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Agmioli 04.10.22 11:37 pm

What should be the open world game of the future (like GTA7/GTA8)?



Here are my thoughts on the topic -
What should an open world game of the future (like GTA7/GTA8) be like, how should it be designed,?

1. The scene of the game world, from a plane to turn into a kind of "globe", that is, into a sphere on which a virtual city or an island with an ocean will be located.

Thus, the concept of "edge of the game map" and "barrier to the border of the game location" will disappear.
Only restrictions on the height of the ascent into the sky, the game character, will remain.

Wherever the game character goes / flew / swam, in the end, he will simply meet again in a circle the same locations from where he started his journey.


All this will be based on the principle that:

- the camera of the game character will be configured differently so that the player does not stick upside down when he is on the bottom of the sphere. Outwardly, it will seem that it is around the game character, when it moves, the ball moves.

- the physics of the game will be based on the attraction of objects not to the plane, but to the entire surface of the sphere.


The novelty of the "spherical map" can be the illumination of the game map from only one side of the sphere.

This will lead to the fact that at the same time one part of the map (from the side of the light source) will be illuminated in daylight, and the other part of the map will be in night darkness.

The light source itself will rotate around the sphere.

And of course, in an open world game, there must be space with its weightlessness, which can be reached by aiming for the very top of the sky.


2. Advertising downloaded from the Internet server will become part of the game world.

For example - billboards, billboards, cities, will be able to display not a texture (long ago loaded when creating a game), but actual real advertising from world brands.

Even in the phone of the game character, ads will sometimes flash.
With each new start of the game, new ads from the server will be updated/loaded.


3. The model and texture of objects in the game (cars, buildings, people, animals, poles, tanks, etc.) will no longer be modeled manually, this will be handled by the AI ​​/ neural network.
AI, receiving a photo or video panorama of the desired object, will itself create a 3d model and textures, developers will only make adjustments.

The general plan, location relief can also be sketched by AI, based on satellite images of a real area such as a city or landscape.


4. Most of the program code will be written by AI / neural network.

The developers themselves for the most part will draw up the task itself, the general plan / sketch of the game, on the basis of which the AI ​​/ neural network will write most of the code.

The developers themselves will only correct it and prescribe specific parameters
(for example, the technical characteristics of cars).


5. Voice control in the game will become a common element.

Through the microphone, it will be possible to control the character's smartphone, give commands to the car in which the character got into, etc. That is, an analogue of voice assistants will be in games to the fullest.
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MunchkiN 616 04.10.22

regarding the first point - it depends on the size of the world. the curvature of the earth begins to appear somewhere at a distance of 4 km, the curvature of the sky is somewhere at 10 km and macro objects can be seen for several 10 km. if the world is the size of the Nomansky planet it will look creepy and unrealistic.
it's hard to say whether GTA needs a large-scale planetary system for the game world.
and technically a round earth can be implemented in a coordinate flat earth including different local weather and lighting conditions, excluding the cases of a video conference game. all this is true until you need to make a solar system with landings on planets.
2. technical such already exists or was, and for the GTA world it is not entirely clear why this is necessary because the game will not have advertised brands, which will have a bad effect on the integrity of the perception of the world. and in the case of GTA, it is a bit different from the case with racing simulators where billboards can contain advertising similar to the one that is present in real races. and so theoretically the game could earn on displaying ads.

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requiemmm 04.10.22

And how will such a GTA differ from shareware dumps if it spams nonstop ads? The player bought it for full price, paid for a subscription for the sake of multiplayer, and he also yells for the whole apartment advertising Three Axes and horse dilducks - you have to be a complete idiot with a certificate to buy this, the market, in principle, is not so small, almost a billion human...

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Anderby 04.10.22

Ball? Final Fantasy I, 1987, the map is closed on itself, the idea is not new or revolutionary.

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MunchkiN 616 04.10.22

Anderby wrote:
Ball? Final Fantasy I, 1987, the map is closed on itself, the idea is not new or revolutionary.
most likely it is closed in 2d as a seamless texture and this was sometimes used in old games, in particular in strategies when there was an endless scrolling of the map.
with the interpretation of the ball it will be more difficult because, roughly speaking, it’s not a 2d plane, but a set of cube planes laid out in flat space, and there will be a problem that a phantom display of the world will be required in some areas because the hedgehog combing theorem. but I think it's easier than playing on a big screen where everything needs to be calculated in an arc and there are fewer problems with large numbers of l shaders, since it's easier to divide the world into cubes.
if we imagine that in the future shaders and physics have learned to use 64 and 128 bit numbers, then it’s easier to figure out on the ball, then mmo-like games are also where everyone is in the same coordinates.

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Benedikt Wolframovich 29.10.22

with a neural network.