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I-Story on Game-space ID: brilbear
Occupation: Director of cocoa beans
Deployment: The Great Chocolate Factory
Appearance: suspiciously reminiscent
Distinguishing features: particularly noticeable in the winter in a forest in the jacket turned inside out "Alaska"

An anonymous insider wrote a novel in short stories and essays "Gameriada" without even knowing that it has read.

Remembering the future Part 1


Remembering the future

Part 1

Many years ago, somehow suddenly come XXI century, he reveals the world understand that "the future - has arrived." For me as a representative of the generation that grew up on tales of the 80's, the advent of the era of computers and all connected with them, including virtual adventures and a global network, was the very embodiment of this fiction, which dreamed of in childhood and adolescence.

Parish 2010 First, in the opinion of the majority, has left behind the first decade of the new century (many people still naively believe that in January of 2000, they met another stormy Century). However, whatever was in fact a good reason to look back and assess the ten-step evolution of one of the areas fantastic today - computer games

What happened all those years with people on this side of the market of video games, many still remember, many will never know, but many, by and large, this is on the drum. But few have heard that it was there all the time, in the crucible of the gaming industry - from developers themselves. What are the joys and challenges they worried that it was important to them and on what they laughed, then waited, and then afraid.

Russia game industry, despite its characteristic differences from the Western U.S., in many respects is still similar to its more serious and older brothers. Therefore, scenes from her life to a large extent reflect all characteristic of the world igroproma. And only the Japanese studio, as true representation of alien technology does not fit into the usual formula, we create virtual stories.

The year 2000 came in the full bloom of a rare (if there at all possible) in our time "fans developer 1". Computer games (and they then in fact they were in contrast to those who are naive to such a view) literally sat for days and nights in the studios, fired with pleasure his eyes and the brain monitors, archaic, the grass, not moving away from the keyboard and mice, cheap plastic "dinner" and were ready for years not to think about some 'mythical profits from sales, content with the usual at that time salaries.
gameriada
Though personally, I have embraced this enchanting industry only in the early 2002-th, I was lucky to find a time when zasizhivaniya at work to pass some sort of end with rare versions of pizza and otsypaniem five together in one corporate couch was lucky to take part in noisy gatherings , where several times a week, decided the fate of the world game, where the move invented features, characters, plot. It was not that of insanity, which is now called "design-document" and "Business Plan". You could simply create, invent and "tear". Should not have to have a project manager or the Chief Designer, so you could say "let's ...", so your idea swept to the head of the discussion, beginning her to embody the next day. In those days, every Big Boss (BB) - usually the financial director of a studio or even like her boss - to a large extent understood not only in the new for all the intellectual and media business, but the gut feel of the gaming market trends, the needs of players and secret desires of investors feel like characters in fiction books. For only they, on the submissions of the townsfolk of 2000-ies, to the "you" to communicate with computers and rule over those who understood this better than others. In addition, a routine occurrence, each BB could easily descend from heaven to developed in the studio and practical advice to help its igrodelam stick to your game what new-fangled trick peeped competitors to growing together in force Slot exhibitions.
gameriada
And there was something to rejoice. Golden Age Igrostoya - that's how I would call it. If you please, if anyone of you with me in this to disagree? American McGee's Alice, Baldur's Gate II, Deus Ex, Diablo II, Final Fantasy IX, Hitman: Codename 47, Homeworld: Cataclysm, Icewind Dale, Might and Magic VIII, Resident Evil, Rune, Sacrifice, Sims - someone has galvanized this short list of releases of 2000?

Russia also does not dwell "in the mist": alone Corsairs and damned of the earth may already have to war for the hearts of true gamers. And they are not lost!

Then it was not worse: Anachronox, Arcanum, Black & White, Civilization III, Fallout Tactics, Final Fantasy X, Gothic, GTA III, Legacy of Kain, Max Payne, Wizardry 8 - year 2,001th.

Well times! But these lists are hit far-far from complete.

Domestic developers (and neighboring countries) is also, apparently, did not sleep: Rig 2, IL-2 Sturmovik, the Cossacks.

