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C

COMPUTER GAMES graphics accelerators were urged into development to sup-


port real-time rendering of 3-D game content. To take the
INTRODUCTION advantage that human visual sense has a dominant influ-
ence of a game player to determine whether a game is good,
Computer (and video) games have gained significant game companies put their very first priority in enhancing
interest in recent years, particularly the United States, the graphics output for their games. They put advanced
where in total game sales for 2005 were over 10.5 billion graphics content, such as high detailed 3-D models, texture
US dollars, which repersented a 6% improvement over the images, and various special effects, into the games. Multi-
game sales in 2004. Demographically, 69% of American media elements, such as videos and songs, are also used to
heads of households play computer and video games. In enrich the game content. However, such arrangements
the United Kingdom, which owns the world’s third largest increase the complexity of the hardware requirement for
computer game market, 82% of 9- to 19-year-old young- running computer games. It also demands the development
sters own a game console. In this article, we discuss the of efficient algorithms to manage such a variety of game
existing technologies and the design issues of computer content. To optimize both the manpower and time spent in
games. As computer and video games are closely related game development, game developers begin to make use of
and technologically comparable, without loss of general- ready-made game engines (please refer to the Game Engine
ity, our discussion will use the term computer game to also section), which comprise many useful tools to support gen-
include video games. eral game functions, to build their games.
When we go through the history of computer games, we
note that, during the early stage, games were mainly
GAME HISTORY
simple and small. They could be generally handled by
simple computation and graphics processing power. Hence,
Computer game has a long history, in which we can trace
there were not really any stringent requirements put on the
back its root from 1947, when Thomas T. Goldsmith, Jr. and
development of these games. Later, when game developers
Estle Ray Mann designed the first game for playing on a
turned their focus to 3-D games, working out both hard-
cathode ray tube in the United States. Here, we are not
ware solutions and software solutions in supporting real-
intended to elaborate the full computer game history.
time rendering of 3-D graphics has subsequently become a
Instead, we focus on the technological evolution of compu-
critical part of game development. Besides, game physics
ter games and technical issues occuring throught the
and game artificial intelligence (AI) also played an impor-
change. During the 1960s and 1970s, games developed
tant part of the games. Whereas game physics provides
were simple, primitive, and mainly in two dimensions.
support to collision detection and motion control of game
Many games of different types were developed. Two of
characters, game AI offers autonomy to the nonperson-
the most unforgettable examples are Space Invaders and
controlled game characters to govern how these characters
Pac-Man. In addition, handheld game devices were also
behave in the game environment. Recently, as multiplayer
developed, most of which were hard coded to run only a
online games begin to dominate the game market, issues
single game. For game playing, game players used simple
such as network latency, system scalability, and security are
button controllers, keyboards, or joysticks to control their
turned out consequently. Eventually, these issues make the
game characters. The main forms of feedback were offered
game development face various technological design issues
through screen displays with limited color and resolution as
from different disciplines in computer sciences.
well as simple sound outputs. In the 1980s, there was a
major growth in computer game technologies. For hard-
ware, a variety of personal computers and game consoles TYPES OF GAMES
were developed. For software, 3-D games and network
games were first developed. In addition, different forms 2-D and 3-D Games
of input and output devices were developed, which included
Technologically, computer games can be broadly categor-
color monitors, sound cards, and various types of game-
ized into 2-D and 3-D games. 2-D games generally manage
pads. They offer game players better game feedback and
the game environment into a logical 2-D space, where the
greater flexibility in controlling game characters. In the
game objects can be moving around and interacting. Prac-
1990s, games developed planted the seeds of today’s game
tically. a majority of 2-D games, such as Pac-Man, Load-
development. Many classic game types, including first-
Runner, and Mario, can be implemented using a simple tile-
person shooters (FPS), real-time strategy (RTS), daily
based concept (1), which partitions the game environment
life simulators, and graphical multiplayer games, were
into cells that are hosted in a 2-D array. Then different
developed during this period. Also, there was a trend for
states can be assigned to an individual array element to
developing 3-D games. Nowadays, many new games are
logically represent different game objects and game scene
developed based on these classic games. The major differ-
elements in the game environment. When some objects are
ence of the new games from the classic ones is that the new
moving around in the game environment, the correspond-
games are mainly in three dimensions. Hence, hardware
1

Wiley Encyclopedia of Computer Science and Engineering, edited by Benjamin Wah.


