Issuu on Google+

Peter Molyneux has been in the gaming business for years, spearheading genre-busting, industryshaping games such as Populous in 1989, Syndicate in 1993, Dungeon Keeper in 1997 and Black & White last year. His team at Lionhead Studios is currently working on Black & White 2, among other games. His so-called "god games" give the player huge, diverse worlds to interact with www.somewebsite.com populated by animated creatures with their own basic intelligence. Who better to talk to about the future of gaming, and the ways in which technology will continue to impact the industry? As technology improves, AI and interactivity horizons are expanding quickly -- almost too fast for game developers to keep up. Molyneux walks us through his ideas of the future of PC games. Peter Molyneux GameSpy: As computers evolve, game worlds have gone from simple grids to complex 3D environments, and they're growing in complexity with every generation. What's the www.somewebsite.com next step? What kinds of worlds are developers able to build now that they couldn't build last year or the year before? Peter Molyneux: The next step is we are going to have some amazing worlds. There will be worlds crafted around stories, but they'll be worlds you'll be able to anything www.somewebsite.com you want in. You've already seen that in some of the games that have been around so far, being able to do things

outside what you would normally regard as the canvas, and that could be driving a car or a plane or it could be picking up a wine glass and smashing it.

approximate, even though it's amazingly detailed. I think you'll see far more of those. You'll also see more worlds that are real living cities like San Francisco. You'll be able to walk down www.somewebsite.com every street and I think the next step is that games are able to have games set in environments that we change, worlds are able to change, characters are recognize every day in true living detail. It's able to change to reflect the way the player is certainly going to be fascinating. playing the game. And that's the thing that fascinates me is that creating gameplay GameSpy: Faster computing power means bigger www.somewebsite.com and stories that really worlds and better graphics. It also means that enable people to play almost unique experiences, these worlds will be more detailed than but also shared experiences. For example, you www.somewebsite.com ever before. Will and I may be talking at the pub and saying I just creating game environments with so much detail played this fantastic game and I just met this bad put a strain on game developer resources? In guy and I was able to sneak past him. And I may other words, do you think content creators can say I didn't meet a bad guy. I'm at the same point keep up? in the street or in the world and I met a completely different opponent. Having those Peter Molyneux: That is one huge problem unique worlds means this sort of entertainment and the industry is having to tackle that. Part of has never really been seen before. the thing is we can create a city, and it's pretty easy to create buildings. You can even render in GameSpy: And, going beyond that -- what kinds the graphics. But the real problem is when you of environments www.somewebsite.com will have to populate those cities with these squishy gamers be interacting with four or five years things called human beings. down the line? The problem is that every single human being Peter Molyneux: I think you'll see more is different -- they act different, they hold fantastic worlds, more visually rich worlds, themselves different, they wear different clothes worlds with far more AI and far more adaptive and they do different things. And that does mean AI. What's more interesting is that you will see a very big www.somewebsite.com challenge. more contemporary worlds. You've seen it Some of that challenge will be met by AI and www.somewebsite.com in games like Grand some of that challenge will be met by increasing Theft Auto 3 and even that's still pretty our art resources. Funny enough, most of the


Peter Molyneux has been in the gaming business for years, spearheading genre-busting, industry-shaping games such as Populous in 1989, Syndicate in 1993, Dungeon Keeper in 1997 and Black & White last year. His team at Lionhead Studios is currently working on Black & White 2, among other games. His so-called "god games" give the player huge, diverse worlds to interact with www.somewebsite.com populated by animated creatures with their own basic intelligence. Who better to talk to about the future of gaming, and the ways in which technology will continue to impact the industry? As technology improves, AI and interactivity horizons are expanding quickly -- almost too fast for game developers to keep up. Molyneux walks us through his ideas of the future of PC games.

able to do things outside what you would normally regard as the canvas, and that could be driving a car or a plane or it could be picking up a wine glass and smashing it.