In those years, could actually find work in geymdeve, having published novels, earned 2D-or 3D-Award "Dominance War" 2 or a fully working demos autograph game engine. To do this, it was initially only able to contribute something useful for the project, but the desire to self-development through the design, not to be useless sinker in the busiest days, and with a clear conscience screaming with joy at the moments of triumph. Although, by itself, without a share of pretty good luck had nowhere to go. Studios were not enough, they were hiding in basements humanized yes faded buildings, the Internet was a wonderful application to rare back then personalkam and magazines are not particularly spoiled with stories about the life of ordinary igrodela.
gameriada
And the studios themselves did not grow like mushrooms after a warm rain. Domestic industry owes much to the origin of well-known in the old days, manufacturers of pirated products, many of which have grown from sales of Chinese shoes. Although there were among those honest "samodelkiny" 3 who, through their labor (but more tenacity) got out of the studio-yourself in the kitchen, having risen to this game office.

From technologies in the years to fight even though it was not easy, but fun and pleasant. Modelers polygonal worlds and characters into all-pervasive enjoyed the arrival of more or less decent 3D-graphics in the game, seeing the need to do something grander 1000 triangles in the model. Figures were moved by the heroes of all its joints in one piece and not separate the parts hands and feet, like a real puppet dolls that before. These recently some incredible things, like the eyes, some fingers, teeth and hair zamodelennye with large parts of costumes enthralled all the participants of the madness that was called "Development of a computer game."

2D-artists to develop more in 19 (!) Inch monitors (just a standard CRT 4) with flat (!) Displays, which are behind thick glass in white image looked through the thin metal filament - to hold the stability of the image. And the other artists were happy to play the development of graphics tablets and care from drawing on paper or cardboard.

Programmers only keep up with technology and DirectX 5. The revolution occurred in 2002, he reveals the world our good old DirectX 9, still in use today, albeit in a somewhat improved version. Established Shaders 6!

Since then, the race for the re-establishment of realism in games has become unforgiving. All that straight animated picture - the play of light, the repetition of these materials and reconstruction of weather effects, with the help of programmers has become available the creators of games, well, and then by the players. However, the last of the naturalistic and dynamic picture since then has continually shell out. "Beauty requires sacrifice!"

Start-tion in 2000 was marked by the emergence of grace fields for ambitious people, eager to make their games. They are, surprisingly, was not so much as today. But, as today, they not only did not have any slightest experience in development, but had no idea how to do this will exert forces.
gameriada
They found the same crazy-minded people and create teams that, with due diligence in the beginning of the road, we managed to breed such as inexperienced and novice publishers to loot the funding of their paranoia. Most of those lucky people could grow up to the status of the studios and even then a long way before the release of his "dream". For a great dream, it is capitalized, managed units. Others were able to create a great Atstoy. And that was plenty of reasons of which I am already lucky enough to tell you.

Because of an unexplained shortage of ideas for the start of funding, and hence the game's development, it was simply banal courage and applied for her design document, a magical notebook into the cell, which contained all the ideas, plot, characters and game described location. There had been prescribed the most advanced formulas and mechanisms of events, but also comes with the bundle of sketches of heroes, but crooked scheme of the interface.
gameriada
But those who worked sincerely, in full force and constantly evolving in his craft, not only were able to bring his creation to the final, print titles and selling them in stores, but also later managed to gather around their draft army of admirers, journalists and rave reviews decent, by local standards, the fees from the sale.

Games Press is still having some kind of exotic, finally gained weight, the large army of clients and somehow suddenly drew a sharp attention to the game developers themselves. Now the paper editions are not so much an arena for honest and objective reviews and previews, as advertising platform for future games, and for the future Atstoev disguised hits. But online media for a long time to resist the onslaught of both PR-managers, and developers and their publishers - no matter what the network reporters have written, but the whole truth, they do not hide the womb - all expressions of players on the forums are not clean and not concealed. Began to appear the players that, before you buy a gift boksike in plastic, covered with cellophane, were waiting for assessments of game sites and most of forum community.