Copyright # 2008 John Wiley & Sons, Inc.
2 COMPUTER GAMES

ing elements of the 2-D array are then updated to reflect the multiplayer online game of this type was, Meridian 59,
change. To render game objects or game scene elements, it published in 1996 by 3DO (4). Thereafter, some major game
can be done as easy as using simple graphics primitives, types, including FPS, RTS, and RPG, have dominated the
such as line, point, and polygon, or alternatively using market of multiplayer online games. Technically, the main
picture images to present the game objects or game scene responsibility of a game server is to keep track of the actions
elements in a more impressive and realistic way. issued by the game clients and to propagate these actions
As the successor of 2-D games, 3-D games offer greater and the state updates of the game environment to the
attractions to game players in terms of game interaction relevant game clients. The game server also needs to build
and visual effect. The game environment of such games is up a profile for each game player to store the game state and
hosted in a 3-D space. As one more dimension is provided, the possessions of the player, such that the players can keep
game players have been offered a greater degree-of-free- on playing the game in future based on the saved profile.
dom (DOF) in controlling their game characters and inter- Today, most of the game developers focus on two major
acting with other game objects. They can also navigate and issues when developing multiplayer online games. First,
interact in the game environments with a variety of camera they try to seek good game server architectures for hosting
views. In addition, the 3-D setting of these games also gives games to allow a larger number of game players to join and
a variety of advanced computer graphics effects a sufficient play their games. Second, to attract more people to play
environment for implementation, which can then be visua- their games, the game developers take advantage of the
lized by the game players. Examples of the graphics effects advancement in computer graphics technologies to make
range from some low level graphics techniques, such as their game have very impressive 3-D graphics presenta-
lighting and shadowing, to some high level graphics tech- tions and visual effects.
niques, which cover a wide variety of natural phenomenon
simulations (2). In addition, computer animation techni- Handheld Games
ques (3) can also be employed to make the game objects
In contrast to computer-based or game console-based
move in a realistic way. Unlike 2-D games, which can
games, handheld games are run on machines with a small
natively be displayed by most of the 2-D display controllers,
machine size. It allows people to carry it along anywhere
3-D games need a rendering process to convey 3-D game
and play around with it at any time when they are free.
content to present on 2-D display devices. In light of sup-
Generally, such machines can be referred to as dedicated
porting interactive game playing, the rendering process
handheld game consoles, personal digital assistants
must be carried out with a frame rate of 25–60 frames per
(PDAs), or mobile phones. Due to the hardware limitation,
second, which means 25–60 pictures should be produced
such game devices often suffer from small screen size and
every second for the relevant portion of the game content for
limited processing power and storage space, as well as the
display purposes. To support such a performance, the
problem of short battery life. These problems do not only
rendering process is often needed to carry out by hardware
impose difficulties to handheld game development, they
graphics accelerators.
also make some people reluctant to play handheld games.
Fortunately, these shortcomings have been addressed or
Multiplayer Online Games
have been worked around during recent years.
