Showing posts with label Considered. Show all posts
Showing posts with label Considered. Show all posts

05 July 2011

Gaming, Innovating, Imitating, and Cloning Considered

Sometimes it seems that many video games, although they have different graphics, tend to have the same feel as you play. There is a very good reason for this, and perhaps, it comes from the human ability to imitate, and copy - it's innate, but does that make it okay? Ah, do I hear more controversy in the gaming community? Surely, I jest. Some rather innovative gaming programmers are miffed as others nix their creative abilities and copy their games. How bad is it, whom does it hurt, and why are such open-source advocates now angry at the borrowing of gaming themes and styles of play?

Indeed there was terrific article not too long ago in the Los Angeles Times titled "Game Developers Fight a Cloning War - Some Creators Feel Cheated By Alleged Idea Theft, But Others Think Cloning Can Be Good for Gaming" by Jamin Brophy-Warren, which was published on April 18, 2011. The article discusses the challenges of proprietary themes and concepts in video, internet, and computer gaming along with the proverbial quote; "Imitation is the highest form of flattery" motif.

Question is; when does outright copying of a computer game idea violate patent laws, or proprietary source? Further, I ask; is it illegal, in poor taste, or just unethical to make such copies, and when genres are copied in the movies, books, literature, and computer games who wins, and who really loses?

If there is a market for games of certain genres, styles, and scenarios then surely gaming programmers will come to the gamer's, and consumer's rescue right? I mean if there is money out there and folks desire certain types of games, you can bet gaming entrepreneurs will fulfill those wants and needs - that's how it works in the market place and the gaming sector and computer game industry is surely no different.

Consider if you will the counter argument to the gaming programmers who get pissed-off that others are basically copying their ideas, and merely changing the graphics. What If - no one was allowed to copy a given genre in literature, novels, or movies? There would be only one Western Movie, one Romance Novel, one Science Fiction Novel with aliens, etc. Would that really be fair to the public, who wants to be entertained with money in hand?

And to that point of contention, what about the Movie "Tron" and its central theme, namely; "power to users" - would the industry really be served if no other companies copied the standard genres or the future sub-genres? After all, people loved the movie Matrix, and that entire branch of Sci Fi mixed with philosophy. Many computer games are now based on similar themes, so they too copied a Movie Genre. Now the computer gamer programmers are angry that folks are copying their style, or various version of play, should they be?

After all the more others copy them, the more gamers buy games in that genre or using those styles, which makes it that much more powerful and therefore, more money for those who produce new games, and more sales for the old ones too, longer shelf life of active sales. See that point? I knew you would.

Lance Winslow is the Founder of the Online Think Tank, a diverse group of achievers, experts, innovators, entrepreneurs, thinkers, futurists, academics, dreamers, leaders, and general all around brilliant minds. Lance Winslow hopes you've enjoyed today's discussion and topic. http://www.worldthinktank.net/ - Have an important subject to discuss, contact Lance Winslow.


Source

04 July 2011

Simulating Inertia and Massive Unadulterated Acceleration for Our Gaming Future Considered

Have you ever watched a science fiction show where the spacecraft goes from its normal speed into hyper-drive or on Star Trek when the Enterprise went to Warp Factor 10? Indeed, it shows stars and planets which become almost like a blur as the spaceship moves forward, leaving space time at a standstill. In many regards this is simulating inertia and a massive unadulterated acceleration sensation using motion video to get the proper visuals.

Indeed, these concepts are used often in gaming, and if you've ever played a game where you are driving a racecar, the video makes the track which is near you in fine detail, and the faster you go the side areas are blurry. But, most of these simulations are not all that good, and when you play these games you don't really get this sensation of speed that you get when you're actually driving in a real car, racing a motorcycle, or flying an aircraft. But there's no reason we can't do better than this, there is no reason we can't get that sensation to appear to be so real that you can't tell the difference.

Now I suppose those that have not had the experience of moving fast, or accelerating at a very fast pace, may not know the difference, and they may even say I don't know what I'm talking about, some of the games are very real. Yes, some are, but I would still submit to you that they are not good enough yet, and we can do a lot better. Even the aviation simulators which train airline pilots and such do not really do a good job of simulating inertia, massive acceleration, or up close and personal speed.

One way to simulate inertia or acceleration might be to use a gaming chair which is slightly tilted to make the player feel as if they are being pushed back into their seat, just as they would with accelerating in a car. Some aviation simulators use a similar tactic. If we want our games to appear to be real, and get the gamer to suspend their belief system, and allow their mind to actually enter the game, then we need to do more with the visual effects, and also this sensation of the body as the player is playing the game.

Not long ago, I was having such a conversation at our think tank with someone who is an expert gamer, indeed she agreed with me, and we've come up with a few ideas. However, if you think you have solutions to this problem, I'd ask you to please consider all this and think on it. And then, shoot me an e-mail at your own personal convenience.

Lance Winslow is a retired Founder of a Nationwide Franchise Chain, and now runs the Online Think Tank. Lance Winslow believes writing 23,100 articles was a lot of work - because all the letters on his keyboard are now worn off..


Source