make our next generation games for only 50 per cent more than our last generation games..."

I guess they just don't have productive tools like we have. That's really the main focus of the technology - we just put a huge amount of effort into our tools, and that really pays off because we can build games faster, I think, than anybody else. And they look great - I'm sure you've seen some of our screenshots from Unreal Engine 3. They're quite astounding.

As for the big new features we have this year... First, we have our new Kismet visual scripting system. What's so big about Kismet is that in the past, when you wanted to set up gameplay situations, you absolutely positively had to involve programmers. You had no choice. You would create a level, put in various triggers, path points and things like that, and then a programmer would come through and they would basically have to hook everything up - writing scripts to determine what animations play, what AI behaviours happen and when, and in response to what events. It's a pretty serious amount of work.

So level designers would build a level with all this gameplay planned, and then turn around and wait for a programmer's schedule to free up to actually put it together. Then he'd see what the programmer did and he'd say, "no, that won't work - I'm going to have to change this over here, put a hallway over here, move this tree, move these rocks..." Basically, the process was obviously a lot slower because it involved two people.

What we've created now is a visual scripting system - which for all intents and purposes looks to the designer like connecting the elements of a flowchart together. That's very much what it's like - they have a whole bunch of different objects that they can put into this, and they can build their own scripts without ever having a programmer involved.

It's a huge timesaver. In the past, 100 per cent of our gameplay scripts were written by programmers. Now, maybe only five per cent will even have a programmer involved.

GI: Do the programmers still design script "modules" which the designers can use as they see fit, or can designers really create behaviours from the ground up in the system?

MR: What happens is that we have a big set of classes that we've already written, and the level designers can put those together in any level they want. They can basically create all the scripting as opposed to the actual programmers having to do it. There's already a base set - triggers, things like opening and closing doors. There's a very well defined set of Kismet objects that designers can pull from to build their scripts.

GI: Is this the first time that you've made Kismet available as part of the Unreal Engine?

MR: Well, it's been part of the engine for about six to eight months. We've been using it internally, basically torture testing it. It hasn't been demoed publicly before, not that I'm aware of, other than very early versions of it.

I have a great quote from one of our team, actually, which describes it perfectly. He's one of our level designers who posted on a private development forum, describing what his working life is like now with Kismet.

They were talking about Unreal Engine 3, and what he said was; "Nothing to do with graphics actually - the tools just ooze creative inspiration. I've never scripted or coded in my life, but our visual scripting - which I know is not an entirely new concept - is a fucking blast to work with. I've created levels with entire mini-games in them, AI behaviours, damage systems depicting various stun events and healing, cinematics, bizarre control schemes, even physically rolling dice telling me totals based on the angle of the surfaces facing upright when the object's velocity reaches zero, which I check every 0.5 seconds."

"I've even coded a random level generator and I've needed virtually no interaction with anyone on the code side to make this work. We've had level designers implementing a fighting game in a level, a driving game with chase cam and effects, targeting systems and etc, with incredibly low learning curve. You could walk into a room in a deathmatch level and suddenly find yourself in the middle of a Dance Dance Revolution mini-game."

"Just last week a potential licensee was in-house, and described the game they wanted to build and how one of their critical game mechanics was going to work. Literally within five minutes they looked over my shoulder, I'd built that core dynamic into a level of our game. The demo went incredibly well to say the least. "

"Typically, I'll sit down with a new recruit, a designer with no scripting experience, for about two hours, and show them the basics of Kismet - how triggers work, characters, toggles, cinematic systems, conditions, variables and so on. Then I'll give them about a day to screw around with it. Within a day I'll see some absurd crap" ... Ah, I'm replacing swear words here! [laughs] "...happening in their levels that would have been an absolute nightmare to get going otherwise, even if they could describe what they were actually looking for to a programmer - and that communication would no doubt affect the outcome anyway."

"The bottom line is that engine tools dramatically affect your creative process, and our engine has been designed with far more in mind than just pretty shadows."

GI: That certainly sounds like a ringing endorsement...

MR: It really is a great post, and it describes the essence of what's going on with Kismet.

GI: A lot of what you've shown about the engine in the past has been really focused on graphical capabilities rather than ease of use, hasn't it?

MR: Yeah, that's right. Graphics are sexy - they're obviously the thing that people come to see. That said, this year, another feature we're going to show is seamless worlds. Seamless worlds is basically... Well, it's kind a misnomer, but that's what people use the technology for. Essentially what it is is background management of loading and unloading of game assets.

