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'PC Gaming is Rediscovering Itself,' Says Supreme Commander Creator Chris Taylor

by Blake Ellison, Aug 28, 2008 3:30pm PDT
Related Topics – Demigod, Sonic Unleashed, PC Gaming, PC

Chris Taylor, designer of classic PC real-time strategy game Total Annihilation and president of Gas Powered Games, thinks that the PC isn't dead, but rather is repositioning itself as a different kind of gaming platform.

"We've pushed the limits of high system requirements, and I think the rate at which people are buying crazy new hardware has slowed," he commented to Gamasutra. "I think we've come out of that turbulent ten years," referring to the ten years since the advent of graphics acceleration hardware in games and its rapid progress since.

Demigod, Gas Powered Games' upcoming RPG

The next Gas Powered Game, Demigod, aims to respect the idea that most game-capable PCs are not high-end. "If you look at Demigod, it's still wildly state of the art -- in our trailer, people asked if that was prerendered or from the game, [and] it's all in-game. But it's scalable; there's level of detail [adjustment]."

Taylor was quick to credit Blizzard for creatively using in-game art to make a game visually impressive instead of relying on bleeding-edge graphics technology in games like Warcraft III and World of Warcraft. He may be crediting Blizzard for more than that: Demigod is said to be a studio take on Warcraft III modification Defense of the Ancients.

PC gaming may even go much more casual, and Taylor is okay with that. Online games found on social networking sites, like Scrabulous, are "just genius," he asserted. "We go from 10 million and 20 million people to 200 million people. Where were those 180 million people? They were there all along, waiting patiently, so they could join the fun. Now we have no excuses."





Comments

9 Threads | 27 Comments




  • I think non-console specific games have the biggest opportunity to churn out a creative alternatives. There's generally less investment, more chances for risk-taking/evolution, and amateur developers doing what they love. These things in-turn allow the market to adapt infinitely to the changing tides in interactive entertainment. For example: I think we'll be seeing soon a revolution in analogue user-input such as custom controllers for the PC, specifically made for different genres of games. Such as gamepads for platformers/racing games and light-guns for FPS shooters (especially with the onset of wide-screen LCDs flooding the market).

  • Hardware manufactorer's are releasing new hardwat an alarming rate, and in a way it is a disservice to game devlopers, because the standards move forward very fast and can be a bit misleading. This can also put pressure on gamers because they dont know whether the games are going to demand the absolute newest stuff. Game developers need to keep an eye on people's actual hardware and base their tech on that.

    While I dont think that dragging your graphics all the way down to the stone age is a good idea, games should, as a rule, scale back a few years. If they're AAA, they should also take advantage of the best hardware people have.

    I think Valave is doing a great job at this, but ironically the front end of their scaling process is flawed. The source engine is behind Unreal 3, CryEngine 2, Tech 4, etc.