
Dungeon Siege
Developer: Gas Powered Games
Publisher: Microsoft
Estimated Release Date: Late summer or early fall
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What's so high-tech about it: The state-of-the-art 3D engine and content management make a continuous and immersive gameworld possible.
When Chris Taylor's Gas Powered Games set out to expand the action role-playing game, the design team wanted to break some rules that stagnated the genre for years. To pull this off in the best way, Gas Powered built a new RPG engine to dramatically improve upon the areas of graphics, AI, and multiplayer support and created a world technology so that players stay "inside" the gaming experience. As Taylor, also the creator of Total Annihilation, puts it, "We do everything inside the game engine, including story sequences so that it keeps the player connected to the game."
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The making of this gameworld technology "has been by far the toughest thing we've ever worked on," says Scott Bilas, a senior engineer for Dungeon Siege. "A feature like this will shred any conventional game architecture, so we've had to do a lot of crazy things on the back end to get it to work. But it's all totally worth it. Once you've got a continuous world, you can really start to do some fun things that nobody has ever seen before."
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The other toughest thing about programming Dungeon Siege was handling all the content management that goes on within the game. "The smallest piece of content, or the simplest feature added, can quickly have a profound impact on the game," says Kijanka. "So, whenever we add something, we often ask ourselves, how will the engine handle 10,000 of these? What will happen to memory footprint or save-game size? The designers need to build a rich world, but we have to make sure it doesn't come on 10 CDs and requires 512MB of RAM. This is a challenge in itself."
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"We've all drawn from our experience on previous games," says Bilas. "There are a lot of ideas from Total Annihilation, Good & Evil, Gabriel Knight 3, and even hockey games in Dungeon Siege. A lot of [our] experience is the 'don't do that' variety, like 'don't do asynchronous cursor--it's hard.' Fortunately, nobody on the team has done an RPG before, so nobody was able to draw from [his or her] experience and say something like, 'don't do [that in] an RPG--it's hard.' Because, as we found out, [making an] RPG is really hard."
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