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P3D Re: Stereoscopic computer games
- From: Brian David Phillips <phillips@xxxxxxxxxxx>
- Subject: P3D Re: Stereoscopic computer games
- Date: Thu, 25 Jun 1998 15:07:35 +0800
Thanks to everyone who responded to my request for information.
Christoph Bungert's pages at
http://ourworld.compuserve.com/homepages/bungert/ do indeed seem to be
the best available set of info there so far.
While it seems like a wealth of info, I echo his sentiments that the
number of games available in stereo really isn't very much. You'd think
more companies would add that function to their games since it adds one
more possible market to their wares and doesn't really hurt game play
all that much . . . since the stereo doesn't have to affect game
calculations if users aren't using the option and since so many people
have better machines now it shouldn't slow things down much if at all
for those who do use the option.
I emailed the folks doing the new Wheel of Time game and asked if it
would support stereo views and the response I received was not
encouraging. They're using the Unreal engine and the designer responded
by saying, "I'm not even sure if the Unreal engine will support that and
so if it doesn't we probably won't bother." Of course, this implies
since he didn't even know if they had support in the engine that they
hadn't thought about the possibility. Obviously it's not much of a
priority. Too bad their art looks cool and I love the novels.
If I were a stereo hardware manufacturer I'd be as aggressive as
possible in getting software developers to use my stuff. I'd develop a
very specific and very complete marketing plan aimed at developers and
consumers. I'd send 'em free hardward and drivers stuff along with some
demo CDs that demonstrate some of the possibilities of the system, with
kool animated backgrounds and beautiful scantily clad models ostensibly
in a computer generated environment fighting charging ogres and
mouth-frothing orks (with PR lines that say things like, "now we're
idiots and can make this effect look really kool . . . imagine the gut
wrenching eye candy your developers can achieve since they're obviously
the best in the industry." Of course I'd put first priority into
developing hardware that is as non-intrusive as possible . . .
lightweight wireless headgear that is as cheap as they come, no cards
needed, just plug through the monitor port, only a single driver that is
plug and play with comaptibility with everything from the idiot vga to
the super accellerated stuff (I'm a bit pissed right now as my video
card is not compatible with my glasses of choice and so for now I'm
stereo-less), and absolutely no flicker at all.
I'd also be aggressive about software bundles. Special coupon deals so
that folks with proof-of-purchase coupons from the latest killer system
get a rebate from me when they buy my system, and vice versa (but I'd
make the deal more attractive to the software dealer at the start as
he's already got the market and I'm trying to develop user base . . .
they can buy more viewers and the like at full price later and their
buddies will want systems too).
I'd sponsor tournaments for VR Quake and the like with vrcamcorders and
the like as prizes along with viewing systems. I'd encourage university
computer gaming clubs to develop stereo patches for all the current
non-stereo 3d games (ala quake and the like). I'd donate a setup to
clubs and recreation facilities or at least have special purchase deals
where members get a substantial cut on their price (cutting my profits
down but gaining market penetration and word of mouth).
I'd have contests through the magazines for best homebrew game
compatible with my system and give a kool computer with my system
installed to the winner along with a development package of some sort.
Set things up so that the prize is very attractive but most folks would
need to have your basic system in order to compete. :-) Perhaps I'd try
to work a deal with a software developer to create an easy idiot-proof
stereo game development engine to bundle with my system (something that
requires no programming skill, just cut and past and point and click,
which runs with a runtime engine freely distributed with the user's
product or game (like Power Point and similar programs). This would
increase the material out there (most of it crap, but some would be
gems) the idea would be to get amatuers developing stuff and then users
would demand it in higher order products too (important to go both
routes, one to build acceptance the other to develop quality standards).
Sorry to babble, but stereo photography usually gets set off by most
folks as a curiosity at best and just plain weird or a "toy" by most.
Stereo computing seems to be considered the same way but it shouldn't
be. It's in computer gaming that stereo vision has the strongest
potential. In a market where everyone is competing to create the most
realistic and awesome effects, stereo versions of games have a natural
advantage over any of the competition. While folks clamored for Quake,
the environment can't but be triply enhanced by stereo vision. Sure the
next generation of 3D first person shooters look kool, but the addition
of real 3D makes the experience so much more breathtaking as you feel
even more that you're in the environment as the technology is completely
immersive.
Okay, babble mode off. :-) Spending too much time preaching to converts.
:-)
Peace,
Brian David Phillips [Meiguo Langren Zai Taibei]
phillips@xxxxxxxxxxx [An American Werewolf in Taipei]
ICQ 5780689 [http://wwp.mirabilis.com/5780689]
Interactive Theatre, Improvisational Theatre Games
EFL Teaching, Hypnosis, 3D Stereophotography, Tarot
Game Design, Literature & Film, and Other Strangeness
http://phillips.personal.nccu.edu.tw/
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