Category Archives: Gaming

What? Already?

It actually started with a demo, one by Arkane (the makers of Dishonoured). They are giving the Xbox population RedFall. A game to be released somewhere in 2023. The demo was pretty awesome. No doubt about it. Yet certain things started to nag me from the beginning and this is PURE SPECULATION. I saw the setting of 4 players and the demo clearly states that this can be played alone. Yet the setting reminded me too much of a game named Evolve. A bland setting to say the least. Yet the people of Arkane have proven themselves, no doubt about it, but they are now part of Microsoft and Microsoft is all about team play, all about more people in a game. So I reckon that at some point it might be possible on what would have been a 94%+ game, Microsoft needs will diminish it to a mere 80% game. This is speculation, and you need to accept it. The game is a year away and so much could change. But it got the gears rolling and it was only an hour later that I came up with what I would call a shadow player. If I am correct It could change the game for either Amazon or Google (whomever buys my first IP bundle), I will add it to there. Microsoft is not invited to that party, they can falter and fail all by themselves. 

If I am correct (and I might be) this will change the game in a few ways and it allows pure solo play over a lot of games. You are still allowed to invite friends, that I fine, but it will be YOUR decision that count Microsoft has taken enough from you, as I see it. Time to give games back to the gamers, not the data collectors. 

It is an optional fictive setting, but if I am correct the streamers are about to offer a much larger stage of play and that is the first stage where streamers will set themselves apart. It is time for the next generation to become self-aware (as the phrase goes) and I think I have what it takes. 

So get ready to see your streamer to give you an edge you never had before in gaming. That is not on either Microsoft, Sony or Nintendo. It is merely the shape of things to come and in this Google and Amazon could get the advantage they need to push Microsoft to the background (as we tend to do that). A new age is coming and I am overdue for some serious snoring. See you all tomorrow.

