- 4,004
- Croatia
Although I am very aware this thread will probably result with 90% of comments that will be criticism of GT5 on already known basis and ignorant comments regarding the ways that Kazunori Yamauchi spends his time, I really hope for decent level of discussion.
I use this space to make a plea towards constructive comments regarding very matter of the thread. Please, do your best to leave the unnecessary subjects out of this discussion, thank you in advance.
During his yesterday keynote on DICE 2011 Kazunori Yamauchi touched the realms of some of his visions and outlines of his views to evolution of game-design, following his passion in RPG-genre which he pursuits for more than 2 decades.
It is not widely known that B-Spec mode is evolution of his own AI RPG system of real-time behavioral management, today represented in form of GT5's AI routines as well as routines and evolution of B-Spec drivers.
In his explanation of vision of future design he emphasized the importance of "mimesis" - hes driven by the idea of that mimesis pushing the industry forward.
Yamauchi defined mimesis as a certain reaction when you meet something incredible, find something new, and are infected with feverish desire to do something. What I want to do with Gran Turismo is invoke this mimesis on the audience of players.
Citing the works of Mark Cerny and Richard Garriott, which helped instill mimesis in him at a young age, Yamauchi said he now felt obligated to pass on what Ive received to the new audience and the next generation. When a form of art is undergoing development, its a chain of mimesis that really makes it change and grow.
Yamauchi said he saw Gran Turismo as existing the edge of the video game and automobile industries, just as new organisms come into existence at the savannah at the edge of a desert and the rainforest. He noted how Gran Turismo was used to design the fastest car on Earth, along with sponsor Red Bull.
Though hes known specifically for games focused on auto racing, Yamauchi said he has a much bolder vision for a type of game he wants to see the industry produce.
It would make me happy to see a game that really makes you think about how a person should live and how they should come to terms with death, he said. This theme is something thats already explored in other forms of entertainment, whether it be music, movies or literature. Its really a dream that I have, but obviously someone here can make it as well.
Yamauchi completed his presentation with an appreciation of the gems found in the history of both automobiles and video games, saying he would join the development community to continue creating history together.
I find his vision extremely interesting and provocative. Paired with AI routine evolution development, as well as his already known goal to establish a virtual museum/collection of car industry for the future generations, this mimesis idea could bring a whole new level into GT games, unimaginable in the overall genre.
I would like to know what do you think about possible outcomes of integration of such process into Gran Turismo games and what could be the outcomes design and structure wise?
via Gamasutra:
http://www.gamasutra.com/view/news/...als_Yamauchi_On_Mimesis_Creating_History.php?
I use this space to make a plea towards constructive comments regarding very matter of the thread. Please, do your best to leave the unnecessary subjects out of this discussion, thank you in advance.
During his yesterday keynote on DICE 2011 Kazunori Yamauchi touched the realms of some of his visions and outlines of his views to evolution of game-design, following his passion in RPG-genre which he pursuits for more than 2 decades.
It is not widely known that B-Spec mode is evolution of his own AI RPG system of real-time behavioral management, today represented in form of GT5's AI routines as well as routines and evolution of B-Spec drivers.
In his explanation of vision of future design he emphasized the importance of "mimesis" - hes driven by the idea of that mimesis pushing the industry forward.
Yamauchi defined mimesis as a certain reaction when you meet something incredible, find something new, and are infected with feverish desire to do something. What I want to do with Gran Turismo is invoke this mimesis on the audience of players.
Citing the works of Mark Cerny and Richard Garriott, which helped instill mimesis in him at a young age, Yamauchi said he now felt obligated to pass on what Ive received to the new audience and the next generation. When a form of art is undergoing development, its a chain of mimesis that really makes it change and grow.
Yamauchi said he saw Gran Turismo as existing the edge of the video game and automobile industries, just as new organisms come into existence at the savannah at the edge of a desert and the rainforest. He noted how Gran Turismo was used to design the fastest car on Earth, along with sponsor Red Bull.
Though hes known specifically for games focused on auto racing, Yamauchi said he has a much bolder vision for a type of game he wants to see the industry produce.
It would make me happy to see a game that really makes you think about how a person should live and how they should come to terms with death, he said. This theme is something thats already explored in other forms of entertainment, whether it be music, movies or literature. Its really a dream that I have, but obviously someone here can make it as well.
Yamauchi completed his presentation with an appreciation of the gems found in the history of both automobiles and video games, saying he would join the development community to continue creating history together.
I find his vision extremely interesting and provocative. Paired with AI routine evolution development, as well as his already known goal to establish a virtual museum/collection of car industry for the future generations, this mimesis idea could bring a whole new level into GT games, unimaginable in the overall genre.
I would like to know what do you think about possible outcomes of integration of such process into Gran Turismo games and what could be the outcomes design and structure wise?
via Gamasutra:
http://www.gamasutra.com/view/news/...als_Yamauchi_On_Mimesis_Creating_History.php?
Last edited: