Licencing the SMART tech

Post » Sat May 28, 2011 7:16 pm

I've been thinking about this for a while now,ever since I read that while Bethesda/Zenimax owns the Brink IP, Splash Damage owns the SMART tech. Now i think that this is a brilliant thing for SD as they can licence the tech for it to other company's and potentially make a lot of money. But what games would you guys like to see it in?

I personally would love to see it in a Battlefield game, just think your running up a rubble ramp of a half destroyed building just to have a massive chunk blown up just in front of you, now normally you'd have to find a different route but with smart you can just keep going. Once DICE get the realistic destruction that want with the Frostbite engine the applications of SMART should be soo cool, or of course Brink2 anyone?
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R.I.P
 
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Post » Sat May 28, 2011 1:40 pm

I think it would be great to see this tech be used by other companies. Since finding out about this game, I've started to really focus on how you can't clear ankle-high obstacles in other games and its driving me insane. I'd love to see it in Battlefield too but the thing is the speed. The way your guy moves in Brink is cool because it suits the style of the game. I think it works as it is with a futuristic setting, but in a shooter set today I think it would have to be slowed down and made more realistic. i.e. not full parkour, but the guy is able to scramble over walls as a normal human would.
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Terry
 
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Post » Sat May 28, 2011 8:55 pm

I personally would love to see it in a Battlefield game, just think your running up a rubble ramp of a half destroyed building just to have a massive chunk blown up just in front of you, now normally you'd have to find a different route but with smart you can just keep going. Once DICE get the realistic destruction that want with the Frostbite engine the applications of SMART should be soo cool, or of course Brink2 anyone?

On the one hand, SMART and Destruction 2.0 are probably incompatible. It's difficult enough to make SMART work in a defined environment. But having it understand randomly generated terrain? That's a tough task!

On the other, SMART is build in the idTech 4 engine, I guess. Simply putting it into Frostbyte 2 probably doesn't work. There are engines like the Unreal engine which are basicly build to use 3rd-party components. But I think Frostbyte isn't like that.
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Naughty not Nice
 
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Post » Sat May 28, 2011 5:05 am

I wouldn't really want to see any other games that use the SMART system. I mean SMART is amazing but that's exactly why. If other games started using SMART it would take away from the rarity of the system. I think other video games should just clean up their game engines so you don't get stuck over trivial objects, but if every game started using it would ruin it and every game would begin to feel similar. But that's just how I feel, you never know, maybe if other games started using SMART than it would really help the FPS genre.
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Phillip Hamilton
 
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Post » Sat May 28, 2011 5:14 am

On the one hand, SMART and Destruction 2.0 are probably incompatible. It's difficult enough to make SMART work in a defined environment. But having it understand randomly generated terrain? That's a tough task!

On the other, SMART is build in the idTech 4 engine, I guess. Simply putting it into Frostbyte 2 probably doesn't work. There are engines like the Unreal engine which are basicly build to use 3rd-party components. But I think Frostbyte isn't like that.

unless S.M.A.R.T is patented, then no-one is licensing it. it's just a better than average player controller. would i like to see it's features cloned in other games...yes. but unless splash damage patented it anyone can implement something similar
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gemma
 
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Post » Sat May 28, 2011 6:46 pm

unless S.M.A.R.T is patented, then no-one is licensing it. it's just a better than average player controller. would i like to see it's features cloned in other games...yes. but unless splash damage patented it anyone can implement something similar

Yah, the can not really patent it, because essentially Mirror's Edge did the same.
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lisa nuttall
 
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Post » Sat May 28, 2011 6:04 pm

Yah, the can not really patent it, because essentially Mirror's Edge did the same.


Not really. Mirrors Edge had all the parkour mapped to the buttons and you had to preform the parkour moves. With SMART the game realizes what you want to do and gets you there efficiently (did i spell that right) that way you can focus on shooting. At least as far as I know.
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Nadia Nad
 
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Post » Sat May 28, 2011 5:13 pm

ME would have worked with one-button-control just as well. But as shooting is no big deal in it, the could spread it all across the controls. A great number of the moves in ME are automised, too.
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ezra
 
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Post » Sat May 28, 2011 5:15 am

and prince of persia:sands of time did it even earlier again. essentially context sensitive use of the jump button/duck buttons. smart is a huge step for fps game controllers. but it's not that new.
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Christina Trayler
 
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Post » Sat May 28, 2011 12:56 pm

Effects to a game cannot be patented but the software that creates the effect can. However, in programing you can create similar effects without righting the same code thereby others can create their own type of SMART into theirs games without infringing upon others engine. Frostbite engine could include it if Dice wanted their program to have similar effects to SMART if they willing to modify the frostbite program.

I agree with many it would be fun because everyone gets tired being stuck by some 1 foot object in the way. Maybe it does not have to be as extreme as Brinks version but something more toned down wouldn't be bad.
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JUan Martinez
 
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Post » Sat May 28, 2011 12:37 pm

and prince of persia:sands of time did it even earlier again. essentially context sensitive use of the jump button/duck buttons. smart is a huge step for fps game controllers. but it's not that new.


god... i hate the new PoP games...
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Chica Cheve
 
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Post » Sat May 28, 2011 6:25 pm

Any and every FPS.
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jenny goodwin
 
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