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Generative Art, Games and the Future

As you may have discovered from a previous post I have a deep interest in generative art (algorithmically generated systems) and material computation.  A few of the most commonly used applications that allow folks, especially artists from all walks of life, to create art and interactive works are Processing, vvvv and MAX/MSP.

In experimenting with organic structures and particle systems, I’ve had the good fortune to receive some advice from Kristopher Collins over at rgb.nu whose Configurator application and other projects are brilliant mosaics of generative art.

Among others of our ilk whose research extends beyond the artistic, Alisa Andrasek of biothing is well known for her work in computational systems for design, and (among other things) experiments with genetic algorithms in the manufacturing of materials.  Of one of her projects, L-Garden, she had this to say about it (from “Transitions in L-Systems” by Geraldine Sarmiento)

“This project engages the yet to be explored potential of computational ecology. Protogreen is a garden in the machine - a meditation on a possible universe populated with specimens of a looming new kind of nature - ones that perhaps resemble a new kind of architecture, a new kind of landscape. So-called “natural” and “artificial” are not so distinct any more. This genetically engineered ecology operates as a flat and beautiful version of a possible world - an environment that actualizes itself in a foreseeable future in which computation becomes increasingly ambient, dispersed, and ever present.”

This is a fantastic notion that, if we extend to the world of game development, provides us as game developers the potential to affect the development of real world materials and processes.  There has been a great deal of research these last several years to build generative techniques into game engines from 3D objects (whole cities being generated on the fly) to textures to animation systems.  All of these are being generated at run time, with no human input.  It is this research and development through which game developers have a chance to actually improve the human condition beyond that of providing entertainment, by sharing the techniques discovered or by developing applications that use these algorithms to help advance the state of architectural and materials development.

(I would be remiss here if I didn’t mention the Demoscene as having a significant hand in advancing the art of generative techniques, so feel free to check out www.scene.org, www.demoscene.tv and www.pouet.net for some excellent examples.)


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What is Good Player Retention?

I saw this post over at The Daily Grind that asks the question, “what is a good player retention level”?  In the world of MMOs, we’re talking about players that stay around and keep playing (and paying for) your game.  I thought the question rather odd and thought the answer somewhat obvious - any number that gives you positive cash flow.  While a break-even number would be considered good (even great) in some indie MMO circles, the number of players retained that allows you to continue supporting and growing the MMO is naturally the best situation to strive for.

But that’s a simplistic answer at best.  Depending on who owns the IP, who the investors are, what the corporate structure is and what the business plan calls for are all factors in what the individual company would call “good player retention”.  Wouldn’t you also want tons of cash in the bank for future projects?  Expanding the team?  Growing the company?  Yes, yes, and yes.  So I would suggest that the answer to the question is subjective, with the real answer closer to “as many as you can retain”.

Jerry to the Rescue

With Vista having taken a massive hit in sales, and the Apple ads as funny (and effective) as ever, Microsoft has finally gotten around to thinking it should get in the fight.  Enter Jerry Seinfeld who, along with good ol’ Bill, will attempt to transform bad press into good.

Now my personal experience with Vista was less than stellar and I had to downgrade, like many others, back to XP.  I found XP to actually be a little quicker on my high end workstation (implying I had plenty of horsepower to feed Vista) with a lot less issues.  Being a developer, I naturally have more than the average user’s list of installed applications that unfortunately caused Vista to crash quite often.  The reduction in productivity grossly outweighed the “coolness” factor of Vista.

So, will a massive marketing push make me think twice about upgrading again?  No.  If there’s another service pack…maybe.  I simply can’t afford to spend the time upgrading and patching all my apps in the hopes it all works.  Can you?