In the Unreal Engine now, the engine itself takes care of loading and unloading levels. We no longer have this idea of one discrete level, the way it's worked in the past - where you have a big long load at the beginning of your level, and then when you're finished that level, you wait to load another big huge level. What we do now is we have the concept of it being a world, where you start in a particular level - so the first time you load the game up, you've got a load - but from there on, the engine figures out, in conjunction with your design, where you're heading, where you're going, and determines what assets it needs to load in the background as you're moving around.

So you could build forty small levels that make up a whole countryside, or a massive city like London - you could probably build that in forty levels. Then the engine will automatically load and unload levels as necessary as you move around the world. It also manages all the interaction between objects in the various levels - it knows what stuff is in view, so if you were to fire a rocket from one side of the city to the other, for example, it's very smart about which assets need to be in memory, and which assets don't.

That's crucially important in the next generation of consoles, even more so than it is today, because we have the ability to do unbelievably insane graphics on these next-gen consoles, but we still have relatively low amounts of memory. In fact, I got a video card yesterday from NVIDIA which has probably twice as much memory as the next-generation video consoles are going to have - and that's only a video card!

That's definitely a limitation that you have to work around, so this is the absolute best way to work around it. It's not just so much what assets need to be loaded, but also what versions of those assets - for instance, if you're making a game like Grand Theft Auto, you've got a building that's half a mile away and a building that's half a block away. You wouldn't load the same detail setting of the building half a mile away as you would of the building that's half a block away. Our engine is basically going to manage all of that for you.

GI: Are you planning to use that technology in your own games?

MR: Yes, we're going to use that ourselves. You know, that's always been a feature for us. Licencees have already created that sort of technology in the past - Lineage II is a very successful massively multiplayer game created by a Korean company, NCSoft. They've done a huge business with Lineage II in Asia, and they basically implemented a similar feature, under our advice. Tim Sweeny actually went to Korea and sat down with the programmers. They said they needed seamless loading and asked how he'd do it, and he described our architecture for it.

So it's not something that hasn't been done with our engine before by third parties, but this is the first time that we've made it a core feature of our game. That's one of the key things of our engine - every feature that's in our engine is an important feature to our games, which means that it gets torture tested as we build games. Our customers have the confidence of knowing that even if stuff looks slow and crappy today, when Epic finishes their game and ships their game, it's going to be fast. It's going to play well online, it's going to be reliable, it's going to work great, and it's going to be state of the art.

That's a confidence that people have when they license from us. You know, a large amount of the people who license from us, especially with the new technology, are coming on board in the very early days of game development - and there is a bit of a leap of faith involved, because you know, even with the technology that we'll show at GDC this week, the seamless world demo is fairly rough. It's not production, we haven't put production quality graphics into it, because we're still a ways off from shipping our game. But developers trust us and know that Epic has a lot of experience with performance and shipping great games, and making them run on a wide range of platforms. They have a confidence in us that, well, when we finish with this, it's going to be great.

GI: Do you think that sets you apart from middleware companies that only do middleware, rather than also developing games?

MR: Absolutely. I mean, it would be very hard to just make middleware. What functions do you put in there? What functions do you skip? How do you know what's important to your customers? How do you know what's performance critical, and can you actually build a real game on it? It's very tough to make those kind of calls.

Building games is all about trade-offs, and you have to know which are the right trade-offs to make. That's crucially important. There's no perfect game, there's no game that doesn't consist of a whole bunch of elegant code and a whole bunch of crazy hacks - because when it comes to time to ship your game, it's got to be good, it's got to run well, it's got to look good and it's got to be bug free. I think that kind of experience definitely counts, from shipping games.

We don't just ship a game every three or four years, either. We push them out on a fairly regular basis. In the last five years - I'm going to count Unreal Championship 2, which is probably days away from going gold, or a week or two anyway - I think in the past five years, we've probably shipped five games. I don't remember the number, but we're certainly prolific. That's because we have great tools - and part of the reason that people license our technology is because they know that they can make games for less money than if they try to build their own or assemble parts elsewhere.

GI: Earlier you said that you believe it's only going to cost you 50 per cent more to make a next-gen game - obviously your tools can save on the code and design side of things, but what about spiralling art costs, as people have to make far more high detail models and environments?

