The next big step in games: -
11-04-2002, 02:19 PM
Personally i think this will come in the form of scripted sequences being done away with and more dynamic ai being introduced.
People nowadays complain about how easy games seem to be. I can see 2 reasons for this.
1: Scripted sequences make games predictable. Every enemy is in the same location and is activated when you get a certain distance from them. All it takes to beat a fps game utilising scripted ssequences is to remember where the enemys are. In games like allied asault this is fairly easy.
2: The second reason is online first person shooters are so rampant these days that its hard for ai controled bots to prove any sort of challenge. Think about it like this, if you play quake 3 online and get fairly good at it then games like allied assault are going to be a walk in the park. Reasons being that online people are dodging jumping bouncing about strafing left and right like theyre having some sort of fit.
You take a game like medal of honor which has realistic elements and its not hard to see that if they incorperated the same behaviour such as mad strafe jumping etc that people would be turned of by it right away. Thers only really so many things ai can do and retain an auithentic look and thats where the problem lies.
Imo if ai was more dynamic and could use a selection of scenarios then it would get rid of the somewhat boring scripted sequences games seem to rely on these days. In most fps games these days every enemys will be in the exact same location, if this could even be varied and enemys could be placed differently each time you play it would enhance the overall appeal of the game and would definately add to the replayability of the game.
Ive only played through medal of honor once and it was the lack of a challenge that stopped me from playing through it again, almost any time i play it in sp mode i tun it off after a few minutes because i virtually know the position of every enemy characer in every level. If companies would devote resources to better ai techniques thie would likely improve the replayability of about every game out there.
Quote:
Originally Posted by Nyck
But one of her fucking grandkids, pookie, rayray or lil-nub was probably slanging weed or rocks out of the house.
What makes the game predictable is that all the levels are the same, now if you eliminated all levels and created one big one, so the whole game would have been like Baldurs Gate where you walk around all over the place at your liking, and not at a fixed path, and you don't always get the same missions, the the game becomes fun. Now imagine if you did all this in multiplayer. cool: ...and you get missions for both sides. I had an idea with Stalingrad like that. You just walk around a city aimlessly with tanks driving by, and sometimes you meet an officer, and he gives you a mssion..you know. It's not the AI. On the ther hand, scripted sequences and endless spawing is very annoying.
location damage pretty common now.... ie taking a hit in leg is different damage than one in the skull.
what i want to know is are there any games that take it a bit further and if you get tagged in the leg your movement speed is effected or in the arm you cant use a certain weapons etc.
any ?
just find it a bit lame to belt around full speed on MoH with 4 heath points kill 2 guys and be right as rain all in under 5 secs
location damage pretty common now.... ie taking a hit in leg is different damage than one in the skull.
what i want to know is are there any games that take it a bit further and if you get tagged in the leg your movement speed is effected or in the arm you cant use a certain weapons etc.
any ?
just find it a bit lame to belt around full speed on MoH with 4 heath points kill 2 guys and be right as rain all in under 5 secs