Separate multiple phrases you can write about game piracy. In the early 2000-governmental download ISO-images from the Internet was not made uncomfortable. Small, even within the limits of Moscow, speed and cost of traffic did not allow them to compete with the beautiful and rich merchants drive trays scattered in all markets. They were not deprived and big stores. Beautiful cover and the opportunity to put the game on the shelf after its passage gave additional advantages. Another quite decent localization and an additional service to exchange discs were purchased as a bonus. Only growing local distribution network and a CD-drive (for DVD games have not yet been taken to print - missing or less) hit the pockets of both editors and pirates.

In 2002 th and 2003 and it saw the world a little smaller hit than before, but they still remember: Devil May Cry, Disciples II, Dungeon Siege, Hitman 2, Icewind Dale II, Kingdom Hearts, Mafia, Morrowind, Syberia, Warcraft III. And then: Call of Duty, Gothic II, Homeworld 2, Master of Orion III, Max Payne 2, Silent Hill 3, SW Jedi Knight. Native fatherland remember Pirates of the Caribbean Sea and Space Rangers. Хотя, снова эти списки не полные, а лишь призваны напомнить многим то интересное время.

Мир начал принимать серьезность разработки на игровые приставки (Японию снова в расчет не возьмём, там не так, как у всех). Помню, как первые специальные версии XBOX-ов (не 360) для разработчесских студий привезли к нам. Шикарные серебристые ящички с сетевым интерфейсом и расширенной памятью доставили нелегально: в мире всё ещё существовало эмбарго (запрет) на ввоз в Россию и другие опасные для Запада страны высокотехнологичных изделий, с помощью которых, вероятно, можно было подорвать оборонный щит стран NATO. Ресурсов на этой консоли катастрофически не хватало, поэтому в разрабатываемой игре пришлось жутко всё оптимизировать, в отличие от первоначальной версии чисто под Персоналку. К счастью, на уровень графики это не повлияло, поэтому благодарности игроков не было предела – всё работало без тормозов даже на слабых машинах. С тех пор я всех без устали убеждаю: всякая работа над играми под консоли идёт всей команде только на пользу. Потом, чтобы вы ни делали, у вас будет привычная самодисциплина с планированием сроков и ресурсов, да и после опыта контактов со строгим и дико придирчивым издателем вам все остальные покажутся просто благодетелями.

Все более-менее заметные и приличные игровые релизы российских студий (и сопредельных стран) уже ближе к середине последнего десятилетия сумели привлечь к себе не только дополнительные внешние и внутренние инвестиции, но и интерес иностранных игровых издателей. Так и наступил новый этап развития отечественного игропрома.

To be continued ...

1 - (англ. fun ) - удовольствие от самого процесса, а не только от результата.
2 - международный конкурс по игровому арту.
3 - Самоделкин - робот и мастер на все руки, сказочный персонаж детского журнала «Весёлые картинки».
4 - (англ. Cathode Ray Tube ) - мониторы с электронно-лучевой газонаполненной трубкой (кинескопом).
5 - набор математических функций, разработанных для решения задач, связанных с игровым и видеопрограммированием под Windows.
6 - (англ. Shader ) - программа для графического конвейера, используемая в трёхмерной графике для определения параметров объекта. Включает в себя описание наложения текстуры, освещения, отражения, преломления, затенения, "объёмного" выдавливания и различных эффектов использования обработанного изображения.
10 февраля 2010 г. / freestylez

Super smile.gif Как всегда очень интересно, и картинки классные и смешные smile.gif

10 февраля 2010 г. / stalin847

Класстно, спасибо (я подсел на игры только где-то 2002-2003), очень интерестно, жаль прошли те времена, когда творить можно было в полную силу........... await further

10 февраля 2010 г. / Montolio

To: stalin847
поздновато подсел)

10 февраля 2010 г. / ShuAnS

хе, что-то новенькое, прикольненько)

10 февраля 2010 г. / tikx

super

10 февраля 2010 г. / Luxa4

Thank you!