Leave a comment

Filed under Gaming, IT, Science

The party of what was

We have this at times, we go back in time to remember the party we were at, the party we gave. There is a reason for it. It can be sentiment, lust, desire, achievement there are hundreds of reasons why a party remains in memory forever. A party is for most the easiest to see, and there is a second reason. It is a setting where the crowd remembers you, the crowd was part of it, you either distinguished yourself, or you were distinguished by others. It is the crowd that is an essential element in all this. It is part of the multiplayer appeal, or at least that is what I believe is the case. I play single for myself, for my own needs, for my need for joy. I am not a racer of routes, not a shortcut maker of cleverness. I walked through Oblivion and Skyrim for hours, enjoying the perfection that Bethesda created. I see solution after solution that is all about feigned perfection. It is about showing a crowd how perfect you are, but is that a truth? A reality? To present ones self as clever is not a presentation, it is deception. That is the side that I going wrong in too many games. Whilst I focussed on giving the gamer a good time, others are setting the dressing to pretend the gamer is much better than he or she actually is. I have been brooding on this, you see it is the game Elden Ring that brings the real gamers to the surface. I am a real gamer, but I was never that great in action games, I learned that the hard way in Bloodborne and Dark Souls 3. I still have these games. They are beautiful, but for me not something I can hope to conquer. I feel no shame, I have my own speciality and I have achieved plenty of game completions over the 40 years I have truly enjoyed gaming. From the VIC20, the CBM64, the Atari ST, the CBM Amiga, N64, CD32, SEGA Megadrive, Playstation, Xbox, SEGA Dreamcast, the PS2, Gamecube, Xbox 360, Wii, PS3, PS4, Xbox One, Nintendo Switch and the PS5. I have seen and enjoyed gaming to the largest extent, but when the Xbox360 came things changed. This is not the fault of Microsoft, in this they are innocent. There was a push for achievements and to get them any way possible and I was the same. I wanted (for the most) all the achievements, I was not an online gamer, so I missed out on several achievements. I think it is what ‘saved’ me and even the Sony group has that issue. You are not a gamer until you get the platinum achievement. There is something wrong with that notion. It is like a new dimension of workforce adhering to the Wall Street stage of ‘Greed is good’, it is not, it really is not. I think the stage of Nintendo Switch to do away with achievements was wise, a lot more wise than most of us realise. Ask yourself the question, are you driven by achievements or to have fun? Do you enjoy walking in the world you play in? These questions have been bugging me for some time now. The Bethesda games brought it to the surface and to some degree the Ubisoft games too. Guerrilla pushed it into overdrive with the Horizon games. It matters, it really does because the wrong setting here could break streaming games. In the games I designed for streaming I think about rewards, not achievements. The Luna keys were part of that. Silver keys to the game you get them in and gold keys to unlock something in 5 games that you have at that point. Rewards are more satisfying, rewards are a token of achievement, a point where we all will get, but not having it on every profile matters. It stops the wannabe’s, it heralds those who are and it gives to those who attempt and overcome. We want to be the gamer that has it all, but why? You see there is so much to gain from replayability, there is so much to get when some options are only there for the arcane, for the shadow dancers, for the brawlers and it is possible we will not become all of those to the degree of perfection, but the inner feeling of what we get done is overwhelming and I believe that achievements undermine that. Now, this is nothing against Microsoft (I slapped them often enough), Microsoft brought achievements and it is a great idea, but game makers and others seem to have subverted the concept, that is how I see it and it took me a while to see the Nintendo Switch step as the great step it was. Yet I understand that achievements are important to some, so how to embrace the idea and make it better? The keys are part of an optional solution, but only in part. So to look at the party of what was is also a way to see the side of what might be. I have no idea if I will solve it, it might be up to someone else to do that, but it needs to be done. We need to go back to the old days to when gaming was pure it was about the gamer getting to places, not others judging the gamer on how he got there, how fast and in what way. We lost something there and we need to find it again. The streaming stage will push gaming further, but it will also push weaknesses and corruption of the gaming mind further. Gaming is about checks and balances and we seemingly ignored the balancing act. I have done that as well and now my mind is making up the consideration and the tally of balances missed. How it will fare? I cannot tell at present.

Leave a comment

Filed under Gaming, IT, Science

9 options were lining up

Wow! I got some feedback from yesterday, mostly from people who want a free ride and had no idea what they were watching. The sudoku part is a handlebar, an optional shortcut to a much larger stage that was a puzzle and I turned it into an almost simple exercise. But for the Microsoft minded (the non thinkers) lets go over it.

Story
No matter what the story is, there are plenty of elements that can be generated. It’s like creating 180 unique chapters and you only need 9 of them, basically you might create 81 at launch time and get the others created whilst the program is running. Yet getting the 180 (or so) done beforehand makes lighter work afterwards. You see, any story is set to chapters, each chapter is set to paragraphs. So why this many? In case you want a never ending start of quests, you need the ammunition. 

No matter how clever you are, there is always another way and I merely presented one. In the previous image you saw the stage of what story to run, it HAS to start with ‘1’, so whether you take the row or the column, you will have one of each. In my example the blue one is less appealing as the second number is an ‘8’, so it will be a lot less in line. The green one (a coincidence, I swear) gives us 1,4,5,7,2,6,8,9,3 so there is more line and per location you will get one part of the story (via interactions) and the story will shape for the player. So after the third world the player will have parts 1,4 and 5. This is one of the effects of anachronism and linearity is utterly pointless in that setting. And as we realise that we have 150 chapters, we merely randomise the chapters, we sort them and select the 9 highest (or lowest) and as such you would have to play the game 20 times to see EVERY story at the earliest. 

Items
This is a different setting. Let’s state that all the items are the numbers (another use of the SAME numbers). So all the items for world 1 are all the ones in play, but not every world needs to have 9 items. And you might want to focus on what numbers are in play, but remember, each number is only used once, so the Sudoku method HELPS us to shape what we want, but it is not a solution for everything, and every sudoku is different. 