I think the next step is that games are able to change, worlds are able to change, characters are able to change to reflect the way the player is playing the game. And that's the thing that fascinates me is that creating gameplay www.somewebsite.com and stories that really enable people to play almost unique experiences, but also shared experiences. For example, you and I may be talking at the pub and saying I just played this fantastic game and I just met this bad guy and I was able to sneak past him. And I may say I didn't meet a bad guy. I'm at the same point in the street or in the world and I met a completely different opponent. Having Peter Molyneux those unique worlds means this GameSpy: As computers sort of entertainment has never evolve, game worlds have gone really been seen before. from simple grids to complex 3D environments, and they're GameSpy: And, going beyond growing in complexity with that -- what kinds of every generation. What's the environments www.somewebsite.com next www.somewebsite.com will step? What kinds of worlds are gamers be interacting with four developers able to build now or five years down the line? that they couldn't build last year or the year before? Peter Molyneux: I think you'll see more fantastic worlds, Peter Molyneux: The next more visually rich worlds, step is we are going to have worlds with far more AI and far some amazing worlds. There more adaptive AI. What's more will be worlds crafted around interesting is that you will see stories, but they'll be worlds more contemporary worlds. you'll be able to anything You've seen it www.somewebsite.com you www.somewebsite.com in want in. You've already seen games like Grand Theft Auto 3 that in some of the games that and even that's still pretty have been around so far, being approximate, even though it's

amazingly detailed. I think you'll see far more of those. You'll also see more worlds that are real living cities like San Francisco. You'll be able to walk down www.somewebsite.com every street and have games set in environments that we recognize every day in true living detail. It's certainly going to be fascinating. GameSpy: Faster computing power means bigger worlds and better graphics. It also means that these worlds will be more detailed than www.somewebsite.com ever before. Will creating game environments with so much detail put a strain on game developer resources? In other words, do you think content creators can keep up? Peter Molyneux: That is one huge problem and the industry is having to tackle that. Part of the thing is we can create a city, and it's pretty easy to create buildings. You can even render in the graphics. But the real problem is when you have to populate those cities with these squishy things called human beings. The problem is that every single human being is different -- they act different, they hold themselves different, they wear different clothes and they do different things. And that does mean a very big www.somewebsite.com challenge. Some of that challenge will be met by AI and some of that challenge will be met by increasing our art resources. Funny enough, most of the challenges we are looking


Peter Molyneux has been in the gaming business for years, spearheading genre-busting, industryshaping games such as Populous in 1989, Syndicate in 1993, Dungeon Keeper in 1997 and Black & White last year. His team at Lionhead Studios is currently working on Black & White 2, among other games. His so-called "god games" give the player huge, diverse worlds to interact with www.somewebsite.com populated by animated creatures with their own basic intelligence. Who better to talk to about the future of gaming, and the ways in which technology will continue to impact the industry? As technology improves, AI and interactivity horizons are expanding quickly -- almost too fast for game developers to keep up. Molyneux walks us through his ideas of the future of PC games. Peter Molyneux GameSpy: As computers evolve, game worlds have gone from simple grids to complex 3D environments, and they're growing in complexity with every generation. What's the www.somewebsite.com next step? What kinds of worlds are developers able to build now that they couldn't build last year or the year before? Peter Molyneux: The next step is we are going to have some amazing worlds. There will be worlds crafted around stories, but they'll be worlds you'll be able to anything www.somewebsite.com you want in. You've already seen that in some of the games that have been around so far, being able to do things

outside what you would normally regard as the canvas, and that could be driving a car or a plane or it could be picking up a wine glass and smashing it.

