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They're Random, Baby!

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Notes

  • Another way we used difficulty level to improve the AI was by providing a consistent challenge
    If the game goes from easy to hard and back again
    players attribute the easy parts to poor AI
    and the hard parts to evil level designers
    by keeping the difficulty level consistent we avoided these pitfalls
  • Negative Reinforcement
    Don't be afraid to kill the Player
    he can tell how he messed up
    he can tell how to change his tactics
    we tried to accomplish these goals through the death cam
    In Halo the Player was equipped with a recharging shield
    this allowed him to take temporary damage
    so we could show him that he was using the wrong tactic without killing him
    One of the tactics we wanted to discourage was the Assault Rifle Rush
    it wasn't fun because the battles were ended too quickly
    our AI gets more accurate the longer the Players stays out of cover
    a long charge will almost always get you killed
    Another tactic we discouraged was the Melee Attack Rush
    Our AI isn't very good at shooting at someone moving quickly very close to them
    we gave some of the characters powerful melee attacks
    If you are going to punish boring tactics you had better reward experimentation
    So in Halo we rewarded stealthy, careful Players by letting them do instant kill melee attacks from behind
    We rewarded Players that carefully selected their targets by making the Grunts flee when an Elite was killed
    We also rewarded accurate Players by letting them get head shots
    and we rewarded Players that planned ahead by making some weapons much better at certain enemies than others
    In addition, for most encounters in Halo there is the easy way and the hard way
    A frustrated Player that engages in a little exploration might find a hidden ramp leading to a catwalk above their enemies
    or a player that simply watches an encounter before he attacks might get the chance to throw a grenade into a large group of guys at once
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