cyberheater
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This looks interesting.
This demo was clearly designed by someone who has never considered what makes a video game fun.
Some of us already have AI bosses
Making bosses feel like a multiplayer game shouldn't be that bad though, and many think multiplayer games are more fun than single player ones where bosses are deterministic.
well said.This demo was clearly designed by someone who has never considered what makes a video game fun. Why are they painting things like "being able to anticipate a boss attack" and "learning how to properly approach encounters" as a bad thing? THAT IS THE FUN. Of course you want some variability in there, but at it's core, being able to readily understand the rules of the game and the rules that you and the enemies must follow is what allows it to be fun.
Do you know what they call it when you make a game the way they're describing it here? Cheap. Frustrating. Bullshit. They're selling anti-fun.
The player needs to have an advantage, however counterintuitive that might seem.
Fuck bosses, imagine a shooter like TLOU, STALKER 2, Killzone, Far Cry, whatever, where each enemy has a different AI with different patterns? That's my dream for single player games.
Some of us already have AI bosses
It becomes a flaw when all the bosses attack using the same 5 abilities. "The boss is about to swing wide! We better role back or parry!""Bu-but the way it is now, fighting a PVE boss is basically just pattern recognition".
Yeah, pattern recognition, learning and mastery is the entire point, not a flaw.
Get back to work, Fry.
I would like to see AI use in storytelling driven games that change plot based on the multiple path you choose.
A few competent writers can do this infinitely better than any AI. Disco Elysium is a prime example.
This discussion about AI just misdirects attention from the actual issue: how bad writing and game design have become.
The AI-boss is also a terrible idea. It makes it random and reduces players' achievements to random luck.
Yeah, stealth action game AI is made dumb on purpose, I dunno how some people still miss that fact, like, even without "AI" as the current buzz word they could easily already make it so they more "realistically" see/hear/react and it'd be impossible to get past like 1-2 already aware of your coming guards stationed in a conveniently protected spot (before you have your hands on massively overpowered weapons that would destroy their whole building). The tricky bit is making it dumb and fun, like MGS from early on added elaborate routines and reactions and interactions allowing you to do all kinds of shit that wouldn't work in real life but are fun vs "serious" games like Ghost Recon or Rainbow Six that previously had AI either idle or insta kill you around a corner/across a yard, maybe with handicaps like it takes x ms to react after they see you or miss a % of shots to make it viable.I like the idea of ai npcs. I dont think its a great idea for bosses or even normal enemy's.
Imagine playing a game like mgs with ai based enemy's sounds super unfun.
Fuck bosses, imagine a shooter like TLOU, STALKER 2, Killzone, Far Cry, whatever, where each enemy has a different AI with different patterns? That's my dream for single player games.
Same would go for other genres like racing.
It'll be your dream right up to the point you realise you can't play the game at all, because the AI is smarter than you.
1. you might never play Mario Kart 8D
2. There is a genre callled roguelike and old style gamer hate it
3. Your dream will makes the game is not fun for some
I doubt it.
It's interesting as a tech for what it could lead to under better uses and implementations, but the idea that a game boss needs to be "constantly learning and adapting to the player" is bullshit and a serious misunderstanding of why they are designed the way they are.
"Bu-but the way it is now, fighting a PVE boss is basically just pattern recognition".
Yeah, pattern recognition, learning and mastery is the entire point, not a flaw.
P.S. Hell, for the sake of argument, let's stress that having the boss that always recognizes the weakest element in the party and nukes it first )aka "target the healer" in the given example) is something you could already do with just basic scripting.
That's not what developers do for a very clear reason... Because it isn't fun for any of the classes involved. The healer who can't basically do shit, the tank that feels like its entire presence is pointless, etc.
It becomes a flaw when all the bosses attack using the same 5 abilities. "The boss is about to swing wide! We better role back or parry!"
Gee, where have we seen that one before?
I think there can be a balance. Obviously we don't want from game bosses get any harder. But most aaa games out there could use a major boost in intelligence. Both normal enemy and boss ai is so incompetent it's a snoozefestThis demo was clearly designed by someone who has never considered what makes a video game fun. Why are they painting things like "being able to anticipate a boss attack" and "learning how to properly approach encounters" as a bad thing? THAT IS THE FUN. Of course you want some variability in there, but at it's core, being able to readily understand the rules of the game and the rules that you and the enemies must follow is what allows it to be fun.
Do you know what they call it when you make a game the way they're describing it here? Cheap. Frustrating. Bullshit. They're selling anti-fun.
But isn't adaptation to newer scenarios also a skill to be challenged? I don't think we want all encounters to be fully predictable and 'masterable'. There needs to be a balance. Like 80 percent rules and 20 percent unpredictability.Yeah, they're basically taking the "game" out of gameplay.
Games have rules, for reasons. It's what's fun about games, that you agree to the rules and then you play to the best of your abilities to maximize results from your play under those ruled conditions.
What this is doing is interesting and could be enjoyable, but the point of playing a game is mastery of mechanics and strategy. Opponents who break the rules aren't better opponents. (Yes, this opponent rewrites the rules on the fly, which again is interesting and could ultimately lead to a really cool interactive experience, but player skill is honed around mastering the rules, not playing to the reality of the scene.) Tight gameplay and masterful skill development is based on games being fair and accurate to the rules. We're not fighting actual dragons here, we're playing a videogame.
I see this all the time, the "wouldn't it be cool if...?" about if games weren't so "videogamey" or restrictive, and I'm apt to try those interactive experiences too, but fun in games is by design.
Yep, there's that too. You don't need AI to make a boss annoying and "unfair". It's cool to be surprised, especially in repeat play to avoid stagnation, but again, game rules are what make games games We have decades of game combat design based on expectation that the enemy is placed there to be defeated. It becomes something else if the enemy is given more "will to survive" than the player has means to defeat it.
Again, cool ideas to mix it up or provide a more "lifelike" experience (although there's nothing lifelike about combat played with buttons and mouse strokes, except I guess drone warfare,) but the AI tends to need to be trained anyway to be "dumb" no matter how much it learns. Gran Turismo's Sofy could run laps around you all day if it really wanted to, but it'd be no fun to play against a machine which has literally learned over time absolute perfection on every corner of the track.
But isn't adaptation to newer scenarios also a skill to be challenged? I don't think we want all encounters to be fully predictable and 'masterable'. There needs to be a balance. Like 80 percent rules and 20 percent unpredictability.