[Uni-verse] Uni-Verse Game market analysis

Martin martin at tii.se
Mon Sep 19 17:39:30 CEST 2005


Comments:

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The current games engines and massively multi-players on-line games are
however highly optimized but not as dynamic and general as a Verse solution
would be.  High execution speed is more important today than generality and
easy testing. For on-line gaming the higher network capacity demand of a
Uni-Verse solution is also a problem with today's network technology where a
big part of the end costumers only have access to modem connection. Making
games today demanding broadband connection would decrease the market
potential for the product.
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Almost all massive and online games today demand broadband connection.


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Usually it is extremely complicated to create a mod. The creator must have
the right software, technical knowledge and instructions how to put things
together. By integrating Uni-Verse the developer lets the creator use
software of his own choice.
--------------------------
Is this really true?
First, it is not extremely complicated, it is a lot of work, since you need
to produce a lot of content, and you as a end-user has to understand the
game/engine features, but you have to do that with or without verse.
Second, it would almost be impossible to use verse effectively for these
things (?!?) since verse supports sub-division surfaces, it would be very
hard to integrate it to a format that is totally proprietary. Also most of
the properties of a game engine is of course specialized for that
engine/game. Ie verse does not understand the AI etc of that engine.
Of course you could use some kind of text element for most things, but why
use verse then if you would only use a percentage of the verse protocol?
Also, the era of simple shooters is more or less gone. A specific game will
need a specific modding tool since the tools represents and handles the
game-play and specific implementation of that engine.
For example, a WarCraft III mod-tool has to be totally different from a
Half-Life II tool, since everything is different.

Actually the integration in general to a game-engine is extremely hard since
engines normally use a mixture of spatial and rendering techniques.
Sub-division in some cases, CLOD, Chink based lod etc, pure math models such
as fractal landscapes etc etc.
I am also not so sure that this will change in the near future.

/martin

-----Original Message-----
From: uni-verse-bounces at projects.blender.org
[mailto:uni-verse-bounces at projects.blender.org] On Behalf Of Peter Becker,
II
Sent: 18 September 2005 08:48
To: consortium mailing list
Subject: [Uni-verse] Uni-Verse Game market analysis

Hi Angela

A more polished version of the Uni-Verse game market analysis.

all the best
Peter





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