Admittedly, you still wouldn't get the results seen in Rockstar's games, but it would be an improvement over the current standard.
Euphoria could even be packaged as a generic solution, useable as a plug-in for popular game engines. Putting believable, dynamic, reactive characters in a fun sandbox world took us years to get right - it requires the trust and belief from all involved that it will be worth the journey.ĭenholm believes the next step is in making this arduous process much more simple and less expensive, much like how developers have easy access to high-end game engines such as Unity and Unreal 4. Grand Theft Auto: Episodes from Liberty City | GTA Wiki | FANDOM powered by WikiaĬomplicated, unproven control systems or intricate AI can take much longer to build and prove out - and sometimes, if they do work really well, they will often fade into the background of a game experience, unnoticed or underappreciated. More traditional, tailor-made animations are also much more gameplay trailer-friendly, and it's difficult to establish a consistent style when a dynamic simulation wrestles control from canned animations in specific circumstances. Painstaking recreations of real-world locations offer the promise of virtual tourism. Not only that, it's something that's difficult to sell to a customer, too.