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LGF: Animation out, simulation in

LucasArts' Chris Williams explains how movie-effects studio Industrial Light & Magic is helping to change the way we'll play our next-generation games.

LONDON--We're all familiar by now with the concept of next-generation games. After all, we've been watching the Xbox 360 story unfold for almost a year now--great graphics, bigger concepts, more gaming genres intertwined. In all, it's about a more-sophisticated gaming experience.

Indiana Jones demo

Check out Indy in action.

But LucasArts might disagree about just what a next-generation gaming experience really is. In a talk titled "Unlearn What You Have Learned," Chris Williams, lead producer on the forthcoming and as-yet-untitled Indiana Jones game, outlined just how the next-gen gaming experience should be fundamentally different even from what we're seeing now.

The basis of this experience stems from a George Lucas vision and the bringing together of LucasArts and movie-effects studio Industrial Light & Magic, responsible for the stunning visuals in films such as War of the Worlds. The two companies have been working for the past 18 months on a piece of technology called Zed, a toolset for creating content for next-generation platforms.

The combination of the two sets of experience is, according to Williams, having a very positive impact on working practices. "ILM can achieve this impossibly beautiful, incredibly graphically advanced look, but it can take forever to achieve, like on Pirates of the Caribbean when it can take hours, if not days, to render out a single frame. What we're finding in working with them is that, because they have this level of knowledge, we can work back from that to something that will run at 60 frames per second on the PlayStation 3."

As well as learning from the way that films are made, for example the progress being made in facial animation, it is giving LucasArts the capability to leverage ILM-like effects within games.

But while this can lead on the one hand to games that are pretty to look at, LucasArts wants to go a significant step further. Since the beginning of the development cycle for its next-gen games, the people at LucasArts have been working with a mandate. This sets out a vision to revolutionise the character and story elements within games, to fundamentally change the way we play games, and to invest in the technology to make it all possible.

The result of that work is the deemphasis on animation in games, by far and away the most common way that games are designed today, and which, in Williams' eyes, constrains the gamer far too much into an 'on rails' experience.

Instead, LucasArts is developing a simulation system of development, in which the physics around a gaming world is fully developed, and the characters are given individual sets of motivations, detailing how to act in certain environments and situations.

This leads to a more 'on the fly' approach to playing through games, because there are no really scripted situations, and even short sections of gameplay will never execute in quite the same way twice.

In some video demonstrations shown in the session, we saw the way this can manifest itself. One sequence, taking place in the forthcoming Indiana Jones game, had our hero fighting bad guys atop a cable car. In the demo, the only scripted event was the motion of the cable car itself--the actions of the bad guys, who were driving up in trucks and jumping on to the cable car roof, were all simulated instead.

This means that, although the situation in any two versions of the sequence would be the same--Indy fighting bad guys on the roof of a cable car--the way in which the action plays out never is. In fact, Williams was happy to pronounce that, although he'd seen this particular set of events played out a thousand times already, one thing happened that even he'd never seen before--a thug was about to jump across from the back of a truck when a cable car coming the other way smashed into the truck, taking away his platform and thus his momentum. He jumped just in time to avoid the oncoming cable car, but with no leverage, he didn't have the legs to make it to Indy's.

Making that kind of feeling possible requires more research and development into establishing a realistic physics model, and as a result, LucasArts has partnered with a number of companies to make this possible, including Havok, Natural Motion (with whom it has developed new technology called 'Euphoria'), and Pixelux Entertainment.

Further demonstrations displayed the effects on what's called digital molecular matter, a rather technical name for simulating the destruction of various types of material. At the moment, when an object is broken, there are two versions of that object that exist. The original object and the 'broken' one--when you drive a car into a fence, for example, the initial object is replaced quickly with the broken one, which fractures in exactly the same way every time.

Williams demonstrated the new focus on realistic material, showing how this physics allows for materials to splinter like wood, dent like soft metal, crumble like stone, or shatter like glass--or even a combination of them.

Combining the simulation of characters and resulting variety of artificial intelligence responses, with the truly destructible environments that are enabled by DMM, is what leads to this new style of gameplay that LucasArts is chasing.

The first results of this work should be evident in the upcoming Indiana Jones game, although no release date has yet been announced. We'll bring you more on that and how the gameplay is shaping up as it becomes available.

84 Comments

  • Wozmcfc

    Posted Aug 10, 2008 2:44 am PT

    It sounded good but then I watched the Indiana Jones demo and I lost all interest.

  • SonOfSparda018

    Posted May 26, 2008 12:14 pm PT

    When is this game coming out!?

  • 623482

    Posted Apr 3, 2007 2:31 pm PT

    GTA IV uses Euphoria. And Euphoria, i think, uses Endophin, which is a dynamic motion synthesis software system. In other words (that don't me sound like a nerd) you can ren-act or simulate animations in real life Physics, where the models are effected by gravity and what have you.

    I ain't here to promote, but heres a link to Natural motion. theres alot of info on games etc there. (more on how they are made)

    www.naturalmotion.com

  • firebreathing

    Posted Jan 21, 2007 2:52 pm PT

    From what I've seen from a more updated demo, this looks to be pretty cool. Materials actually break accordingly to where you apply force, animations are actually realistic and such. I haven't seen them inplement fluid physics (water and such), but other than that it seems to be pretty solid. Only questions I have is how well it'll be optimized and how efficiently it will be able to run on consoles. Maybe now we will actually see boroken bones and such instead of "rag doll". I remember playing UT2004 and wishing instead of just running over the players they'd actually react realisitcally to getting hit by the vehicle.

