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Slashdot | What Would You Like to See from Game AI?
ask.slashdot.org/article.pl?sid=06/05/09/2251228&f... Why can't the game AI learn routes, etc. from the player? What Would You Like To See In A Game? - GameDev.Net Discussion Forums
www.gamedev.net/community/forums/topic.asp?topic_i... I would like to see a game that really takes the player somewhere they do not want to go, but at the same time they can resist going there. Horror games can do this very well, like Silent Hill. Getting Started
What Would You Like To See In A Game? - GameDev.Net Discussion Forums
www.gamedev.net/community/forums/topic.asp?topic_i... It's a pain when you can't think of a good idea! If you want something to do something original but are stuck for ideas, here's my suggestion: try picking something at random (not from a game! - Trapper Zoid I had maps of course. If you're going to have a complicated story you must work to a map otherwise you can never make a map of it afterwards. -Tolkein (1971 BBC 4 Radio Programme) I always in writing start with a name. Give me a name and it produces a story, not the other way about normally. -Tolkein (1971 BBC 4 Radio Programme) General Annoyances in Games
No jumping puzzles. Ever. Infinite respawning enemies, a big nono. GameDaily Community > What would you like to see in an expansion?
forums.gamedaily.com/lofiversion/index.php?t97446.... set-piece battles and scripted-event type stuff within quests IGN Boards - What would you like to see in this?
boards.ign.com/monster_madness/b10476/116515029/p1... Difficulty modes. A given. On each difficulty there should be more enemies who are tougher, as well as new ones. [TMP] "What do you want in a Sci-Fi Miniatures Game?" Topic
theminiaturespage.com/boards/msg.mv?id=74362 future armor that doesn't look like modified existing armor. I keep files on the various ideas I have for books, and as I think of things I add them into the file in no particular order—it’s a kind of brainstorming, I guess. As an idea develops I begin to do some research to see if it is valid. I might start collecting research material—mainly books—if the concept shows some promise. The file of thoughts and research grows. I often write questions in the file and then slowly try to answer them (over months or years). I might start with a question about a character and then list all the possible answers I can think of. A storyline starts to form, though it can change radically during the process, and then again if I write the book. Eventually I decide which of the many ideas I will make into the next book, and I do further work on the idea file before I start to write. At this point I reread all the research material and track down any additional material I think I need. Before I can begin, I need to know an ending, though the end often changes as I work—I still need to know what I’m working toward or I find it hard to begin. Once the writing process starts I really rely on my instincts, and the book can go off in many unexpected directions, but the basis of research I’ve done over the years allows this to happen. -An interview with Sean Russell Guardians of the West: An Interview with David Eddings
www.chiark.greenend.org.uk/~cjwatson/eddings/inter... I'd got into the habit of goofing-off this book by doodling, and I'd started to draw a map of an imaginary world, which I eventually put aside and forgot about. After I'd seen the 73rd printing of the second book of Lord of the Rings, I went back and pulled that map out again. I made some changes; putting in different names for some of the kingdoms, that sort of thing. Then I began thinking about the people who lived in those places and wrote in that this race is like the people of Poland in the 8th century, or this one is like the Romans of the third century BC, and so forth. Finally I came up with a complete mythology, various theologies, and a serious bad guy, who turned out to be a sort of renegade god. That led to inventing various other characters. What I was doing was generating preliminary studies for what became the Belgariad and Malloreon series. It took me about a year and ran for 230-something pages." -David Eddings This is a repeatitive one, how about some boats? Take a ride on a boat to maybe some small islands....Fish as the ferry-boat takes you to your destination.....Maybe get your own tiny lil' vessel as a nobody.....Or get a powerful galleon once you reach prominence...Or even a pirate ship...These could be your own little floating dwellings....Maybe ***** them out to running deliveries or pirating for some quick cash. ust think of it late at night 3-4 caravans are returning to town after exploring the ancient ruins of items and are halfway there. It's late at night and you are in the hedges waiting for the moment to jump out and sack the caravan. Some of the gaurds jump out to fend you off the others are getting away and you kill the gaurds and quickly hop on one of the horses and make way after the other caravan. Make the PC's actions mean something. If that means cutting off quests because the PC killed a critical character (not necessarily the quest giver - perhaps the quest givers brother or something) so be it. As a corollary, allow the PC as much latitude as your imagination can muster. In UW, there were MANY ways to deal with EVERY situation. Although you couldn't avoid killing at all, you could get through much of the game without killing. Further, how you dealt with a situation often affected how NPC's treated you later. For example, in UW - there is a subplot involving castle intrigue. If you kill the wrong person, you get tossed in jail (the King lets you out once you make pennance). If you kill the right character, but not in time, you "lose" the subplot, but the game continues - without a very helpful character. But - if you figure out who the bad guy is in time, you can save said important character. When I played this subplot, I was EXTREMELY gratified as a gamer. Some of the best gaming experiences were in UW1 (and 2) where you could literally talk your way out of a situation. For example, in the prison tower level of UW2, you could get all the way to the top of the tower without fighting a single goblin. In fact, you could "beat" the prison tower and only have to kill one person. (You talked your way into the room with the gorilla-esque beast - and he would "take care" of the rest of the tower, leaving on the very top floor for you). I thought that was GREAT! In other areas, you could talk to the leader of an area, and either take on his quest - or just kill him and be done with it. I remember this vaguely - get the mecanic details from a walk through DO force the player to make choices. Sometimes you have to choose between one faction or another simply because they are polar opposites. However, for a more nuanced game, allow for a possible middle-ground. There was a really cool subplot in UW1 where you could actually act as a "diplomat" between two warring parties of goblins (the grays and the greens). It was great because each side wanted you to kill the other, and offered a prize for doing so. However, you could act as a messenger, and get the two sides to agree to a truce. The best part is, you could ignore the whole situation - it wasn't required to complete the game. But, the fact that you had so many options made for a very enjoyable subplot.
Get screen shots and some dialog text / dialog trees to show this Make complex NPC's. Think about intrigue, betrayal, loyalty, love, hate, deceitfulness, naivety, etc. I absolutely loved Baldur's gate for its interesting NPC's. UW II was great in this way as well - you really "got to know" the NPC's. I realized I was going to enjoy UW II when, during one subplot, I actually felt bad about killing a NPC! (you have no choice, the NPC in question attempts to kill you)
Make sure there are plenty of surprises - but not stupid ones. I remember a Doom mod (the Alien TC) that was the first game to nearly make me wet myself. The whole first level, like the movie, was eerily empty. Then, when you were totally paranoid, an alien jumps from behind something and attacks you. I was playing in a MP game, and it scared all of us. It was great. The Codex Forums :: View topic - What do you want from an RPG?
www.rpgcodex.com/phpBB/viewtopic.php?t=6003&postda... 'm not a big fan of progression for augmented stats either. I want to create my character with its strengths and weaknesses at the beginning, and then those stats should remain roughly the same throughout the game. If my character needs to become better, then new weapons and armours can be used to augment combat stats, and ingame information can be used to let the character deal with other forms of threats. In a fantasy RPG, the character could find new spells or magical items that allows certain actions to be taken, or allows certain enemies to be defeated. I'm becoming seriously bored with the whole "level 1-20 progression" Random attack to the villages was a great idea. I want also the lynching parties with hayforks and torches, you can talk them out of it, join them or state that you defend the poor witch/daemon (other race than lychers)/criminal with your sword. Maybe get the gratitude of the "victim" or just so see him/her/it to flee as fast as possible. Plus when you cast spells like fireball for example.. the graphics change as the spell power increase[s] With that, we wrapped up the interview. Warren took me to the room where An Interview with Warren Spector of Origin Systems by David Taylor There are mystery elements, as you go through the space station Interview with Doug Church about System Shock 1 First-person systems are really good at presenting scenarios where you can see where you want to go but have to figure out how to get there. We have things like a Interview with Doug Church about System Shock 1 "what computer games are good for". He pointed out that computer games are fundamentally not suited for telling stories like a book or a movie, because your main character -- the player -- doesn't know what he's supposed to do! Interview with Doug Church about System Shock 1 (the "he" mentioned is the "lead designer for Ultima Underworld 1) His point was that computer games are best at giving