approximate, even though it's amazingly detailed. I think you'll see far more of those. You'll also see more worlds that are real living cities like San Francisco. You'll be able to walk down www.somewebsite.com every street and I think the next step is that games are able to have games set in environments that we change, worlds are able to change, characters are recognize every day in true living detail. It's able to change to reflect the way the player is certainly going to be fascinating. playing the game. And that's the thing that fascinates me is that creating gameplay GameSpy: Faster computing power means bigger www.somewebsite.com and stories that really worlds and better graphics. It also means that enable people to play almost unique experiences, these worlds will be more detailed than but also shared experiences. For example, you www.somewebsite.com ever before. Will and I may be talking at the pub and saying I just creating game environments with so much detail played this fantastic game and I just met this bad put a strain on game developer resources? In guy and I was able to sneak past him. And I may other words, do you think content creators can say I didn't meet a bad guy. I'm at the same point keep up? in the street or in the world and I met a completely different opponent. Having those Peter Molyneux: That is one huge problem unique worlds means this sort of entertainment and the industry is having to tackle that. Part of has never really been seen before. the thing is we can create a city, and it's pretty easy to create buildings. You can even render in GameSpy: And, going beyond that -- what kinds the graphics. But the real problem is when you of environments www.somewebsite.com will have to populate those cities with these squishy gamers be interacting with four or five years things called human beings. down the line? The problem is that every single human being Peter Molyneux: I think you'll see more is different -- they act different, they hold fantastic worlds, more visually rich worlds, themselves different, they wear different clothes worlds with far more AI and far more adaptive and they do different things. And that does mean AI. What's more interesting is that you will see a very big www.somewebsite.com challenge. more contemporary worlds. You've seen it Some of that challenge will be met by AI and www.somewebsite.com in games like Grand some of that challenge will be met by increasing Theft Auto 3 and even that's still pretty our art resources. Funny enough, most of the


Peter Molyneux has been in the gaming business for years, spearheading genre-busting, industry-shaping games such as Populous in 1989, Syndicate in 1993, Dungeon Keeper in 1997 and Black & White last year. His team at Lionhead Studios is currently working on Black & White 2, among other games. His so-called "god games" give the player huge, diverse worlds to interact with www.somewebsite.com populated by animated creatures with their own basic intelligence. Who better to talk to about the future of gaming, and the ways in which technology will continue to impact the industry? As technology improves, AI and interactivity horizons are expanding quickly -- almost too fast for game developers to keep up. Molyneux walks us through his ideas of the future of PC games.

able to do things outside what you would normally regard as the canvas, and that could be driving a car or a plane or it could be picking up a wine glass and smashing it.

I think the next step is that games are able to change, worlds are able to change, characters are able to change to reflect the way the player is playing the game. And that's the thing that fascinates me is that creating gameplay www.somewebsite.com and stories that really enable people to play almost unique experiences, but also shared experiences. For example, you and I may be talking at the pub and saying I just played this fantastic game and I just met this bad guy and I was able to sneak past him. And I may say I didn't meet a bad guy. I'm at the same point in the street or in the world and I met a completely different opponent. Having Peter Molyneux those unique worlds means this GameSpy: As computers sort of entertainment has never evolve, game worlds have gone really been seen before. from simple grids to complex 3D environments, and they're GameSpy: And, going beyond growing in complexity with that -- what kinds of every generation. What's the environments www.somewebsite.com next www.somewebsite.com will step? What kinds of worlds are gamers be interacting with four developers able to build now or five years down the line? that they couldn't build last year or the year before? Peter Molyneux: I think you'll see more fantastic worlds, Peter Molyneux: The next more visually rich worlds, step is we are going to have worlds with far more AI and far some amazing worlds. There more adaptive AI. What's more will be worlds crafted around interesting is that you will see stories, but they'll be worlds more contemporary worlds. you'll be able to anything You've seen it www.somewebsite.com you www.somewebsite.com in want in. You've already seen games like Grand Theft Auto 3 that in some of the games that and even that's still pretty have been around so far, being approximate, even though it's

amazingly detailed. I think you'll see far more of those. You'll also see more worlds that are real living cities like San Francisco. You'll be able to walk down www.somewebsite.com every street and have games set in environments that we recognize every day in true living detail. It's certainly going to be fascinating. GameSpy: Faster computing power means bigger worlds and better graphics. It also means that these worlds will be more detailed than www.somewebsite.com ever before. Will creating game environments with so much detail put a strain on game developer resources? In other words, do you think content creators can keep up? Peter Molyneux: That is one huge problem and the industry is having to tackle that. Part of the thing is we can create a city, and it's pretty easy to create buildings. You can even render in the graphics. But the real problem is when you have to populate those cities with these squishy things called human beings. The problem is that every single human being is different -- they act different, they hold themselves different, they wear different clothes and they do different things. And that does mean a very big www.somewebsite.com challenge. Some of that challenge will be met by AI and some of that challenge will be met by increasing our art resources. Funny enough, most of the challenges we are looking


Peter Molyneux has been in the gaming business for