10 февраля 2010 г. / LightRevan

Здорово, автору большой плюс, пробил меня на ностальгическую слезу, картинки как всегда улыбнули, вот только не пойму как он забыл упомянуть такие шедевры как "Alien versus predator" и "Severance blade of darknes", про CS 1.5 вообще молчу. Хотелось бы узнать о самом авторе, кто он, в какой студии работал и к каким играм сам причастен, потому что люди пишущие такие статьи не должны оставаться "неизвестными авторами".

10 февраля 2010 г. / Rabinovich

Да уж, прошли уже те времена когда игру делали разработчики, а не списки продаж. А жаль...

10 февраля 2010 г. / MrBean

Хм, неуместная ностальгия, это прогресс, мы эволюционируем, и с этим нельзя не смириться. По мне так "поучаствовать в галдящих собраниях, где по нескольку раз в неделю решалась судьба мира игры, где на ходу придумывались фичи, герои, сюжет" мягко говоря бардак, а порядок нужен во всем, особенно в такой ответственной сфере как игроиндустрия.

10 февраля 2010 г. / MrBean

Rabinovich
а вот с тобой согласен, игры в те времена делали на совесть, не как сейчас - каждый четвертый продукт - очередной проходняк.

10 февраля 2010 г. / artist27

Yeah ... автар реальную тему поднял!!!

10 февраля 2010 г. / brilbear

MrBean
Про "галдящие собрания - бардак"   - согласен на 100% и неоднократно подпишусь под этим термином. Но тогда это работало . Теперь так не пройдёт. Это повод для исследований теоретиками.
(Если почитать историю космополётов - также креативили первые советские спутники и аппараты "с людьми". И оно всё летало ! Был фан и слава. Теперь такую индустрию (космос) ни одно государство со всеми своими средствами само не потянет. Это тоже повод для исследований теоретиками).

10 февраля 2010 г. / LightRevan

To: brilbear

+1

February 10, 2010 / Vogusar

As always, stories of interest.

Z.Y. If the author reads коменты, what studio you work?

February 10, 2010 / hellbaron

In the title of the article. apparently inspired series "Flash Forward" ...

February 10, 2010 / MrBean

To: brilbear
agree. what used to be games in our time does not play, but a full-fledged business. the same applies to you, given the example of kosmopoletah. and everything is changing over time and becomes a bit more serious, it is, once again, evolution.

February 10, 2010 / RavenCrowleR

The identity of the author remain behind the scenes, the questions on this topic is useless to ask. If you even slightly think about it, you'll realize why it is done and why it is better.

February 10, 2010 / NEdovolen

Beat in the crotch with a reversal for such treatment with the pictures .....

February 11, 2010 / RogerWilco

It is strange that the author did not mention Age quests
It is strange that the author did not mention Eru modostroya
It is strange that the author did not mention about Sega, Dendy, cat. had a great influence on Russia's players, yes, yes, even though Japan
It is strange that the author did not mention not *** RAL DLC and addons called Sequel

In general, the place of creativity, there are now only in bydlorashke to establish their own home-just no opportunity.

Yes, and if in 17 years you did not go to university, where to teach programming, photoshop, 3d max, I think your life is no longer associated with their favorite thing, for 26 beginner 2dmakser tries nobody needs.

But in general, think of the recent Indy game, Brain, World of Goo, VVVVV, Lucidity, Downfall. There is still a place creativity.

I'm not talking about fashions, HL2, that left ash in 2004, still serves as a starting point for many developers, because modostroenie.

And the monsters creative yet extinct, though it is a moot point, because many batthernulis from the rules of modern marketing.

Remendy, BioWare, Valve, infinity Ward, Rocksteady

Although the strain of the fact that not a single publication or foreign, to the domestic, which would not be bribed. Even on the forums can not pologatsya level fanboystva, even not shkoloty, rolls over.