Multiplayer online games have been developed as early as The first handheld game console is Tic Tac Toe, which
the late 1980s. The uniqueness of this game type is that it was made in 1972. Similar to most of the early handheld
connects people from geographically dispersed locations to game consoles, it came with one hard-coded game only. This
a common game environment for game playing. One of limitation lasted until 1979, when the first handheld game
the early developed online games was the Modem Wars, console with changeable cartridges, Microvision, was
which was a simple 2-D game designed for the personal developed. In general, as handheld game consoles at that
computer—Commodore 64. The game connected two game period suffered from the small screen size and limited
players using modems into a shared game environment. battery life problems, handheld games had not received
During game playing, game players can interactively move great success. With the release of Game Boy (5) in 1989,
the game items around the game environment to attack any which came with a monochrome display with improved
enemy items located within a certain predefined range. resolution, used rechargeable batteries, and had a long
Despite the game design being simple, it set a good founda- list of game cartridges for game players to pick and play,
tion for the multiplayer online game development. handheld games began to attract a significant amount of
Nowadays, multiplayer online games have become one game players. More importantly, Game Boy virtually set
of the most popular game types. Unlike the old days, the ‘‘design standard’’ for today’s game consoles. In addi-
instead of running such games on peer computers and tion, in 1998, the color display version of Game Boy was
connecting the game machines through modems, the new released to further improve the attractiveness of handheld
online games are generally hosted in some server machines game consoles. Nevertheless, up until the release of Game
running on the Internet, which are referred as game ser- Boy and its color display version, as the processing power of
vers. Game players from different geographical locations the handheld game consoles was still quite limited, most of
can connect to the games through some broadband network the games developed for the handheld game consoles were
connections using their preferred game platforms, still essentially 2-D games.
which can be a computer or a game console. Such game Starting in 2000, there was a dramatic development in
platforms are referred as game clients. The first commercial handheld game consoles, particularly in terms of computa-
COMPUTER GAMES 3

tion and graphics processing power. In light of this rendering, game animation, game AI, and game phy-
improvement, 3-D games had been engaged to these sics. In addition, it may also involve the development of
devices, an example of which was in Game Boy Advance game networking and game security, which depends
(5). On the other hand, useful accessories such as network on the type of the game for development. More details
connections, external memory storage and new types of on this topic will be discussed in the next two sections.
input devices were added to the game consoles. Regarding  Media Construction: Media construction refers to
the network capability, examples could be found in Nokia the artistic part of the game development process. It
N-Gage (6) and Nintendo DS (5), which made multiplayer involves the development of game content by using
online games possible to be supported. Sony made use of different types of media, which may include image,
UMD disks and Memory Stick Duo as a media to extend the 2-D/3-D graphics model, audio, video, and motion cap-
amount of storage of its newest handheld game console, ture information (8). As media offers the presentation
Sony PSP (7). For input device, Nintendo DS adopted a of game content, which determines how game players
touch screen approach, where game players could use a perceive a game, media construction becomes an inevi-
stylus or even the player’s finger as an input method to table part of the game development process. Nowa-
control the games objects. days, many game companies have been investing a
On the other hand, similar to dedicated handheld game significant amount of resources in the media construc-
consoles, PDAs and mobile phones are also featured with tion process.
high mobility, which makes such devices become alternate  Localization: Localization is the process of turning
platforms for handheld games. More importantly, from the a computer game into a country-specfic or a target-
business point of view, putting games on essential devices, market-specific version, which helps a computer game
such as PDAs or mobile phones, is favorable as this frees broaden its market share and helps introduce country-
people from investing or carrying addition game devices for or market-specific attractions to the game players. The
entertainment. In addition, mobile phones and modern localization process can be done as simple as by con-
PDAs also natively come with network capability to provide veying the language of the user interface and the
a critical support for running online games. However, textual content of a game. In a more complicated
before PDAs and mobile phones become substantial hand- way, we may further change the game characters or
held game devices, the technical problems of these devices, other game media content to country- or market-spe-
such as small screen size and limited storage space, which cific ones. Furthermore, we may even consider altering
could also be found in dedicated handheld game consoles, the storyline of a computer game to suit the culture or
must be solved. custom of the country-specific or target-market-speci-
fic game players.
