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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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