firstadopter
09-04-2005, 11:21 AM
Editor: Let me start with a really hard hitting question, it’s one I gotta ask. <laughs> Has Uwe Boll approached you about turning any of your properties into movies?
[…interlude …]
…has anyone actually talked to you? Because I mean your stuff is very cinematic.
Gabe: Yeah, we’ve met with a bunch of people. I think… I sort of have two minds about it.
One is sort of as somebody who’s running... who’s supposed to be running a business -- which is that a lot of these film projects end up not being very additive. It’s hard to see how the Mortal Kombat franchise has really been moved forward by the Mortal Kombat movies.
And then as a gamer, I think most of these movies are terrible and weren’t worth making, and I would hate to see any of my favorite games sort of mangled like that.
We’ve tried a couple of different times to see if some sort of movie project would be possible. So we’ve had people in Hollywood try to do scripts, and we’ve actually taken a stab at writing the script, and at the end of the day, none of the movies were worth the rights.
Maybe someday, but it’s not going to be made until -- I mean -- our goal would be that the movie is as good a movie as the games are games.
[… interlude: Half Life 2 xbox…]
The episodic content will be better than Half Life 2 was. They may be shorter but the content itself is going to continue to move forward and hopefully move forward faster than we’ve been able to do with these large scale releases.
People really enjoy the closely coupled interactions. A lot of people, their favorite moment of the game was playing ball with dog, and this idea that you have this other creature in the world who’s interacting with you in this fine grained way, where you’re doing something and they’re reacting to it right there.
That’s something we say we need to do a lot more of -- we need to make the player feel like they can rely on, or are dependent upon, other people in the game -- and not at some high level story telling way -- but in an actual “I need you to do something for me right now”.
So there’s a lot of stuff where you can’t do anything, you’re relying on Alyx to do it for you and what you can do is get her to do stuff for you, so you’re feeling like the two of you are working closely together.
Editor: That’s really interesting because, at least in terms of console games, that’s almost the opposite of the paradigm where you have a helpless, sort of female consort that you’re guiding through things. Resident Evil 4 was one of the more recent things to add that. Price of Persia did…
[an edit?]
Gabe: You don’t want to have the sense that there’s this box around the NPC and you see these boxes bumping into each other. You want a sense that they’re in the world interacting with things closely, like they can reach out to stuff, they can push things to the ground, they can kick things, stuff like that, and have it not be that sort of fakey box-box interaction.
[…interlude: Future Tech… Image Based Rendering…]
Gabe: There’s this technology that was really exciting that I’d like to see us get into production, which is a different approach to rendering complexity: Moving things into and out of an image domain and then seamlessly interpolating between those motions as you move around. So that everything close to you is physical and geometry, and everything really far away from you is an image, but you have no way of telling that if you do it properly and things can fly out and come back -- so as far as you’re concerned it all feels like the world to you, but as far as your rendering is concerned, you’re keeping your polygon budgets and your shader budgets and your fillrates under control.
We’re focusing on things that have more obvious gameplay significance like NPCs and vehicles and stuff like that earlier, because it’s always good to do gameplay stuff, but I would like us to come back to that -- I’d love to be able to put people down into cities where they can navigate the entire city and have them feel like “my god there’s a huge amount of stuff going on around me”. That anything I can see I can walk over and in the background that stuff is going from being essentially a skybox to a sort of a low res version of geometry to a high res version of geometry as I get closer to it.
[…interlude: Lost Coast…]
Gabe: What do you think of Lost Coast?
Editor: Looks great, I mean you can tell the difference in two seconds and actually I was just playing on DoD Source, between a non-HDR machine and an HDR machine and it looked really good, you can tell the difference in like a second.
Gabe: Good.
Editor: And the director’s mode… like documentary notes, it’s a great idea.
Gabe: Great, great.
Editor: Incorporate that into wargames.
Gabe: Hopefully that’ll be a standard feature of all of our stuff now. That’s the thing you know, we like to be able to get stuff out to people, like HDR. We can solve all the technical problems get it out and make sure it works with everybody’s display adapters and then DoD takes advantage of it right away.
So rather than waiting until Half-Life 3 ships for our multiplayer games to get a feature like HDR, we can do it in Lost Coast, and then DoD Source picks it up right away. So HDR now and maybe this image based rendering stuff later. It does make it possible for us to do that.
[…interlude: Changing the Game…Episodic Content via Steam…]
Gabe: The thing that we don’t understand -- and that’s going to be really interesting -- it’s like the entire industry has been making feature films, and the door is starting to open for TV shows.
TV shows are totally different than movies in terms of the people who are good at it, and how you structure them. In movies it’s the directors that are preeminent, in TV shows, it’s the head writer, the show runner who’s preeminent.
