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	<title>Comments on: The Sunday Papers</title>
	<atom:link href="http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/</link>
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		<item>
		<title>By: pepper</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166656</link>
		<dc:creator>pepper</dc:creator>
		<pubDate>Tue, 31 Mar 2009 07:23:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166656</guid>
		<description>The problem i mostly see is that no 3D model ever fits perfectly together with a other one unless there produced in the same company/team at the same period, because styles change all the time. And nowhere so fast as in 3d modelling.</description>
		<content:encoded><![CDATA[<p>The problem i mostly see is that no 3D model ever fits perfectly together with a other one unless there produced in the same company/team at the same period, because styles change all the time. And nowhere so fast as in 3d modelling.</p>
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		<title>By: Janto</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166465</link>
		<dc:creator>Janto</dc:creator>
		<pubDate>Mon, 30 Mar 2009 21:48:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166465</guid>
		<description>I think my point is that, based on the gripes further up the thread from 3d artists regarding creating the same stuff again and again in different dev houses, none of the actual companies in this field seem to have really cracked the marketing side of things to make it into the big league.</description>
		<content:encoded><![CDATA[<p>I think my point is that, based on the gripes further up the thread from 3d artists regarding creating the same stuff again and again in different dev houses, none of the actual companies in this field seem to have really cracked the marketing side of things to make it into the big league.</p>
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	<item>
		<title>By: Aldo</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166294</link>
		<dc:creator>Aldo</dc:creator>
		<pubDate>Mon, 30 Mar 2009 13:59:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166294</guid>
		<description>&lt;blockquote&gt;
Re: the sourcing of models, etc - all it takes is a bunch of talented 3d artists to come up with equivalent of istockphoto, ie good products, sensible prices and open submissions.

Ideas include encouraging actual industrial, furniture and interior designers and architects to contribute projects and structures, and have the capability to translate between various design packages fairly painlessly, so an architect’s Autocad file is actually compatible with integrating into game engines. And encouraging a commons ownership system where someone can put up a wireframe, someone else can texture it, they both get rights for their own work and a split of the profits on any sales of the combined models. Someone want to take it to Dragon’s Den?&lt;/blockquote?

There already are quite a few websites selling freelance 3d models, although the URLs escape me at the moment....

ah, here&#039;s one http://www.turbosquid.com/&lt;/blockquote&gt;</description>
		<content:encoded><![CDATA[<blockquote><p>
Re: the sourcing of models, etc &#8211; all it takes is a bunch of talented 3d artists to come up with equivalent of istockphoto, ie good products, sensible prices and open submissions.</p>
<p>Ideas include encouraging actual industrial, furniture and interior designers and architects to contribute projects and structures, and have the capability to translate between various design packages fairly painlessly, so an architect’s Autocad file is actually compatible with integrating into game engines. And encouraging a commons ownership system where someone can put up a wireframe, someone else can texture it, they both get rights for their own work and a split of the profits on any sales of the combined models. Someone want to take it to Dragon’s Den?&lt;/blockquote?</p>
<p>There already are quite a few websites selling freelance 3d models, although the URLs escape me at the moment&#8230;.</p>
<p>ah, here&#8217;s one <a href="http://www.turbosquid.com/" rel="nofollow">http://www.turbosquid.com/</a></p></blockquote>
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		<title>By: Janto</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166292</link>
		<dc:creator>Janto</dc:creator>
		<pubDate>Mon, 30 Mar 2009 13:51:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166292</guid>
		<description>Re: the sourcing of models, etc - all it takes is a bunch of talented 3d artists to come up with equivalent of istockphoto, ie good products, sensible prices and open submissions. 