GAME DEVELOPMENT PROCESS  Cultural and Social Issues: During recent years,
there has been a rising concern of the cultural and
Nowadays, making a game no longer focuses only on work- social effects of computer games on humans, especially
ing out the game logic or game features and the graphical on the youngsters. On the one hand, more and more
display for the game. Depending on the resource availabil- people are getting addicted to computer game playing,
ity and the business strategy of a game company, a variety particularly after the release of multiplayer online
of associated tasks may also involve in the modern game games, which likely has a bad effect to the academic
development process. These tasks include game hardware performance of addicted student game players. It may
and software development, media construction, localiza- also significantly reduce the amount of time for people
tion, and even the handling of the cultural and social issues: to participate in social activities. On the other hand,
the release of game titles with violent and sexual game
 Game Hardware: Gave hardware refers to the devel- content imposes negative ethical effect to the young
opment of game consoles and game input/output people. Although there is not a consensus on the hand-
devices. Such development may usually introduce ling of the cultural and social issues of computer
new attractions to game players. It also offers game games, the game companies should try their best to
companies niches in developing proprietary hardware- maintain a good attitude in addressing these issues
specific games or obtaining license fees from develo- during the game development process.
pers who develop games on such game hardware.
However, as developing game hardware usually
GAME ENGINE
requires quite a significant amount of investment in
terms of manpower, time, and money, only large game
Making computer games is a complicated task. From the
companies can afford such development. More techni-
hardware perspective, when constructing a game, game
cal design issues on game hardware will be discussed
developers may need to deal with a wide range of hardware
in the Modern Game Design Issues Section.
and software platforms as well as work hard on a number of
 Game Software: Game software refers to the techni- game components. More specifically, a computer game may
cal part of the game development process. It involves need to be designed to run on different game platforms,
the development of various game software compo- including computers and game consoles, which are usually
nents, which may include some hard core game func- controlled by different operating systems. Even under the
tionality, such as game content management and
4 COMPUTER GAMES

same hardware platform, the game may need to be ren- typically run on various hardware graphics accel-
dered by different graphics accelerators and relied on dif- erators, which are controlled by different low level
ferent graphics application programming interfaces (APIs) graphics APIs, such as OpenGL (13) and DirectX
to drive the graphics accelerators. (14), game engine developers may better work out
From the software perspective, when developing a com- high level unified abstraction on these graphics
puter game, game developers typically need to work on a APIs and hardware to help reduce the effort of
number of game components, in which the most essential game developers to construct games for a variety
ones include game content management and rendering, of game platforms.
game animation, game AI, and game physics. Working out 2. Shading and texturing are the major processes to fix
these components generally involves much effort and is the appearance of individual game object. The shad-
very time-consuming. ing process takes in the lighting and the object
To minimize the complexity of game development by material information to evaluate the appearance
hiding the differences in various game platforms and to of a game object by applying certain empirical light-
help game developers put their focus on developing high ing models. Common options of shading include flat
level game logics and game features, a game engine has shading, Gouraud shading, and Phong shading.
been developed; it comprises a set of basic game building They offer a different degree of realism to the ren-
blocks and provides a high level and unified abstraction for dered game objects. On the other hand, texture
both low level graphics APIs and hardware game platforms. mapping adds or modifies detail on the game object
With the help of a game engine, the investment of game surface. Basic options of texture mapping include
development, in terms of time, manpower, and cost, can basic texture mapping, multitexturing, and mip-
significantly be reduced. Reputable examples of game mapping, which arranges captured or artificial
engines include Unreal Engine 3 (9) and RenderWare images to add on the surface of a game object.
(10). In practice, there are not any standards or rules to Advanced options of texture mapping include bump-
govern the exact game components to be included in a game ing mapping and displacement mapping. They
engine. Game engine developers have a great flexibility to make use of certain specially designed ‘‘texture
select the appropriate set of components to make their own maps,’’ which comprise geometry modifiers rather
engines. However, there are some major game components than generic images, to modify the appearance of
that are essential to most of the games and, hence, should be the geometric details over the surface of a game
included in the development of a game engine: object.