We have Items, people, the story, the location puzzles and the whole comes to a point when we unite them. A new version and a unique version of a game that started in 1988, and with the Forgotten city we are optionally breathing it new life. The Sudoku part is just a handlebar to create a station of almost never ending originality. Especially when you realise that there are “6,670,903,752,021,072,936,960 possible solvable Sudoku grids”. I used a simple way to create in simplicity what too many will try to complicate. Not a bad hour, was it? 

And this can be done on the streamers, it can be done on a PS5. I reckon that this is also possible on the Nintendo Switch. All this and all done in the limit of a TV show. Can life get any simpler? Well yes, but that is up to Adobe (for a price) and I think I have a nice idea for them to really screw up the margins of profit for Microsoft (because that is how I roll). And now it is time for a healthy meal (chicken rolls). 

Leave a comment

Filed under Gaming, IT, Stories

Three IP’s to make a fourth

That is what I contemplated today. I got a little bit lucky. 2 PS5 titles for $30. A good deal to say the least. The first one was the Forbidden city.

When it was released I was on a budget (a tight one) I had seen some parts on YouTube, saw some reviews all positive. The story is (as far as I got) captivating, but something was nagging at me, nothing negative. Merely the setting that once played, that is it. That is how most games go and there is nothing wrong with that. But what if it was not the end? It reminded me of a game I had on the Amiga. It was a Psygnosis title named Chronoquest.

I’ve forgotten most of the game, but this one got me back to those days. Travelling through time, finding clues to the real killer of your father. It made me think. That kind of game is now outdated, but the idea might not be. So when we think of Sudoku, we might remember the simple grid of nine, making horizontal, vertical and diagonal add up to 15. 

Most people learned quickly that the centre needs to be the ‘5’, then it becomes a simple setting of making the other 2 squares add to 10. Yet Sudoku gives us 9 grids of 9 and now it becomes a challenge, even more so when you realise that there are more options than most people can throw their hat at.

So what happens when we take the first game as an engine and create 9 levels. There are so many options. Greek, Roman, Goth, Spanish, Japanese, Scandinavia, Aztec, Mayan, Native American, and that list can go on for a while. Now we create the objects that are required, the stage is set, but this is not merely a whodunnit, this is a larger stage, but with a Chronoquest setting, we merely added steroids to the equation. Then we add an omnibus of storylines and we connect them. Like the Sudoku, we have 9 levels, but the numbers can be anything, and it is that seeding that gives us the options. Consider Chronoquest, places in time, that also implies anachronism, objects in the WRONG tine. It opts for dialogues, it opts for puzzles and if done correctly there will always be the chance that something has been seen before, but if every time has dozens of objects, we end up with 200+ objects The storylines need to be generic, like a dozen stories per time, yet the names can alter, the objects alter and the puzzles will alter. 

Time to fly
Now consider the larger sudoku. We could set the sequence of where we go by the centre square (as an example) so we now get 1,1,3,5,7,7,8,8,9 Now we get the tricky side, how do we enable area 2,4, and 6? Simple, the first double up (1,1) will open all 3, so now we get a puzzle that is slightly more challenging and not linear. The nice part is that 1 through 9 can mean anything and there are dozens of Sudoku creator scripts out there, all ready to be used for the eager maker of puzzles. I merely wonder whether anyone considered this application. Now do not let the style of writing fool you, this will still be a challenge making it and it will be subject to redraws, redesigns and back to the drawing board moments. But when solved, the maker will have a new style of game, a new IP and one that streamers will fight over to get, because replayability will be the streamer scream of 2024. When they learn and find out what the power of ACTUAL long term gaming is, they will get on board fast. So that took less than an hour and even now my mind is trying to implement a new side to using the Sudoku routine without making the game flat or predictable. And it needs to be able to redesign the new game with every matrix created, because that is the foundation of Sudoku, a unique number matrix. 

So look out for what is next and look to what YOU could make to become the next game maker all the others want. 

Leave a comment

Filed under Gaming, IT, Science

Creating economic sides

Yes, we saw the optional impact of inns and sustenance. We were given the impact of the smith, and some sides. But how to control them? 

Well that is the first part, we do not control them, the cogs set some form of balance, like tables but with cogs we have less issues. We have slightly more control (or seemingly so), but the setting is an adjusted form of tables. We need no tables, we need the cogs to adjust seesaws and create a foundation of balance. This is hard to put into words and even as the foundation is set to credits, we need second seesaw creator that turns the credit value for each store into goods. This needs to apply for the jeweller, the bookstore, the smith, the general store and so on. I believe that it is like some form of chess assessor. Low value goods, medium value goods and high value goods. There is a side that we learned in school. For example 237 is 2*3*7(33), 28 is 2(2)*7, so how could we translate that into goods? I am still working on it and when we have that, we know what was left, we also know what the location has as revenue, this translates into town welfare. This welfare needs to translate into a balance for the town and a residual that translates into a positive or a negative. The negative pushes the location down, the positive lifts it up. The trick it to stay close to the seesaw balance. Too much into either direction turns places into ghost tows, or over lively places of expansion. I reckon it takes a real mathematician to set the stage for it to work, but the benefits are decently overwhelming so I need to create a way for this to work and it needs to work before we unleash the stories. The stories need to test the seesaw balance, it can flip a little, but it cannot take control, that is the challenge at present. 

1 Comment

Filed under Gaming, IT, Science

Music and sustenance

In continuation of the previous two articles. It is time to set a larger scene. In the first we talk about sustenance. You see there are always food places in RPG games, yet until Monster Hunter, I never saw any of these games take advantage of the sustenance factor. In this I got to thinking.

In the first, the levels of that. As I see it there are coffeehouses, taverns, Inn’s, restaurants, and as such we get to the basic setting we see below. As you might understand, you cannot have a village with a 4 star (or larger) sustenance place. And some places could get an upgrade. The upgradable settings are furniture, sustenance, and lodgings. Taverns can only upgrade sustenance and furniture. Sustenance are upgraded by getting that place a cook, it gets you a 20% discount for the rest of the game. Cooks can be upgraded by getting them a cookbook. Furniture can be upgraded by getting them better furniture and it gets you a +20% discount for the rest of the game. And the setting for the upgraded places is what I wrote earlier. In towns the production goes up, happiness goes up. It has all kinds of long time benefits for the gamer and the gaming area. Then we get another benefit, its benefit is temporary, but larger. You see in the old days the minstrel (bard) could invigorate the area. But the bard can only be in certain places. Restaurant/inn with terrace (as such it would have a podium), and there is an upside in that area. 

It is one of the benefits of the cog system. It showed me the ideas and the benefits of a larger stage, it brings the larger stage to the player and stops the person from being the centre of attention. The player still gets to set the tone in places, set the upgrades. But the larger stage will become the populous and the economy, stages where the player is a simple small factor, not the staging agent. And as we consider that the minstrel can be upgraded (2-3 upgrades in total) we need to make choices. A setting most RPG games tend to avoid, we can do it all, but it takes away replayability and sets the stage for blanket actions and grinding. That are things we can avoid to some degree and we get aa better game because of it. 

Consider that the minstrel can be upgraded 2-3 times. The clothing, the instrument and the music. Then we see that these are extremely limiting items. Like 2 outfits, 1 instrument and three pieces of music at the most. Who will you upgrade? One minstrel completely, or three minstrels partly? All choices we have to make. We could even adjust the music to the max of the highest minstrel, or the level of the minstrel in your home town. All parts that shape a game, all parts that make a game more desirable to the gamer, because a game that shapes in different ways, a game that gives more than one option and makes it replayable, that I a game that will be cherished for a long time and streamers will need long term interest in a game, it is their margin of profit on a large scale. And in this article I am merely scratching the surface of what is possible.