MR: A big area of focus in next-generation titles is going to be shaders. All the next-gen consoles and all the latest video cards have this concept of programmable pixel shaders, and pixel shaders are pretty much going to define what gives your game its look. It's not so much the models - everybody can make a human model, and before too long everybody's going to have a very realistic looking human model, in terms of the shape. What makes those models then look truly human is the quality of the shaders that you have on the model - the specularity, the normal mapping, the bump mapping, the diffuse textures and all the other different combinations of effects that go into making shaders.

Again, in the past, I would say that 90, probably 95 per cent of our shaders were written by programmers. So again, they required, if you look at Unreal Championship 2 for example, 95 per cent of the shaders there required some sort of programmer involvement. In the past, the available shader languages weren't so multi-purpose, or they weren't so high performance, that you could actually build complex shaders unless you poked at them directly. That's no longer the case in the next generation.

So now, again, the job of building the shaders is back in the hands of the artists. We have a visual shader development tool, which we call a materials system, It's very productive, and it's all done visually - the artists go and connect these inputs and outputs from these various shader components that are pre-built, and they can create whole new shaders. We have something like thirty pre-built components, which probably represent around ninety per cent of the components you're ever going to need for pulling off a game. There could definitely be some programmer involvement - some coders could write some new shader components really well, if that's what they want to do - but you'd be surprised at some of the shaders we can without a programmer even touching them.

We've gone from maybe 95 per cent programmer involvement, to maybe five per cent programmer involvement - and programmers are the biggest bottleneck. I mean, you want your programmers to be doing really high-level things. You want them to be building sophisticated AI, for example - AI is very specific to each game. You want them to be building the gameplay rules, the specific AI feedback system - you know, all the low level stuff, a lot of the super-important stuff that is required for a game, a lot of that needs programmer involvement.

If you take the programmer out of the artist's back yard, out of scripting and out of shaders, all of a sudden you've increased your productivity, possibly by double. Clearly you've increased the productivity of your programmers, and the artists, when they have visual tools that have a very good feedback system, they're producing stuff a lot faster than they ever were before. Our designers are able to work a lot more quickly now, because they don't have to wait for programmers to iterate their design to see if it works. They can actually do that all themselves.

You know, I used to work on Unreal, and a designer would say "hey, here's my level, and this train comes out here, and a guy jumps out here, and this big monster is here and there should be an explosion here..." He's pointing around the level, telling me all the cool things that are going to happen. "I've got this swinging hook over here, and you can jump on it and swing off it..." All these great things, and none of them are live! It's multiple days for him to go back and forth to the programmer, potentially weeks to get all that stuff up and running, to get that level finished. Now I walk into the designer's office, and he's got it all done. He's got it all up and running - oh, and he's added five other cool things. That can define the difference between a good game and a great game.

So, does it take longer to create the models? Sure, that's where this 50 per cent increase comes in. Instead of doing 8,000 polygon models, we're doing 8,000,000 polygon models. We have one model that's 14,000,000 polys! It's insane! But we have the ability to make the 14,000,000 polygons count, thanks to normal mapping and the sophisticated lighting that we have. So it won't really be 14 million polygons when it's used, but the appearance of all 14 million will be there - you will see all 14 million polygons, thanks to the power of graphics card like the NVIDIA 6800 and things like that. So it's worth it - now it's worth the investment.

It's a two pronged approach. We have tools that make us much more productive, and we've reduced the amount of involvement that programmers need in non-critical systems. The programmers are more efficient, and the artists and designers are more efficient. And yeah, we're looking to hire more artists, we're looking to hire more designers... But our biggest project - and if our publisher knew this, they'd probably be pissed, so I'm not going to say which project it is, because we have a few in development - we have only had two gameplay programmers on this project ever. That's cut down from four or five last time.

GI: That's entirely attributable to your new tools?

MR: Yeah, that and the fact that the engine team is carrying more - by creating systems that allow design to do more, the engine team is taking a larger brunt of the work this time. You know, we should be charging twice as much for the engine now as we did for the last one, but we don't. [laughs] It does take twice as much of the burden off the hands of the development team. Especially things like the background loading - that's a huge feature. It's hugely important for next-generation consoles.

GI: Is Unreal Engine 3 purely for next-gen consoles and high end PCs, or will you back-port the functionality to existing platforms?