3. Advanced rendering options can be taken to further
 Game Content Management and Rendering:
enhance the realism of the overall game environ-
Game content management and rendering is one of
ment. They include, but are not limited to, reflec-
the most core parts of a computer game. It comprises
tion, motion blur, and shadowing. Adopting these
techniques to manage game content in a way to sup-
options definitely helps attract game players’ inter-
port efficient content retrieval and processes for mak-
ests as they make the rendered game environment
ing the game content to be displayable on the output
look more realistic by adding details of some natural
device of the game. For game content management,
phenomenon to the game scene. However, as such
most of the game engines adopt a scene graph approach
rendering options generally require time-consum-
(11), where the game objects and the graphics primi-
ing add-on procedures to be executed on top of the
tives are hierarchically maintained with a tree struc-
standard graphics rendering processes, taking such
ture. As such, tree structure implicitly links up the
options would likely degrade the rendering perfor-
game objects according to their spatial relationship, it
mance of a computer game significantly. Therefore,
provides sufficient information for a game to pick out
game developers should put these options as
closely located game objects to support game rendering
optional choices for game players to take rather
and game object interaction evaluation. On the other
than set them as mandatory game features.
hand, for game content rendering, particularly when
dealing with 3-D game content, there will be a signifi-  Game AI: Game AI (15) is a way to give ‘‘lives’’ to the
cant amount of processes as well as a variety of options nonperson-controlled game characters (NPCs) of the
to go through for converting game content from the 3-D game environment, it directs the way of the NPC to
representation into the 2-D one for display. These interact with the game environment or other game
processes and major options are shown as follows: objects. Putting different game AI to an NPC can
1. Standard graphics rendering processes(12), such as assign different behaviors to the NPC. In fact, one of
perspective transformation, clipping, hidden sur- the major reasons for computer games to be so attrac-
face, and back face removal, are fundamental to tive is that game players can find different challenges
render 3-D game content into 2-D images for dis- and fun when they play against the NPCs inside the
play. As these processes are usually natively come game environment. To implement game AI, two major
with the hardware graphics accelerators, game options are available:
engine developers need not develop their own algo- 1. Reactive techniques are widely adopted in many
rithm to support these processes. Instead, consider computer games, as they are fully deterministic.
that the standard graphics rendering processes Examples of these techniques include scripts,
COMPUTER GAMES 5

rule-based systems, and finite-state machines. Such During the years, as game hardware becomes much
techniques take in some given game parameters or more powerful, the game players’ expectation on both the
game states, which are then evaluated through visual quality and the performance of computer games has
predefined rules to produce deterministic results. then been increased significantly. Such expectation has
Practically, reactive techniques are good for imple- partially been tackled by the release of new computer
menting high level tactical decisions. graphics algorithms and hardware. However, due to the
2. Planning techniques, in contrast, are nondetermi- advancement in computer network technologies and the
nistic. From a given situation, multiple actions can popularity in multiplayer online games, game design issues
be taken depending on the current goal or some are no longer restricted to computer graphics or input/
selected factors. A planning algorithm can scan output devices. Instead, the game design issues have
through the possible options and find the sequence become multidisciplined and are much more challenging
of actions that matches the goal or the selected than ever. The following shows the modern technical design
factors. For instance, A is the most reputable exam- issues that game developers should need to pay attention on
ple of planning techniques. Practically, planning when developing their new games:
techniques are good at helping to search the best
possible path for a game object to navigate in the  Advancement in Hardware Graphics Accelera-
game environment. tor: Owning to the increase in the demand for high
visual quality and high realism of the graphics output
 Game Physics: Game physics (16) is developed based of computer games, a brand new type of hardware
on the laws of physics to govern how each individual graphics accelerator—Graphics Processing Unit
game object reacts with the game environment or other (GPU) (19) has been developing, which offers a dra-
game objects. It also offers a way to support the simu- matic improvement in the rendering performance at
lation of some natural phenomenon. Typically, the the game clients. Such improvement is due to the fact
reaction of a game object can be determined using that GPU allows the major rendering tasks, including
mass, velocity, friction, gravity, or some other selected the standard and the advanced game rendering tasks
physical properties. In practice, game physics can be as well as game physics, to be executed in parallel
natively applied to help generate a realistic response rather than carrying them out in a sequential manner
for the collision or interaction of the game objects. as in the traditional hardware graphics accelerator. To
Alternatively, game physics can be applied to drive take advantage of such advancement in hardware
the motion of a large amount of tiny particles for graphics accelerators, game engine developers should
simulating some natural phenomenon, such as the seek ways to parallelize the algorithms used for imple-
flow of smoke and water, fire blaze, snow, and cloud. menting the game engine components.
