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The play's the thing, but ... (viewpoint: games).(Column)

Computer Graphics World

| August 01, 2003 | Kovacs, Bill | COPYRIGHT 2003 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

In the 1990s, digital media convergence was the talk of the industry. Today, convergence is being used to describe the relationship between computer games and movies. The two mediums share not only an increased use of sophisticated digital technology, but also assets in the case of games made from movies. It's true that game developers now have many more of the filmmaker's modeling and animation tools available to them, albeit with smaller budgets. At the same time, the creative challenges central to each medium are distinctly different. The emergence of much more capable gaming platforms, ones that are beginning to remove the visual limitations previously inherent to game authoring, is bringing these differences center stage.

The feat of seamlessly combining live action with realistic CG was solved years ago in cinema. Effects directors have successfully depicted hurricanes, tornadoes, tidal waves, and authentic ancient cities. Moreover, behavioral models and the introduction of artificial intelligence now are combining to create an environment in which effects directors can command armies of tens of thousands of synthetic warriors doing battle in a realistic environment. Yet, at the same time, cinematic technology has presented a formidable moving target for game developers.

All these options are becoming available to game developers, but they need not be unduly impressed or intimidated by the nearly infinite computer power used by filmmakers today. It has been proven time and again that great CG alone is not enough to carry a major feature film. It is especially true of games. Simply adding higher polygon counts and more detailed textures on the same emotionally devoid game characters won't suffice. Sure, realistic images look great, but as users immerse themselves in the total experience of the game, they crave far more. Game designers will need to concentrate as much on character, plot, and sound as they do on graphics.

Game developers must also keep in mind that games are played for weeks or months, whereas films are viewed for only 90 minutes. As a result, games have the daunting task of holding one's interest far longer than any film. Games may have to provide a series of screenplay-like stories linked together in a common and flexible thematic framework, whereas movie screenplays engage the viewer, then bring the story to a single climax caused by a fundamental conflict that is eventually resolved.

The general populace attends films to be taken artfully through a journey, by a master ...

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