MR: No, we don't work that way. Epic's always been about bleeding edge. So, no. We have Unreal Engine 2 for that, and you'll see a bunch of great games coming out with our current engine - there's Star Wars: Republic Commando, there's Pariah, there's Unreal Championship 2, there's SWAT 4, Splinter Cell: Chaos Theory... There's also another really big game coming out that's never announced that it uses our engine but it does, and I think it could be a major success. So there are like six great games - Xbox, in some cases PS2, and Chaos Theory is on all platforms - great console games coming out in the first and second quarters of this year that use our current technology.

When we release Unreal Championship 2, you'll see that we've really optimised it. OXM, the American OXM gave it 9.3, the British one gave it 9.2, Maxim gave it 5/5... It's a really spectacular game, and it just shows that we've really mastered the whole console game development battle. It's the first real console game that we've done, that we can really be proud of.

GI: So it's been built from the ground up for console, with no PC version as a basis?

MR: Obviously it uses Unreal Engine 2, which is the same engine that shipped in Unreal Tournament 2004, which won almost every multiplayer game of the year award last year. It's the same engine as that, but the game content itself, the actual game, was designed only for Xbox. It's been a good learning curve for us to find out exactly how far you can go on Xbox, and it gives us a great headstart for the next Xbox, obviously.

GI: What kind of stage are you at with the different manufacturers regarding next-gen? You've presumably got Xenon / Xbox 2 kits - what about Sony's next platform?

MR: I, um... I can't really talk about any of that. I can't even confirm what you said about the first one. We have to keep our relationships with those companies! [laughs]

We've shipped about 50 Unreal Engine games thus far, and I'm pretty sure that just in the next generation alone, there'll be 50 Unreal Engine 3 titles at least - so we've got ro make sure we respect those platform holders!

GI: In terms of GDC, do you think that next-gen is going to be the big buzz at the show this year?

MR: Well, yeah. We're doing three speeches at GDC - we're actually doing four, but the fourth one is on cheating, so it's not really related - but our three major speeches that we're doing at GDC are all related to next-generation game development. So yeah, absolutely. There's no question that that's what's probably number one in people's minds.

Number two is probably the PSP. I think that's really going to be a hot system in the next year, so I think there'll be a lot of activity around that. All our stuff is certainly focused on next-gen, though, and I imagine that's going to be the same with all the middleware vendors.

GI: Do you have anything planned for PSP? A port of Unreal Engine 2, perhaps?

MR: We don't know. It'll really depend on what happens game-wise. As you know, Midway is doing the next Unreal Tournament titles, and they have expressed an interest in it. We said yeah, we'd love to see it - so it's just really a matter of wait and see. Like I say, we've been talking about it, but we don't have any specific plans. I think it'd be great to get an Unreal Tournament title multiplayer on PSP. We just don't know when that would be possible. It would probably have to be handled by an outside development house.

GI: As someone who's been working closely with next-gen development, what do you think the biggest difference consumers are going to see in next-gen games is?

MR: There's no question that the graphics are going to be a huge upgrade. You know, people are such snobs, with this "oh, it's not about graphics" thing. That's such nonsense. It's totally about graphics, What's the difference between the first Metal Gear Solid and the latest Metal Gear Solid? Right, it's "wow, the graphics!" There's no question, that's going to be the first thing that people see - they're going to see that the visuals are just spectacular.

Other than that... I think that games have come a long way, and they'll have more processing power in the next generation so I think they'll certainly be able to do more cool things going on at one time, so a little more interactivity. Sound as well, on these systems they're obviously going to be pushing super high-quality sound, and I think that'll be pretty significant.

The main thing, though, is that I think your games will just look a hell of a lot better. I think that Microsoft has done a phenomenal job with Xbox Live, and I'm sure that they're going to come up with even cooler things that it can do - I mean, they've already done some great stuff. You now have the ability to just turn on your Xbox and send a voice message to somebody, say "hey, you want to play this game?" or whatever, which I think is brilliant. I'm sure they're going to come up with even cooler things to do, having more processing power.

I think that the main thing is going to be the graphics, but also important is the ability to have more live things going on on the machine at one time. That's definitely going to be crucial as well. A game like Half-Life 2 that had maybe 20 guys walking around a level, maybe now you'll see 30 or 40. You have more processing power, so you can make more of your AIs smart as opposed to just throwing more dumb guys in.
By: Game Industry Biz

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