Also, here it was about:

participate in a noisy gatherings, where several times a week, decided the fate of the world game, where the move invented features, characters, plot





сделать свой мод, меня поймут. I believe this formula is still working, because only in disputes may come up with something worthwhile, who has ever tried to do my mod, I understand. Although strict management is also needed, remember the deplorable situation Disciples 3

Pro evolution does not agree, a game industry is moving towards cinema. Where advertising and marketing designed to doping buyer under chomp popcorn, but not create a product under mass of users. Although the concept of "mass buyer" too controversial. After the recent Dragon Age (PC version) is not yavletsya mass product, it is hardcore and difficult, and yet it sold 3, 3 million copies + piratka. servants Uncle Vasya and zaadrot Petrov not so different people

February 11, 2010 / brilbear

hellbaron
Article title borrowed from Erich von Denikena from whom, and "Flash Forward" borrowed. Just name a good idea became the theme. If Erich peep ever to light - pour it over a brandy.

LightRevan
All the masterpieces of the era is not specifically mentioned. I wish the response of the people. To themselves remembered. And with the creators of Counter-Strike, I was even a little indirectly connected. But only indirectly. Just something where my story is similar to them. Refers to game development. But with the original Half Life 2 is already linked more specifically, while above it, and never worked. But there is as much a HL2 four funny connection, which a circle of friends and I can shine.

Vogusar
In the gaming industry worked and work in well-known studios and a very well-known projects. , а некоторые даже удостоены внимания прессы. Many of them were receiving very high ratings of players, and some have even won the attention of the press. There is a draft and with a bad reputation, but for him not be ashamed. There my work is appreciated adequately.
Many have seen with my own eyes, so do not have to invent.

NEdovolen
No picture in the process of modernization is not affected. Count all of the viral advertising as well as the paintings themselves, and their authors. It is easy to see. Of the thousands of visitors there then ten, which recognize the paintings in a different place, and will at least know their names.

February 11, 2010 / ROLandOS

er.
To: brilbear
An anonymous insider wrote a novel in short stories and essays "Gameriada" without even knowing that it has read.
I think you already suspect that you have read ... :-)

February 11, 2010 / NEdovolen

To: brilbear degradation of population is inevitable and almost irreversible (((((((( what always happens when the development of culture slows down or begins to stagnate ..........
No picture in the process of modernization does not suffer
thank you))))

February 11, 2010 / evgstr

brilbear
If you had something to do with hl2, perhaps you are working on a Postal3 Akella.

February 11, 2010 / RogerWilco

If you had something to do with hl2, perhaps you are working on a Postal3 Akella.


Something I do not remember that Akella produced games, which received praise from the press

February 11, 2010 / ppp062

After this article believe that Russia's Igroprom not yet dead. And by the way would be worth mentioning domestic projects such as "AIM" and "Ex Machina" baker "Death Track" although I am not a fan of the last

February 11, 2010 / Nest333

class! very interesting! thanks!

February 11, 2010 / brilbear

RogerWilco
Your attitude towards Oro Quests easily tracked by your nickname. Surfaced memories of Roger Wilco. Era Modostroya - plan to ever separate article. Since modders (word mododel do not like) worked very, very tight. Monument Sega and I already put Dendy (http://Game-space.ru/i-story/6). Location creativity now agree, there. I do not write back.

February 12, 2010 / DarkMist

Dear brilbear)) I would like to know whether article about Japanese igrodelah, where all the "way people"? Just was curious to know about Silent Hill, Resident Finalkah and so on. About Devil May Region I generally keep quiet - contrive to make and sell the same game with such success - it must still be able to.

February 12, 2010 / brilbear

DarkMist
Now scheduled. Long respect for these humanoids.

February 13, 2010 / DarkMist

to brilbear
Alternatively, if they are special and the story about them can be done a little differently - for example, instead of paintings by Russian artists to take pictures of the classics of Japanese painting - such as Hokusai or anything like that) IMHO should be живенько

February 13, 2010 / MasterChef

Thank you! KUL!

February 17, 2010 / efimoff

I still remember how small in the computer club in the Mafia has played, and in the Space Rangers ...

February 17, 2010 / brilbear

DarkMist
Idea accepted. This spring after flowering cherry can devote a separate article of our brothers in mind with their own colorful reproductions.


To speak out, Use the form below (do not waste time on empty "yeah", "cool", "super", write on the merits, please).


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