I think we’ll all be learning a lot. It’s like, "do we need to release 22 times a year?", you know, does it need to be a TV show. Is once a week the important frequency of releasing or is once a quarter ok?
[…interlude …]
…has anyone actually talked to you? Because I mean your stuff is very cinematic.
Gabe: Yeah, we’ve met with a bunch of people. I think… I sort of have two minds about it.
One is sort of as somebody who’s running... who’s supposed to be running a business -- which is that a lot of these film projects end up not being very additive. It’s hard to see how the Mortal Kombat franchise has really been moved forward by the Mortal Kombat movies.
And then as a gamer, I think most of these movies are terrible and weren’t worth making, and I would hate to see any of my favorite games sort of mangled like that.
We’ve tried a couple of different times to see if some sort of movie project would be possible. So we’ve had people in Hollywood try to do scripts, and we’ve actually taken a stab at writing the script, and at the end of the day, none of the movies were worth the rights.
Maybe someday, but it’s not going to be made until -- I mean -- our goal would be that the movie is as good a movie as the games are games.
[… interlude: Half Life 2 xbox…]
The episodic content will be better than Half Life 2 was. They may be shorter but the content itself is going to continue to move forward and hopefully move forward faster than we’ve been able to do with these large scale releases.
People really enjoy the closely coupled interactions. A lot of people, their favorite moment of the game was playing ball with dog, and this idea that you have this other creature in the world who’s interacting with you in this fine grained way, where you’re doing something and they’re reacting to it right there.
That’s something we say we need to do a lot more of -- we need to make the player feel like they can rely on, or are dependent upon, other people in the game -- and not at some high level story telling way -- but in an actual “I need you to do something for me right now”.
So there’s a lot of stuff where you can’t do anything, you’re relying on Alyx to do it for you and what you can do is get her to do stuff for you, so you’re feeling like the two of you are working closely together.
Editor: That’s really interesting because, at least in terms of console games, that’s almost the opposite of the paradigm where you have a helpless, sort of female consort that you’re guiding through things. Resident Evil 4 was one of the more recent things to add that. Price of Persia did…
[an edit?]
Gabe: You don’t want to have the sense that there’s this box around the NPC and you see these boxes bumping into each other. You want a sense that they’re in the world interacting with things closely, like they can reach out to stuff, they can push things to the ground, they can kick things, stuff like that, and have it not be that sort of fakey box-box interaction.
[…interlude: Future Tech… Image Based Rendering…]
Gabe: There’s this technology that was really exciting that I’d like to see us get into production, which is a different approach to rendering complexity: Moving things into and out of an image domain and then seamlessly interpolating between those motions as you move around. So that everything close to you is physical and geometry, and everything really far away from you is an image, but you have no way of telling that if you do it properly and things can fly out and come back -- so as far as you’re concerned it all feels like the world to you, but as far as your rendering is concerned, you’re keeping your polygon budgets and your shader budgets and your fillrates under control.
We’re focusing on things that have more obvious gameplay significance like NPCs and vehicles and stuff like that earlier, because it’s always good to do gameplay stuff, but I would like us to come back to that -- I’d love to be able to put people down into cities where they can navigate the entire city and have them feel like “my god there’s a huge amount of stuff going on around me”. That anything I can see I can walk over and in the background that stuff is going from being essentially a skybox to a sort of a low res version of geometry to a high res version of geometry as I get closer to it.
[…interlude: Lost Coast…]
Gabe: What do you think of Lost Coast?
Editor: Looks great, I mean you can tell the difference in two seconds and actually I was just playing on DoD Source, between a non-HDR machine and an HDR machine and it looked really good, you can tell the difference in like a second.
Gabe: Good.
Editor: And the director’s mode… like documentary notes, it’s a great idea.
Gabe: Great, great.
Editor: Incorporate that into wargames.
Gabe: Hopefully that’ll be a standard feature of all of our stuff now. That’s the thing you know, we like to be able to get stuff out to people, like HDR. We can solve all the technical problems get it out and make sure it works with everybody’s display adapters and then DoD takes advantage of it right away.
So rather than waiting until Half-Life 3 ships for our multiplayer games to get a feature like HDR, we can do it in Lost Coast, and then DoD Source picks it up right away. So HDR now and maybe this image based rendering stuff later. It does make it possible for us to do that.
[…interlude: Changing the Game…Episodic Content via Steam…]
Gabe: The thing that we don’t understand -- and that’s going to be really interesting -- it’s like the entire industry has been making feature films, and the door is starting to open for TV shows.
TV shows are totally different than movies in terms of the people who are good at it, and how you structure them. In movies it’s the directors that are preeminent, in TV shows, it’s the head writer, the show runner who’s preeminent.
I think we’ll all be learning a lot. It’s like, "do we need to release 22 times a year?", you know, does it need to be a TV show. Is once a week the important frequency of releasing or is once a quarter ok?