 Animation: Animation (3) is a technique to drive the  Game Controller (Input): Game controller (20) is
motion of the body of the game characters. Typically, the primary input device for game players to issue
there are several ways to produce animation in com- commands or actions to drive game characters or
puter games. They are shown as follows: interact in a computer game. Common game control-
1. Key-framing(17) requires animators to define and lers include keyboard, joystick, and mouse. To use
draw key-frames of a motion sequence of the game these controllers, game players need to convey their
character to be animated. However, manipulating actions by getting in to their minds with controller-
and coordinating the limbs of a game character via dependent operations. However, such operations may
key-framing is a complicated and tedious task. In not always match well with the activities or interac-
addition, it is also difficult to produce realistic and tions of one’s game playing, especially for the games
natural looking motions with key-framing. about human’s real-life activities, such as driving,
2. Inverse kinematics(18) computes the pose of a game dancing, musical instrument playing, and shooting.
character from a set of analytically constrained Recently, game developers began to realize that the
equations of motion. It can generally produce phy- design of the game controllers could be one of the
sically realistic motions. critical determinants for the success of a computer
game. Hence, they have been working out many dif-
3. Motion capture(8) acquires movement information
ferent game controllers to attract game players’ inter-
from live objects. The captured position and orien-
ests and offer a better game playing experience. On the
tation information from motion capture can then be
one hand, game-specific game controllers have been
applied to game characters to drive their motions.
developed; examples include the steering wheel for
This approach has been widely accepted as it helps
driving or racing games, the dance platform for dan-
produce realistic and natural looking character
cing games, and light guns for shooting games.
animations.
Through these controllers, game players can act natu-
rally as performing real-life activities during their
MODERN GAME DESIGN ISSUES game playing. On the other hand, game developers
actively create new types of game controllers.
Since the release of the first computer game, computer Examples include the EyeToy of Playstations (21)
games have become one of our major entertainments. and the wireless controller, Wii Remote by Wii (22).
6 COMPUTER GAMES

Particularly, EyeToy makes use of a webcam to server to reduce the lag problem and to improve inter-
capture human motion, which virtually forms a activity when a user crosses from one zone to another.
game controller for a game player to control and inter- In addition, Asheron’s Call is technically more
act with the game. Wii Remote is a wireless game advanced in that it may dynamically transfer a portion
controller with high degrees-of-freedom to let a of the zone controlled by a given game server to any
game player generate a large variety of free motions other lightly loaded server. Unfortunately, game
or perform human’s real-life actions for game playing. object coherency is not considered.