the user a sense of Interview with Doug Church about System Shock 1 (the "he" mentioned is the "lead designer for Ultima Underworld 1) Doug: On Underworld, the most important thing was the dynamic creation of Paul Neurath and Doug Church Interview Some obvious milestones were the first polygon rendered scene, the first Paul Neurath and Doug Church Interview As to more balanced, we have made various Paul Neurath and Doug Church Interview The game is written so that the editor, the playtest game, and the shipping Doug: Much as in UW1, we hope players will explore a large area and come Paul Neurath and Doug Church Interview Interactive storytelling is not "a game with drama added" or even "a game with dramatically interesting characters". It is a story that unfolds for the player at his direction. It adheres to the principles of drama yet permits the player to make interesting and dramatically reasonable choices. For example, if the player comes upon an obviously haunted house, he is not given a choice between "go inside" or "stay away", as the latter choice is not dramatically reasonable. It is psychologically reasonable, but not dramatically reasonable. In other words, the system follows dramatic logic, not spatial logic. When the captain of the starship Enterprise risks the safety of the crew to save one person, he NEVER loses the gamble; that is dramatically unreasonable for the imaginary universe of Star Trek. Dramatic logic is seldom reducible to broadly generalizable algorithms; therefore it must be created by a novelist, playwright, or scriptwriter -- but not a programmer. The product of this artist's efforts is not a story but a storyworld: a complete dramatic universe embracing all the dramatic truths the artist wishes to communicate. This storyworld is not a spatial region populated with walls, tunnels, and characters; it is certainly not a set of specifications for a physical simulation. It is instead a collection of stages, populated with objects and characters. The artist specifies many kinds of interactions between the characters, who then execute these interactions according to their personalities, relationships, and histories. ”Warren and I have this debate all the time. Whether it’s better to take the Deus Ex approach to very shallowly include a lot of possibilities, and hope that as years go by you’ll learn to increase those experience’s fidelity. Whereas I believe it’s better to start with a complete system, and then branching out adding more systems with more interactions. Our job should be less to give them a a little piece of the plot, and a lot more about whether the player has a lot more expression to control and whether they’ll remember what /they/ did rather than remembering what /we/ did.” Doug Church agian from another interview Very few games have created the same atmosphere of being alone in a scary and complex world and just being free to explore and discover stuff
It's an interesting choice, the lack of people is wht gives System Shock is atmosphere on the other hand in a fantasy romp I want to meet and interact with interesting characters - even if it's not perfect. airplanes, submarines, pirates… I think that is part of what I try to put into my computer games now – some of the excitement that you get from turning the pages and seeing a new fun thing on each page. We try not to create games that have too much technical information or too many obscure facts. If a player feels there is something they would like to do that the game is not letting them do then that is a failure of the game. We believe the game is most fun on the levels where the AI either doesn’t cheat or it cheats only a little bit. The Awful Forums - Adventure Gaming Megathread (FreeWare)
forums.somethingawful.com/showthread.php?s=&thread... The best advice I can give if you're intimidated by the work that goes into a game is this: make all your art first, or at least your backgrounds. Work out the whole game script, figure out what rooms you need, and don't continue until you've got all the background art done. Then it's just a matter of stringing it together. BG art is probably the most arduous part of design for me and it's best to get it all out of the way at the start before going onto the fun part of actually making the game and writing all the dialogue and shit. The Awful Forums - A Tale in the Desert Telling 3 is LIVE!
forums.somethingawful.com/showthread.php?s=&thread... would venture to guess that more that 3/4s of the map is covered by land. Far from being devoid of character, the land has may interesting features as well as a rich and dynamic natural world. Several mushroom species spawn in mysterious patterns, fishing holes come alive during certain hours of the day, furtive wildlife appears and disappears, delicate and rare herbs hide underneath the underbrush waiting to be found and harvested, veins of ore sit hidden underneath the earth. In fact, since T1, I'd say that the developers have done a marvelous of job of richening the natural world to the point where it is almost a character in and of itself. The Awful Forums - A Tale in the Desert Telling 3 is LIVE!