Leave a comment

Filed under Gaming, IT

Tally part two

Straight into the deep we go. Breathe in, hold your breath, dive.

Commerce
I wrote most of the foundation in ‘The stage of commerce’ (at https://lawlordtobe.com/2022/02/25/the-stage-of-commerce/) but not all, the foundation is larger than what I set there. I did it some time ago, but the article came to mind on February 25th 2022. Yet over the last few months I also reconsidered other parts. I stated “In the past I already discussed bookshops, taverns, and smith. We need to include goods and foods. This gives us the shops we need as a bare minimum, and considering the size of any area (in the past shops were seen in larger towns and anyone within a distance came to this place). So we now have the larger stage, and the people in that area add to this commerce.” But the world is larger than this, even if we base it on a 17th century fantasy premise. The cogs tend to simplify the setting, but does not change the dimension and that is what we need. But I feel that additional cogs to prevent the game from falling short. We can all rejoice into tables and the setting for armour, weapons, groceries, food, general items, books, jewels, taverns, masons and the list goes on. There are the cogs that drive 1:1, and the others tend to set the equation 1:2, 1:3, 2:1, 4:1. It is the balance that they set that keeps the game going and the more balanced that is, the longer the attention span the gamer gives it, and that I part of the equation. You can run from quest to quest like some set it, raid after raid and a quick trip to the stores to exchange equipment to coins. The one needs to be prevented, the other needs to be dismissed. The first element was discussed yesterday, by altering the concept and the kind of loot you find, the larger your benefit is in the beginning of the game. As the game progresses we get quarries and mines. The mines might make some of the requirements go away, but not all. As you get into the need of silver weapons, gold for enchanted jewellery. That gave me the idea to add Platinum as a source (it started with an engagement ring, but that is another story and she does not know it yet). But Platinum added a few other options, a few I had not considered before. So as we can find every mine EXCEPT Gold or Platinum we can create a handle on some parts of the equation. Then the idea goes from one side to the other. 

Towns
These are all over the place in many games, there we see villages, towns and optionally cities. This is how it has been, but the setting that we see villages and towns, they support farms, abbeys, convents, and keeps. Keeps have a more central setting in my mind, Keeps are supported by towns and cities, but the distance of a keep allows a town to BECOME a city. That is the larger setting, people can contribute to the creation of a city, but cannot push it. One person does not make an economy, people do, so I had to consider the setting where people are the foundation towards creating a city and even as the player you set the domino stones to get it done, I need a stage where (at least) 10% is out of our hands. I believe that the cog system does work and it works beyond economy, it could be the balance setter for entire games, not to manage it, but to set is as a setting of checks and balances. A setting where we can test the game in its true potential and that is essential. Streaming RPG’s are basically new, they might be based on old games, but the moment the makers realise what else is possible, they will run to what more they can get. They will make their games merely larger but not better. The deeper I dive into creating the next RPG, the more I see that another system is required, another pattern is required and in this I came up with the cog system. It is not unique, it is not the only way that it can go, but it is the way I designed it to go. I personally believe in the cog system. It is flexible, it an be adjusted and tailored to any specific situation or need and that is the foundation towards creating an RPG, is the cog model too small, we can add a cog, we can move cogs to be connected, it is a foundational choice. I believe that for me it is the best choice. For you? You will have to make up your own mind on what works for you. 

Four elements towards any RPG, towards any new story that gives life to a dynasty of gaming, it is time we prepare for the next stage of gaming, whether it is Google Stadia, Amazon Luna, PlayStation 6. We need to prepare what what comes next, not for the 10 year old game that we can play again, even if it was a really good ride. 

Leave a comment

Filed under Gaming, Stories

First tally of thoughts

After yesterday’s article, I started to make a tally of what the game ‘has’. In the first there was the article ‘Recap to the intro’ (at https://lawlordtobe.com/2021/09/25/recap-to-the-intro/) which had a run down of a lot. But that rundown was not enough. There was the search ‘Lawlordtobe + RPG’ which gave me a lot more of what I wrote (and weirdly enough at least one story I forgot about). The basics are covered. In the basics there is the map, the character and the story. In the deeper run, the map is also covering the environment, the economy and the map itself (which is an environment, challenges and spiking of the map).

