Videogame industry overview (panel session): technology, markets, content, future

J. Veeder, Mark Stephen Pierce, E. Jarvis, J. N. Latta, Heidi Therese Dangelmaier, Jez San
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引用次数: 1

Abstract

Description While innovative (but secretive) early on, the videogame industry is now rejoining the computer graphics mainstream. In production, we see a rapid move from 2D to 3D animation, lowend to high-end production technologies, limited in-house tools to cutting-edge animation production techniques such as motion capture and 3D character animation. In game formats, we see experimentation with multi-player games, cooperative strategies, and virtual reality. Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics. The videogame industry has only very recently come into focus for many people in the computer graphics field, yet this industry is now driving much of the technology development in computer animation. Videogame development is being drawn deeper into the media mainstream. We have entered the age of the "commercial transmedia supersystem" where entertainment content is proliferated across multiple marketing opportunities: the game, the movie, the music CD, the book, the doll. Application developers have recently focused on an "author once, deploy many" imperative for cost effective production. As a new generation tackles the problem of interactive content production, their tools apply contemporary technical solutions to a process done with graph paper and assembler code not so many years ago. Videogame content may evolve as well, driven by the new delivery systems which underly market growth. For example, the corporate dreams of interactive television list the two largest consumer revenue areas as shopping and (then) games. Ubiquitous interactive television would certainly leverage today's limited multi-user games. New audiences means designing for new cognitive models of fun and taking advantage of recent research in how media products relate to gender and childhood development. Electronic gaming could evolve to encompass nationwide social events such as elections, celebrity trials, virtual participation in natural disasters, and so forth. All these new products, applications, and markets require technical, design, and artistic contributions for development, yet our skills, knowledge sets, and innovation must be translated into the new forms. To make this translation we must develop a coherent picture of how this industry is currently constituted and how it may evolve in the future. This panel will focus on a number of topics including platform hardware, delivery systems and their markets, the move into 3D computer graphics, virtuality in videogame design, overlapping areas of interactive entertainment, e.g. multimedia and theme parks, markets and content, and projected future developments.
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电子游戏产业概述(小组讨论):技术,市场,内容,未来
虽然电子游戏行业在早期是创新的(但却很隐秘),但现在它正在重新加入计算机图像的主流。在制作中,我们看到从2D到3D动画的快速转变,从低端到高端的制作技术,从有限的内部工具到尖端的动画制作技术,如动作捕捉和3D角色动画。在游戏形式中,我们看到了多人游戏、合作策略和虚拟现实的实验。总的来说,互动娱乐是一个迅速发展的领域,对创造性干预和复杂的计算机图形学有很大的要求。电子游戏产业直到最近才成为计算机图形领域许多人关注的焦点,但这个行业现在正在推动计算机动画的大部分技术发展。电子游戏开发正逐渐融入主流媒体。我们已经进入了“商业跨媒体超级系统”的时代,在这个时代,娱乐内容通过多种营销机会激增:游戏、电影、音乐CD、书籍、玩偶。应用程序开发人员最近关注的是“编写一次,部署多次”的成本效益要求。当新一代解决交互式内容生产的问题时,他们的工具将现代技术解决方案应用于几年前用图纸和汇编代码完成的过程。电子游戏内容也可能在市场增长的新传输系统的推动下发展。例如,互动电视的企业梦想列出了两个最大的消费者收入领域,分别是购物和游戏。无处不在的互动电视肯定会利用当今有限的多用户游戏。新受众意味着为新的乐趣认知模式进行设计,并利用最近关于媒体产品与性别和儿童发展之间关系的研究。电子游戏可以演变成全国性的社交活动,如选举、名人审判、虚拟参与自然灾害等。所有这些新产品、应用和市场的发展都需要技术、设计和艺术的贡献,但我们的技能、知识和创新必须转化为新的形式。要做到这一点,我们必须对这个行业目前的构成和未来的发展形成一个连贯的图景。本专题讨论的主题包括平台硬件、传送系统及其市场、向3D电脑绘图的转变、电子游戏设计中的虚拟性、互动娱乐的重叠领域,例如多媒体和主题公园、市场和内容,以及预测未来的发展。
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