These game controllers also lead to the development of  Network Latency: A unique characteristic of multi-
new game types. player online games is that game updates are required
 Game Feedback (Output): Game feedback is the to send to remote game players over the network
way for a computer game to give game players throughout the game playing sessions to renew the
responses to their actions. It is the one of the most states of the local copies of shared game objects at the
direct ways for a game player to feel and to be game players. More than that, as multiplayer online
impressed as to how good a computer game is. The games involve time-dependent game data and contin-
primary ways for offering game feedback is to put uous user interaction, the state update events are
different graphics effects on the screen and to generate therefore continuous(28) in nature. However, due to
sound effects for responding to game players’ actions. the existence of network latency, such updates are
However, as more game devices are released, a greater likely arrived at the remote game players after some
variety of game feedback is made available for game delay, which leads to state discrepancy of the shared
developers to consider putting in their games. Broadly game objects among the game players. This fact
speaking, we may have three methods of game feed- opposes the sufficient condition for supporting game
backs, includies tactile, audio, and visual feedbacks. player interaction, in which the state updates need to
For tactile feedback, the most common form can be be presented to remote game players either without
found in most of the game pads of modern game con- any delay or at least within a very short period of time.
soles. It is typically done by generating vibrations to To cope with the latency problem, adaptations could
certain game events or game players’ interaction. be performed at either the user side or the system side.
Another form is the resisting force used in the steering For user-side adaptation, Final Fantasy XI (29), which
wheel for the car games. For audio feedback, as new is one of the popular online games currently available
sound compression and speaker technologies are emer- in the market, imposes restrictions to game player. In
ging, multichannel sound feedback is now made avail- this game, a player usually receives position updates of
able to provide higher sound quality and to support 3-D other game players with almost a second delay. To
sound rendering. In particular, 3-D sound offers a new reduce the effect of such delay, first, players can only
type of spatial feedback for objects or interactions in a attack enemy objects, but not each other. Second, the
game environment, which originally can be a provided enemy objects are designed to move very little while
by the visual feedback only. For visual feedback, a they are under attack by a player. Such game rules
conventional approach focuses on rendering 3-D gra- significantly limit the game features and the type of
phics and visual effects to display on a 2-D screen. But games that can be developed. For system-side adapta-
as stereo display technologies mature and become tion, a popular approach is to use dead reckoning (30).
widely available, a 3-D display is made possible as With this approach, the controlling game player of a
an alternative option for visual feedback. game object runs a motion predictor for the object.
 Scalability: Multiplayer online games are the fastest Other game players accessing the object also run the
growing game type in recent years. They allow a large same motion predictor to drive the motion of the local
amount of remote game players to get connected for copies of the object. The controlling game player is
playing in a shared game environment. Existing multi- required to keep track of the error between the actual
player online games have been implemented with dis- and predicted motions of the object, and sends the
tributed game servers. However, some of the games, updated motion information to the other game players
such as Quake III Arena (23) and Diablo II (24), when the error is higher than a given threshold.
maintain an individual game state for each game Although this approach is very simple, it does not
server, which is not shared among the servers and is guarantee that the state of a shared object could be
essentially a set of separated client–server systems synchronized among all game players.
running the same game and may not be considered as a Recently, a trajectory preserving synchronization
real multiserver system. EverQuest (25), in contrast, method (31) has been developed to tackle the problem.
divides the entire game environment into distinct The method runs a reference simulator for each object
zones and maintains these zones by individual game on the game server. Each of the game players interested
servers. EverQuest allows a client to travel from one in the object, including those that access the objects as
zone (game server) to another freely. Ultima Online well as the owner of the object, will execute a gradual
(26) and Asheron’s Call (27) adopted an approach synchronization process on the local copy of the object to
simlar to EverQuest, but they divided the entire align its motion to that of the reference simulator
game environment into visually continuous zones. running at the server. The method effectively reduces
The boundary of each zone is mirrored at a neighboring the discrepancy suffered by remote game players.