Spiking
Spiking is an early term I had. Like in places like Skyrim and Oblivion, there is a lack of caves, ruins and other places. So we spike the map to have these places. Yet the maps to some degree have an approach to caves (and some look really good) but as I personally see them unnatural. There are two problems with my train of thought. Caves are set in stone (literally so), as such they are part of the permanent map. Some places have way too many ruins and these ruins are a weird  form of small. But the idea of some ruins are a good thing, yet how to employ them? 

Brush and thickets, Fallen trees, Hollow trees, Evergreen trees, Rock formations, Rock overhangs, Caves, Low landforms and high landforms. Some are for single opponents, some are for groups. Ruins are a side here. They tend to be a good place for groups. But the setting needs to be natural (or as close as natural as possible). If there is a ruin, there was a reason that the building was there before it was a ruin. And not always is it a castle or a keep. But spiking is a dangerous setting. There is a danger of making it a place of convenience, and that is dangerous for the game. 

As we look into the economy I saw the dangers of ‘loot’ in the game. In some game we enter an old (really old) place, but it has the most modern of ‘loot’. So we redefine what loot is. broken swords, daggers, broken shields, old coins, chains. Elements that can be reforged into metals, old coins (copper, silver, gold) that can be set into metals. Yes there will be chests with actual new(er) stuff. Like groups of brigands, they have bounty, they have conquered stuff (that needs liberating). It will not be about wealth. In one RPG I had 300K, so in what living form of delusional would an adventurer have this much money? Too many RPG seem to value credits as an indication of achievement. That too needs to change. 

I took examples from classical masters, from stories (the non-Robin Hood kind) and from historical events, but they need to evolve in RPG gaming. In the economy that side is merely a cog, but a cog that could evolve. Yet the station of evolution is a larger problem that I have not solved yet. I did like the nemesis system that we see in the Shadow of Mordor, but that was THEIR system, I need a similar but different system. This is to stop grinding, the stage where there will be spawning (one man’s ruin) is the next persons envy. But if the previous group was defeated, the next group will have better defences, and optionally one or two more brigands. There are shelters for singular people and those people are sly a lot more like cutthroats, so no warning. All sides we see very little of in current RPG’s. All sides that are new in the RPG.

Stories
I gave more than one story start and that is central in any RPG, yet there is also the additional stage. You see there is no stage where we can do it all, play it all, live it all (the latter is a matter of debate). But the stories cannot be around you, around the player. The main quests yes, but the side quests need a larger setting than we are used to. There is a side that takes me back to Robert Ludlum’s Scarlatti Inheritance (I think), a local village event and a burial that is part of the story. So to set a side quest needs the seeding of a story all by itself that has several connections. There needs to be an intelligent part in this, so that stories can be written en mass and spread in the game, so that some side quests are not part of every game (another way to prevent grinding) and there we see that we need 50-150 side quests. That can intervene to a larger degree to the character that you play at that time. So far we see the foundation of an RPG that can be played on console or streamer. 

Then we get to the cogs of the economy, I spoke about them but I considered one additional set of cogs for each part. About that in the next story which will happen during my weekend.