  • Greydawg

    Posted Oct 11, 2006 12:19 pm PT

    I don't know about any other games using this...technology? Engine? Model? I'm not sure what to call it now. And I love Star Wars, but every SW game never seems to depend on an engine to be good or bad, so we'll have to see.

  • thebuft

    Posted Oct 10, 2006 4:31 pm PT

    i'm excited about the star wars game they are supposedly working on with this engine.
    OXM said that a darth vader based game would be coming out 2007 using the smae engine as indiana jones.
    i cant wait

  • Smo17

    Posted Oct 9, 2006 7:04 pm PT

    I see the great potential in this technology, but the video it used did a horrible job of explaining it. The video made it look like it was simply poorly done ragdoll physics, but the reality behind this seems, to me at least, to be the creation of realistic AI and, in general, unscripted action allowing the player to be fully emersed in a game that is never predictable, like in any other game where you learn over time the way Enemy Type A works, so you know exactly how to kill Enemy Type A every time you encounter him. This will keep you on your toes and you'll never know exactly what to expect.

  • firebreathing

    Posted Oct 9, 2006 6:10 pm PT

    Yet again, George Lucas is trying to ruin something good that we have going. Let the developers do their job, quit being a greedy leech and stick to ruining your movies not our gaming experience. In regards to the trailer, a lot of the punching looked like it was being done in slow motion and I didn't see anything that our multi core cpus or ageia can't handle.

  • Greydawg

    Posted Oct 9, 2006 8:13 am PT

    I agree. I'm not saying it's BAD technology, but it's just like putting a little salt on a good steak------it doesn't make a crappy steak taste good, it just makes a good steak taste a little better. In other words, if the game itself looks like these previews, I don't think any amount of non-scripting or physics specialization will make this game go from being ok to being revolutionary...

  • senjutsu

    Posted Oct 8, 2006 10:09 pm PT

    good looking physic engine! I hope they put a lot more to the game then only boosting physics though.. I mean, he just punched the same move again and again, the only difference was the manner they break their bones or hit something or fall from somewhere.... they should pu a lot more and the combat, if it's mainly hand-to-hand at least.

  • alimn1984

    Posted Oct 8, 2006 3:10 pm PT

    What do you mean by "Animation out, simulation in"

    This topic is completely funny(wrong)

    Simulation does exist since long years a go but now It's more complete.
    And Simulation is one of the Animation tools.

    These are all Animations,,,Programming, Animation(Computer Graphics) and etc Or in another word CG and IT are making our games...

    Developers are making their games by the help of today softwares and hardwares ...and Simulation Option is one of those certain options that all new great Animation Softwares have.

    -Regards

  • Stickman116

    Posted Oct 8, 2006 12:28 pm PT

    This game looks and moves terribly. Physics are terrible and the animations and reactions are so floaty and fake... Please make it better.

  • _Sam_

    Posted Oct 8, 2006 12:10 pm PT

    I forgot about this game

  • dragonrul55

    Posted Oct 7, 2006 5:08 pm PT

    Must...Know...Release...Date...!! This is going to be really awesome!! So Awesome words can't describe it!!

  • SLIM10480

    Posted Oct 7, 2006 8:25 am PT

    this is a great thing that these guys are trying to do. i really hope they can fully pull this off. if this happens then we are looking at the future of video game development.

  • jaefrmbk2k

    Posted Oct 7, 2006 8:01 am PT

    jesus

  • mastermind89

    Posted Oct 6, 2006 10:02 pm PT

    teknocrack and Shiftus seem to have grasped this point entirely. just after reading this article im hyped up for these games. Knowing how intimate a connection people can grow with characters ( mine were god of war and RE4) different, new and inivative interactions with each scenario sounds like the best concept i've heard of in years, next to the wii

  • teknocack

    Posted Oct 6, 2006 6:06 pm PT

    Obviously, xts3 has missed the point entirely. If this kind of design philosophy takes hold (and it will), then the random factor will be the players, and not the random selection of canned sequences that developers use today.

  • xts3

    Posted Oct 6, 2006 12:18 pm PT

    This technology won't be a big deal, the complex interactions must worked out first it will take a long long time before it will be interesting.

    Fact is you get different games everytime in a multiplayer game with REAL people. Unless you can artificially generate captivating stories and sequences with the voice acting, action and dialogue to go with them in real time I doubt this will have a serious effect other then "different sets of random bad guys come at you every time you play the level" this is no different then some games that throw random sequences of enemies at the player.

  • Shiftus

    Posted Oct 6, 2006 11:55 am PT

    Okay, for Martyr and Greydawg...

    So you really don't see how fantastic this technology is? You don't think that the ability to play through sequences in different ways every time is exciting? Even on a most basic level or scenario, the technology has given that game greater longevity and challenge than if it had been created using pre-set animations. For example, who's to say there will always be a clear-cut, obvious method to beat a boss governed by Euphoria coding when that boss enemy can react on the fly to changing situations and keep you on your toes? Think of it this way- for the first time in a long time, developers like LucasArts are creatively thinking of ways that the software itself can be revolutionary, instead of just the hardware.

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