COMPUTER GAMES 7

 Game Cheating: Game cheating generally refers to only because game companies want to gain revenue
the activities that modify the game experience to give a before they have finished developing their games, they
game player an unfair advantage over the other also need to add new attractions to keep motivating
players. Common ways of game cheating can be people to play their games. With the game-on-demand
done in terms of user settings, exploits, and using approach, this process can be done totally transpar-
external software. To cheat using user settings, one ently to the game players without requiring them to
can change game data, game models, game environ- install patches as they do now, as new content can also
ment, or game devices to make one to play a game in an be streamed progressively during game playing.
easier way. Exploits, on the other hand, refer to the use  Web-Based Client Technologies: Recently, there
of existing bugs of a game, or game features or tricks has been a dramatic development in client technolo-
that are reserved for developers for testing purposes gies for Web-based applications. Such technologies are
and are unintended to release to game players, to gain emerging as important development tools and are
certain advantages for game playing. Other than the critical for the future development of Web-based com-
above, people may develop external software to help puter games. Typical examples include Flash, Java,
modify the normal behavior of a game to let a game and ActiveX. They help improve the user interface
player perform game cheating. To cheat in online control of Web-based applications by getting through
games, packet tampering is common. It is performed the problem of limited interaction control and web
by altering the game data sent between the game page reload when a user performs an action. More
server and game clients. To prevent game cheating, than that, client technology, like Flash, serves users
game companies should take appropriate measures. with an interactive user interface as well as the multi-
Typical solutions may include the use of anticheating media support. The only requirement for adopting
software and banning suspected cheaters from playing these client technologies is the preinstallation of appli-
a game. cation interpreters and plug-ins. In addition, a more
advanced option, Asynchronous JavaScript and XML
FUTURE TREND AND CONCLUSIONS (AJAX) (33), has been made available since 2005 to
provide more interaction control, such as context-
Based on the development in computer games, we enumer- sensitive menus and window interface, for developers
ate and elaborate below a number of emerging issues on the to construct more serious Web-based application.
AJAX also relaxes the need of preinstallation or main-
future development of computer games, much of which
serves the purpose of highlighting the direction for future tenance of add-on plug-ins, and requires only a mini-
research and development. In addition, it is anticipated mal amount of data transmission for application
that many new games will emerge in time as the technol- download, as they are driven by light-weighted Java-
ogies evolve. What we have pointed out here are only some Script and XML codes. Finally, during run-time, AJAX
important emerging issues and technologies, and we are can collect information from Web servers to update
leaving the readers to comment and decide which ones are only a required part of the application content without
the most important. the reloading web page.
 Security Challenges: Security control in existing
 On-Demand Transmission: Nowadays, multiplayer computer games is partially addressed. However, as
online games are usually set out with a large scale there is a trend that more and more computer games
scene environment together with high quality game will be hosted on the Internet, the risk of these games
objects to attract more game players. A standard way being accessed by unauthorized people and being
to distribute such a large game content is to put it on cracked for cheating will be increased as well. To
CDROMs/DVDs for game players to purchase and address this problem, secure socket layer (SSL) could
subsequently install at their local machines. This sce- offer a good choice. It provides endpoint authentication
nario works fine if players’ local machines have suffi- and communications privacy over the Internet using
cient storage to hold the complete set of game content. cryptography. In particular, once a user has logged
Clearly, due to limited storage, it is difficult for hand- into a computer game, such data protection processes
held devices or portable game consoles to access multi- would be done transparently to the user.
player online games in this way. To loosen this  Computer Games on Grid: Grid Computing (34) is
limitation, a game-on-demand approach (32) can be considered as a hot research area in recent years. Grid
adopted, which uses a prioritized content delivery connects computers, storages, sensors, and services
scheme to help identify and deliver relevant game via fixed-line or wireless Internet (and other) net-
content in suitable quality to support users’ game works. The goals of grid computing include resource
playing. In addition, the game-on-demand approach sharing, coordinated problem solving, enabling
also serves games with very large scale game scenes dynamic virtual organizations/world, and thus ser-
and highly detailed game objects to be accessible to vice-oriented architecture is considered as a promising
machines with any kind of network connection speeds. direction. Advantages of grid include data and perfor-
On the other hand, nowadays, game companies typi- mance reliability (avoid single point of failure), per-
cally continue to develop new game scenes and game formance (avoid network and computation bottleneck),
objects after they have released their games. It is not and resilience (guarantee existence of data and its
8 COMPUTER GAMES

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