[MUD-Dev2] [DESIGN] Music Industry teaching the Game Industry (Was: A rant for Vanguard)
Nick Koranda
nkk at eml.cc
Wed Feb 28 16:22:05 CET 2007
Sean Howard wrote:
<snip>
> I hate forced group and thus will likely never be able to enjoy
> Vanguard on any level, <snip>
>
This got me to think about the design process of massive online games
and how it differs from the music industry and bands.
The game design process seeks to find what players want in a game and
design the game to fit those wants. The music industry is different
since bands dont ask what music they should create, they create music
that they enjoy and hope others enjoy it as well. The successful bands
are the ones that have created music that has struck a cord (no pun
intended) with a large populous.
I think the game design process is so expensive now a days, at least for
the "AAA" games that you cant mimic the music industries style of
creation. I would imagine that the game industry in part would do well
to find ways to place the creation process in the hands of individuals
or small groups and let lots of "bands" (dev groups) create their
"albums" (small MOGs) and let the playing community decide which are big
hits.
Think of a guitar as a tool to make tones and chords. It is generic and
allows users to create vast amounts of different songs (multiple
chords/tones.) What if game tools allowed the same? Instead of having
an artist draw a tree (one chord), have a function that has the ability
to draw a million different trees (procedural synthesis = multiple
chords.) This example extends to rocks, streams/rivers, mountains,
etc. Procedural synthesis is not just bound to natural objects either,
but could extend into living creatures/beings as well.
Expand those procedural functions one level higher to make entire
forests, mountain ranges, or a clan of orcs, each different looking but
still all orcs. I am glad to see the gaming industry exploring more
into this as I see it as the future.
More information about the mud-dev2-archive
mailing list