 |
|  |
 |
|
haz
|
|
I just wanted to log in my absolute support for Mr. Wardell's emphasis on a superlative single-player experience, and specifically, a concentration on improving game AI. I think Play the World has demonstrated how difficult it is to create a satisfying and workable multiplayer experience in complex TBS games like Civ and GalCiv.
I always go through the same process with new TBS games -- I love them at first, find them relatively challenging, and indulge in the strategic options. However, without exception, after a couple months of gameplay, the AI seems pathetic and predictable. I then consider turning to online opponents (if the game supports multiplay), and after a brief horrendous experience with some a-hole who cheats, or (more often) someone who just throws you the cheeseball strategy they picked up from Apolyton (:0), I give up.
The greatest, and most difficult task, facing the next generation of game developers will be figuring out how to utilize the increasing processor speeds of PC's to create more "human-like" AI. I can appreciate the difficulty of this, since how humans think, weigh variables, and decide upon strategies in their everyday behavior (much less, PC game behavior) is something that psychologists and neuroscientists probably won't completely understand for another couple 100 years. In terms of games, the more variables you input, the more fun the game is -- but the more difficult it becomes for the AI to juggle them effectively and coordinate an overall strategy. GalCiv seems to be one of the first games to confront this dilemma head-on, and I have nothing but respect and admiration for the designers and programmers. I look forward to seeing how it turns out.
|
|
|  |
 |
|
darcy
|
|
Good interview.
I don't get Brad Wardell's point about "cheese tactics" though. He makes it sound as if such unbalanced maneuvers are alright to have in single player.
Sure, multiplayer exposes them faster, but if the AIs are really so smart, shouldn't they exploit "cheese tactics" too if they can? Players sure will, even single players.
Last edited by darcy on 28-01-2003 at 23:40
|
|
|  |
 |
|
Draginol
|
|
There's a big difference. In on-line games, cheese tactics get the network effect. In single player play, most people won't experience cheese tactics. At worst, they'll find some fan site that will list cheese tactics but the player themselves won't see them.
TA, for instance, had com-napping. Warcraft III has hero rushing. Sure, the people who like cheese tactics think this is fine but the rest of us just want to play the game in the way it was designed.
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|