These community events have brought together an unprecedented number of players – 1,800 of them in the initial closed event, over 4,000 in the first that was open to the public – in a single real-time, fully 3D environment. Improbable, the technology company behind it all, reckons it can manage 15,000. Big numbers indeed.
The technology that makes this possible is named ‘ScavLab’, after the game the events are taking place in: Scavengers, a 60-player battle royale/ survival shooter hybrid currently playable in early access. But what actually happens during the events has very little to do with that title. It’s no great surprise, then, when Improbable creative director Bernd Diemer, ahead of his talk at this October’s Develop: Brighton, reveals that the tech didn’t initially have anything to do with Scavengers. In fact, it began as a way of holding company meetings.
Bu hikaye Edge dergisinin October 2021 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge dergisinin October 2021 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image