Ideas include encouraging actual industrial, furniture and interior designers and architects to contribute projects and structures, and have the capability to translate between various design packages fairly painlessly, so an architect&#039;s Autocad file is actually compatible with integrating into game engines. And encouraging a commons ownership system where someone can put up a wireframe, someone else can texture it, they both get rights for their own work and a split of the profits on any sales of the combined models. Someone want to take it to Dragon&#039;s Den?</description>
		<content:encoded><![CDATA[<p>Re: the sourcing of models, etc &#8211; all it takes is a bunch of talented 3d artists to come up with equivalent of istockphoto, ie good products, sensible prices and open submissions. </p>
<p>Ideas include encouraging actual industrial, furniture and interior designers and architects to contribute projects and structures, and have the capability to translate between various design packages fairly painlessly, so an architect&#8217;s Autocad file is actually compatible with integrating into game engines. And encouraging a commons ownership system where someone can put up a wireframe, someone else can texture it, they both get rights for their own work and a split of the profits on any sales of the combined models. Someone want to take it to Dragon&#8217;s Den?</p>
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		<title>By: Alex</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166231</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Mon, 30 Mar 2009 11:44:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166231</guid>
		<description>Philip Larkin had a (brief) pop-career?
No freakin&#039; way!</description>
		<content:encoded><![CDATA[<p>Philip Larkin had a (brief) pop-career?<br />
No freakin&#8217; way!</p>
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		<title>By: Muzman</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166201</link>
		<dc:creator>Muzman</dc:creator>
		<pubDate>Mon, 30 Mar 2009 10:28:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166201</guid>
		<description>Interesting stuff about the eyes.  I found the closing comment on the BBC one a bit funny though.  I thought we always knew the visual system could be trained.  Years ago they said basketball player Larry Bird had some of the best peripheral vision anyone had seen.  Bird said when he was young he used to practice looking straight ahead while concentrating on the periphery.
Australian desert Aborigines were supposed to have some of the best eyesight in the world, persumably because they spent years on end hunting specks on the horizon.</description>
		<content:encoded><![CDATA[<p>Interesting stuff about the eyes.  I found the closing comment on the BBC one a bit funny though.  I thought we always knew the visual system could be trained.  Years ago they said basketball player Larry Bird had some of the best peripheral vision anyone had seen.  Bird said when he was young he used to practice looking straight ahead while concentrating on the periphery.<br />
Australian desert Aborigines were supposed to have some of the best eyesight in the world, persumably because they spent years on end hunting specks on the horizon.</p>
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		<title>By: Kommissar Nicko</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-2/#comment-166174</link>
		<dc:creator>Kommissar Nicko</dc:creator>
		<pubDate>Mon, 30 Mar 2009 09:46:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166174</guid>
		<description>On the one hand, I think Steenberg is making a generalization about his own situation by applying it to the industry at large, specifically about the role of the designer.

On the other hand, I think he&#039;s on the right track about procedural generation. To bring up a previous debate, about whether or not a game can be considered &quot;art,&quot; I would argue that currently games are unable to take advantage of their unique position as a medium (player choice) because of simple economics: creating a vast amount of content at a high cost that a player won&#039;t end up seeing because of choices he&#039;s made makes no sense as a games developer. With methods for generating content procedurally, developers can offer &lt;i&gt;real&lt;/i&gt; choices to their players and not have to worry as much about cost, allowing games to develop into the art form they ought to be. The tools argument (as a person who knows next to nothing about it) seems to reflect a frustration with this fact--that the tools for procedurally generating things simply don&#039;t exist.

I also think that what James O is talking about is a great idea. While it sounds tacky, it&#039;s basically clip-art for games developers, and it could cut costs tremendously in a world where everyone expects &lt;i&gt;at least&lt;/i&gt; String-Bean Guy.</description>
		<content:encoded><![CDATA[<p>On the one hand, I think Steenberg is making a generalization about his own situation by applying it to the industry at large, specifically about the role of the designer.</p>
<p>On the other hand, I think he&#8217;s on the right track about procedural generation. To bring up a previous debate, about whether or not a game can be considered &#8220;art,&#8221; I would argue that currently games are unable to take advantage of their unique position as a medium (player choice) because of simple economics: creating a vast amount of content at a high cost that a player won&#8217;t end up seeing because of choices he&#8217;s made makes no sense as a games developer. With methods for generating content procedurally, developers can offer <i>real</i> choices to their players and not have to worry as much about cost, allowing games to develop into the art form they ought to be. The tools argument (as a person who knows next to nothing about it) seems to reflect a frustration with this fact&#8211;that the tools for procedurally generating things simply don&#8217;t exist.</p>
<p>I also think that what James O is talking about is a great idea. While it sounds tacky, it&#8217;s basically clip-art for games developers, and it could cut costs tremendously in a world where everyone expects <i>at least</i> String-Bean Guy.</p>
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		<title>By: pepper</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-1/#comment-166160</link>
		<dc:creator>pepper</dc:creator>
		<pubDate>Mon, 30 Mar 2009 09:00:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166160</guid>
		<description>More about the eye thingy:

http://www.livescience.com/health/090329-game-vision.html</description>
		<content:encoded><![CDATA[<p>More about the eye thingy:</p>
<p><a href="http://www.livescience.com/health/090329-game-vision.html" rel="nofollow">http://www.livescience.com/health/090329-game-vision.html</a></p>
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		<title>By: Mihai</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-1/#comment-166155</link>
		<dc:creator>Mihai</dc:creator>
		<pubDate>Mon, 30 Mar 2009 08:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166155</guid>
		<description>That LOVE guy is brilliant.

Also, any chance anybody recorded Barnett&#039;s &quot;performance&quot; at GDC?</description>
		<content:encoded><![CDATA[<p>That LOVE guy is brilliant.</p>
<p>Also, any chance anybody recorded Barnett&#8217;s &#8220;performance&#8221; at GDC?</p>
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		<title>By: Skwizzal</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-1/#comment-166149</link>
		<dc:creator>Skwizzal</dc:creator>
		<pubDate>Mon, 30 Mar 2009 08:29:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166149</guid>
		<description>Not quite from the sunday post, but some more interesting gaming related news from this weekend:
http://news.bbc.co.uk/1/hi/health/7967381.stm


So apparently as gamers we can make safer drivers. I hope they never see me playing Burnout :P</description>
		<content:encoded><![CDATA[<p>Not quite from the sunday post, but some more interesting gaming related news from this weekend:<br />
<a href="http://news.bbc.co.uk/1/hi/health/7967381.stm" rel="nofollow">http://news.bbc.co.uk/1/hi/health/7967381.stm</a></p>
<p>So apparently as gamers we can make safer drivers. I hope they never see me playing Burnout :P</p>
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	<item>
		<title>By: pepper</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-1/#comment-166140</link>
		<dc:creator>pepper</dc:creator>
		<pubDate>Mon, 30 Mar 2009 07:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166140</guid>
		<description>And in turn the programmers are limited by the hardware. So if you want to maximize all ends then you want to have the best possible code for the hardware available.</description>
		<content:encoded><![CDATA[<p>And in turn the programmers are limited by the hardware. So if you want to maximize all ends then you want to have the best possible code for the hardware available.</p>
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		<title>By: Tei</title>
		<link>http://www.rockpapershotgun.com/2009/03/29/the-sunday-papers-62/comment-page-1/#comment-166138</link>
		<dc:creator>Tei</dc:creator>
		<pubDate>Mon, 30 Mar 2009 07:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=9649#comment-166138</guid>
		<description>Only the programmers can change the rules of the game. The designers play withing the rules... and are better players. 

So you want programmers, to maximize the size of the rules, so cool things are doable. And you want designers to fill the world with &lt;b&gt;teh itneresting&lt;/b&gt;. 

No programmers, and you haev &lt;b&gt;teh linear&lt;/b&gt;. No designers if you have &lt;b&gt;boxrooms&lt;/b&gt;.</description>
		<content:encoded><![CDATA[<p>Only the programmers can change the rules of the game. The designers play withing the rules&#8230; and are better players. </p>
<p>So you want programmers, to maximize the size of the rules, so cool things are doable. And you want designers to fill the world with <b>teh itneresting</b>. </p>
<p>No programmers, and you haev <b>teh linear</b>. No designers if you have <b>boxrooms</b>.</p>
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