Leave a comment

Filed under Gaming, IT, Stories

IP intoxication

Yup, this just happened to me. I will try to be as clear as possible, yet I cannot say too much. It all started as I was contemplating new RPG IP, not entirely new, it was to be added to the RPG game that I have been giving visibility to on this blog. As I was considering parts in the economy to interact with the play world my thoughts skipped to Brendan Fraser. I was rethinking some parts of Encino Man (with Sean Astin aka Rudy), as well as The Mummy (with Rachel Weisz as Evelyn Carnahan). At some point the mint was drawing a line and even as additional IP came to mind, I ignored it as this would be Ubisoft territory. But the line became and as such my mind saw an interaction that has NEVER EVER been done in RPG gaming before. It would be optionally the stage for Sony, but it seems that streamers (Amazon Luna) had a much better grasp of the option. To get this added in a game would imply that the game would require module of machine learning and deeper learning. Now that is not so odd. A multitude of RPG games have some kind of NPC AI in play (to coin a phrase), but to add this to the character as a side setting has to my knowledge never been done before and the added options would give it more traction towards gamers. There are a few more sides, I discussed that in part in ‘Mummy and Daddy’ (at https://lawlordtobe.com/2021/03/19/mummy-and-daddy/), so well over a year ago (March 19th 2021). There I made mention of “it is basically, to some degree the end of the linear quest person, it is a stage never seen before and I believe that whomever makes that game to the degree we see will make that developer a nice future stage as a new larger development house, and as Micro$oft learns that they lost out again, perhaps they will take the word of gamers against that of business analyst claiming to be gamers.” Additional sides that connect and in this not only has it never been done before, it seems that whomever adds this to their RPG will have additional sides that Bethesda (the company that Microsoft paid $7,500,000,000 for) comes up short on. It feels intoxicating. To have several options in a game that none of the others ever did or contemplated. And now I see that there is more to it all. There is in part a side that touches towards IP Bundle 3 I have, something that could bring Amazon billions (but with a small amount of risk). Yet I never considered it as a side of a game, well to some degree. So as the mind is connecting idea to idea, evolve IP into IP+ and a multitude of IP’s I merely wonder why the others (Google and Amazon) are not on this page already. Google seems to driven to advertise its nest security, Amazon is doing whatever (clothing stores and trying to buy EA), but as I watch the news, and the deeper news that the news will not give us, I see an absence of true innovation in games. In a sense I wonder what is wrong with me, you see I have never been this ahead of any envelope before. 

I tried to explain it in the past. You see there is a side where gaming is, most games are in that ‘light’ circle and the bar is set to the edge. Now there is an area outside the gaming area and that is the area of what is possible, this is where innovation is. the really good games (like Horizon: Forbidden West) are in part there, and they are not alone. The real AAA games are in part there, they are coding there now because it is what will be possible tomorrow, the darker circle is what future games will see as ‘current technology’ that is how games have evolved and that has not changed. I went a step beyond that, I went where tomorrow games are currently not and I set out a slice of gaming heaven and decided to add this to the upcoming technology. There are two dangers. The first is that it has a danger of being delusional. The second is that not all technology can get there. The second one is simple. I see the streamers as a stepping stone to what will be possible in for example the PlayStation 6. A (for the lack of a better term) a hybrid streamer. A fat client client/server application in gaming. One that needs a real power player, but that is not possible UNTIL there is a national deployed 5G network. I believe Amazon Luna and Google Stadia need to get to that point, it is what is required in the evolution of gaming. So there are these two dangers, but is the first danger mine? I do not believe that to be as my mind can clearly see the parts required, but that is the hidden danger of a delusional mind. In my defence I have been involved in gaming since 1984 (connections to Mirrorsoft and Virgin Interactive Entertainment, Virgin Games at the time), so I have been around since the very beginning of games. My mind has seen a mountain of true innovator and innovations. As such I feel I am awake and on top of it. But the hidden trap is there and as such, one can never stop to question your own abilities to avoid falling into the first trap.

But for now I feel intoxicated, and not a drop of alcohol in me, innovation can be that overwhelming. This is why the previous article remains under construction. It has a lot to do with Texas, the ATF and the NRA. I wrote about that before as well and interesting enough the media seems to avoid that side to a much larger degree, with the one or two exceptions I mentioned in a previous article. I wonder why that is. Do you not?  Well time to sign off, snore like a sawmill and get ready for the new day which is already here.

1 Comment

Filed under Gaming, IT, Science

Under Construction

Leave a comment

Filed under Gaming