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MMRPG’S & MOTION CAPTURE (MASSIVELY MULTIPLAYER ROLE PLAYING GAMES) By Isaac Tingey

Mmorpgs and motion capture

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MMRPG’S & MOTION CAPTURE(MASSIVELY MULTIPLAYER ROLE PLAYING GAMES)

By Isaac Tingey

BRIEF HISTORY

MMRPGS (Massively Multiplayer Role Playing Games) these are games that are played

socially online with friends or strangers. These types of games allow you to create

appearances and personalities for your character within a fantasy setting. You walk around

trying to survive and to pick up skills and weapons to increase your characters stats. Many

forms of the genre have been created over the years but the the first to hit our slow old

computer screens was Never Winter Nights in the year 1991. The next leap from this game

was ‘Ultima online’ released in 1997. And let but not least we have what is arguably the

biggest game ever made ‘World Of Warcraft’ released in 2004. There were other releases

such as EVE and Runescape that were both played on a massive scale still to this day but

these 3 seemed to be the peak of the genre throughout the years.

NEVER WINTER NIGHTS

Never winter nights was the very first online game to start of

the MMRPGS craze. although this game was the birth of an

era it had its major downfalls. Due to the computers available

when this was released the speed of the game was very slow

and the graphics were very pixelated. The game run at 14KB

a second and was 2D. even though the graphics were 2D

they gave off a 3D illusion in some of the graphics by using

layers and shading. The games background story followed

from the board game ‘Dungeons and Dragons’ It was the first

online digital version of the popular board game. When

combat occurs gameplay switches to full-screen combat

mode, in which a player's characters and enemies are

represented by icons which move around in the course of

battle. That was the closest to getting real life action due to

computer speeds at the time. Neverwinter Nights was a co-

development of AOL, Stormfront Studios, SSI, and TSR.

Even though this was a break though for online games the

scale of people playing it was still very small because the

access of computers was much harder than the present day.

The capacity of each server grew from 50 players in 1991 to

500 players by 1995 and the game peaked at only 115,000

players online at any one time and 617,000 hosts in total.

ULTIMA ONLINE

Ultima Online was the next big step within the

MMRPGS. With a improvement of up to 56Kb modem

speed per second it was an improvement from its

predecessor. the Online community was slightly larger

to with a peak user stat of 250,00 and a whopping total

of 19,540,000 hosts. The game was made by origin

systems and electronic arts. Ultima Online was The first

MMORPG to reach the 100,000 subscriber base, far

exceeding that of any game that went before it. Ultima

Online continued the tradition of previous Ultima games

in many ways, but due to advancing technology and the

simple fact that it was Origin's first persistent online

game, there were many new game mechanics as well.

The games graphics were better than its predecessors

due to the computers available at the time and the 2D-

3D perspective was better than ever. they angled the

view of the game in a special birds eye way to show

structures along with people in the perspective of flying

over them. It was much better and easier to portray the

3D illusion this way than doing it POV face on.

WORLD OF WARCRAFT World of Warcraft was released in 2004 with a uprising of

staggering 1billion hosts to date making it the biggest online

game ever made. By 2004 the age of computers was

advancing quick and the game was allowed to run at a

increased speed of 1000KB a second and was one of the first

MMRPGS to use 3D graphics. The peak amount of users was

recorded at 7,000,000 users at any one time. The development

company that produced and made the game was Blizzard

Entertainment. since the release of the game they have

released two other versions which include different worlds and

extension packs e.g more weapons and costumes. The game

is all online and the map goes on for days. The user interface

for this game was a risk as it changed the normal birds eye

view that people were used to playing in the past and changed

it to a 3D perspective in a POV angle. Due to the amount of

sales it was a risk worth taking in the end. As you can see in

the image on the bottom corner you can see that there is high

amounts of buttons and text shown, the game takes a long

time to get used to and is very complex on what you can do

and play with. due to the high extent of features this is perhaps

why it was so popular, as there was so much to do within the

game it resulted in people never getting bored. The game got

to point were some people couldn't stop playing it and would

be on the game for days and described iras some sort of

‘addiction’ and ‘drug’.

https://www.youtube.com/watch?v=vlVSJ0AvZe0

DIFFERENCES IN MODEM

SPEEDS OVER THE YEARS

MOTION CAPTURE FIFA 13 - 3D HEAD SCANNING

The capture lab at EA sports HQ came up with a

new idea on how to capture as much detail as

possible within the game. This was called 3D head

scanning. The process would be set up by placing

18 cameras rigged in a circle of this dome which

would surround an athlete sitting in a chair. Giving

a 3D perspective view of the the players head.

With this process giving off higher detail you are left

with a higher expectation and standard for making

them look and move like real life. Humans are all

experts at noticing things when they are slightly

wrong or out of place, this could be from a facial

expression or the way someone is walking, so

making them seem as realistic as possible can

become a more challenging exercise for the

animators. When all the photos have been taken

they are sent into the fifa artists where the refine

the models and touch up on things like the finer

details of the hair as the programme cant pick up

every little detail of the face.

MOTION CAPTURE FIFA 13 - MOTION SUITS

Motion capture is a much more time

efficient and professional way of doing

animation. How the suits work is a set

of players would get suited up into

these black latex ‘Morph Suits’ with

20-30 reflective balls placed on the

joints and main body parts. These

players would act out scenarios within

a football game and they would be

recorded and transferred into 3D data

into a skeleton on the computer and

then that skeleton would be

transferred to the fully animated

characters. The players simulate

things like ball control kicking and

celebrations to make the game as

authentic and fun as possible.

HTTPS://WWW.YOUTUBE.COM/WATCH?V=V4M-QZL0YQW

SOURCES • http://en.wikipedia.org/wiki/

• http://eu.blizzard.com/en-gb/

• https://www.youtube.com/watch?v=V4m-qZl0Yqw

• http://www.digitalspy.co.uk/gaming/news/a433631/motion-

capture-in-games-behind-the-scenes-in-total-war-splinter-

cell.html

• http://www.easports.com/fifa/products