Kleegamefan
K. LEE GAIDEN
Gamespy interview with Glenn Entis, VP/Chief Visual Officer at EA
http://www.gamespy.com/articles/634/634928p1.html
http://www.gamespy.com/articles/634/634928p1.html
GameSpy: Okay, everybody knows that you can create all kinds of great graphics with the new systems. Everybody knows that the new systems have plenty of processing power and that you can run 3500 individual characters on the screen at once, all with their own A.I. Is that all we get with the new systems?
Entis: We've obviously spent a lot of time thinking about this. It starts with the graphics. We know graphics are a great focus and a great way to signal that something is new. One of the most important things that graphics have to do is deliver strong emotional impact. When I watched people yelling during the Killzone video [at Sony's E3 conference], you could see it's all about emotional impact.
For more casual audiences games must have the feel of mainstream entertainment. They need to deliver some sort of fantasy or emotional package. One of the most important things in emotional impact is characters. We really hit on that because to me it's not about realism, but it's about having a character that... [he breaks off to explain]:
The first thing animation student learn in art school is that the job of the animator is to make the audience believe that they can understand what the character is thinking and feeling. It's been hard to do that in games because of the state of animation in games, but also because of what the platforms have been able to produce. You see a lot of very mechanical motion in games. I think that what this generation should be able to do -- again it's a combination of talent and of platform [processing power] -- is to have characters that give much more believable performances in the game, whether it's a character that you're controlling or an enemy NPC.
To a large extent, you cannot think of many great performances you've seen in games. Games are not movies so people aren't watching it just for the performance, but you still have characters interacting with characters and there's a big difference between feeling like there's something really going on verses zombies walking around.
GameSpy: Is PlayStation 3 more powerful than 360?
Entis: Well, I don't think any of us are really ready to say for sure. There's no final hardware specs on any of the systems [at the time of this interview].
Sony will have more processing power. There's no question about that. Then the arguments are about how easy it will be for people to get to and use it. The extra processing power will help. I think a lot of what we've been talking about in terms of dynamics is that physical simulations, fluid dynamics and to a certain extent AI. Some of the AI may actually end up using floating points, especially when you're using statistical AI and processing. Floating point is going to help all that.
The other place that I think floating points will help is less relevant to consumers. I think floating point will help with the process of building games. I think we'll see much more procedurally generated assets. So we'll see textures, noise patterns, and animation with some components that are procedurally generated. We'll see models procedurally generated in some cases, particularly when there are very large scale worlds with a lot of variety.
[Editor's note: for a discussion about procedural content generation in games, check out our Spore Preview from GDC 2005.]
Every team is going to have a choice, "Do we actually build all that stuff one-by-one, or start abstracting out rules that can generate some part of those models on the fly?" All of that is going to start moving from how much raw data can we just take and play back as is?
Architecturally we're going to want to shift the problem of creating worlds from how much human labor and disk space we throw at it to how do we start condensing some of that and start moving on to the processors.