forums.somethingawful.com/showthread.php?s=&thread... There are loads and loads of extremely complex sub- and minigames. For example, everyone receives 4 seeds of a random vegetable type at a university, but when growing them, 99% of the time they will yield one seed per seed you planted. Factors like soil quality, daytime, people of certain genders and connection to you being around or not and heaps of other things can affect output and a possible extra seed. Apparently in T1 you had to plant a garlic seed under a free-roaming beetle to get an extra seed. A rant about metroid-style games (long) - GameDev.Net Discussion Forums
www.gamedev.net/community/forums/topic.asp?topic_i... Basically, a dead squirrel is a pretty much useless item that you have to carry around with you to complete quests in games, but is otherwise of little interest. Lately I've been thinking about random city content for GH2. As I mentioned weeks ago, this is the next big feature I plan to add to the game. Before I start I need a good model for how it His writing is dominated by detailed characterization and moral issues. As Card says, "We care about moral issues, nobility, decency, happiness, goodness—the issues that matter in the real world, but which can only be addressed, in their purity, in fiction."
Gamasutra - Feature - "The Grumpy Gamer Speaks: Ron Gilbert On His Post-Guybrush Universe"
www.gamasutra.com/features/20060630/murdey_01.shtm...
Why do people often say they waste time playing a video game (occasionally TV) but rarely a movie. It doesn't even depend on the quality of the game...
(In fact it's said the Queen is buying up an incredible amount of land here, and America has been bankrupted in a plot (this article is endless, if you want to read it. You probably don't) by the British Crown. Which is why in the last few years, rich, influential American citizens have been Knighted; Ex-President George Bush, General Colin Powell, General Norman Schwarzkopf, ex-President Ronald Reagan, James Wolfensohn (President of the World Bank) and Alan Greenspan in September, 2002 (Chairman of the U.S. Federal Reserve Board). Some think they were knighted for being good little soldiers with their services to the British Crown and the agendas for a One World Government by the elite. But I digress...) Great examples of secrets in Zelda are the several places where there is a strange yet obvious mark on the ground. In Zelda 3 if you see a circle of plants or stones or a cross in the dirt you can usually bet that something secret will happen there. Many of them require to you stand in the center and then use the mirror to teleport to the light world were you will end up somewhere you can't get any other way. A great one that incorporates both this concept and anticipation is the medallion you get in the desert on the light world. From the light world you can see the structure that contains the medallion up on the cliff but you can't find the way up. Later you find that if you stand in the right MARKED place in the dark world and teleport to the light world you can get there. Anticipation: Make sure to have lots of anticipation. There are two things I mean by this. One is for example if you have a river that the player can't cross but he can see the other side he'll wonder what is on the other side and wonder what he needs to do to get to the other side. He'll anticipate crossing. He'll want to know what's over there and keep playing until he can get there. The other kind is where you put some kind of barrier in front of things that the player can later remove. For example in Zelda 3 the first one is the cracks in the wall. You pass a few going through the castle dungeon but you ignore them because you can't do anything about them. Later in the game you get bombs and find out that you can blow a hole through the wall anywhere you see a crack and then you try to remember all the places you saw cracks before so you can go back and check them out. This also happens with light rocks, dark rocks, the mirror and pegs. Brief Game Concepts
What Would You Like To See In A Game? - GameDev.Net Discussion Forums
www.gamedev.net/community/forums/topic.asp?topic_i... speedpuzzle game A Cop's Cast of Characters - The Something Awful Forums
forums.somethingawful.com/showthread.php?s=&thread... Kunzyala - Every so often, people passing through my city will get arrested for drugs or warrants or whatever. Once they are released, if they don't show up to court, it turns into a warrant out of our town. I was sent to LAPD to pick up Kunzyala, who was wanted in our city for drug charges that she failed to appear on. During the drive back to the station, I asked if she had any medical problems. She told me she had a glass eye. I asked how she got it. She told me one night a teenager broke into her apartment and shot her in the face with a 9mm as part of a gang initiation. He didn't know her, it was just a random twist of fate. She was lucky only to lose an eye. I asked how long she'd be on drugs and she told me ten years. I asked how she paid for them. "Favors..." is all she would tell me. |