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Criminal Enterprises

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We are currently at the seventh generation of gaming consoles and there is probably only one last remaining generations of traditional gaming consoles to be had until developers become exclusive to personal computers.

In each console generation there has been a significant jump in all aspects of performance and capability from RAM to memory. As the games grow in complexity the amount of physical labor involved in developing the game also increases to meet with the demands of consumers.

At a certain point it will become infeasible to hire the number of people required to create a game that will meet the performance demands of these super powered gaming computers of the 2010s and 2020s. So instead, the process of game development will be automated as much as possible. All the redundant objects in the game such as plants, none-player characters, buildings and other living structures, furniture, roads, and geological formations will be constructed automatically with basic creative decisions left up to a few humans. Similar to what the Crysis engine has done to make islands that are procedurally generated with near-photo realistic details is what future developers will do to make millions of square meters of urban development. Infrastructure in real life has many rules and as these different elements of infrastructure grow around each other they form a very organic and believable setting. These same rules can be programmed into a computer so it can automatically construct a city within certain parameters.

Mogul City is a setting that is designed literally from the ground up. Artists, geologists, and city planners design a land mass that might be ideal for a metropolis. Then they bring the land mass to an artificial intelligence guided by a few humans to generate streets, sewers, buildings and every detail within, signs, businesses, factories, power lines, and all manner of other structures based on the simple rules. The humans are there to make adjustments and other purposeful design choices which will appear at specific moments within the context of the story. See here for a modern day example of this bleeding edge technology: [link]

What this means is that every building will have an interior. Every building will be different. Every building will be destructible. Every stick of furniture will be destructible. Electricity, water, and gas will flow into these buildings through conduits that would pass inspection in the real world because they follow all the rules of architectural design.

This map of Mogul City is a midget compared to what will be possible in the late 2010s. Mogul City is only an example of what you can expect from the next generation of games. A map of a complex city complete with sewers and every building destructible and fully explorable interiors 4 times the area of Liberty City from Grand Theft Auto 4.
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Comments6
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CoreyAMurray's avatar
I can't wait for this new technology