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Notes
Modern video games have a number of expectations placed on them by consumers
- Players expect Novel situations
- If Pac Man came out today reviewers would say it had no replay value
- the ghost AI is repetitive and predictable
- there's no exploration, no story and the mission goals are always just 'Eat everything'
- One method of achieving Novel situations is through Heavy scripting - Medal of Honor
- Positive aspect of this method is that the game feels like a movie
- negative aspect is that it feels like a movie, not a game
- players get the sense that everything is pre-ordained
- this method is also time-consuming and technically demanding on level designers
- Players also expect Total Interactivity
- People are tired of "one man against the mindless evil horde"
- They want every character to acknowledge them and react to them
- the Player wants to be able to manipulate other characters
- A common method to accomplish this is through an Extended
interface - Unreal Tournament Bots
Unfortunately the Player is often forced to be a manager instead of a hero
- the end result is that the Player often ignores this option
- Players also expect a significant challenge
- Gamers have become sophisticated
- many of them have played games in your genre for years and they want a challenge
- this is especially true of reviewers and early adopters, so it's even more important
- Some games provide this challenge through omniscient and relentless enemies - Quake III
- This method feels like bullying
- nobody wants to have a reflex competition with an electron
- it requires precise tailoring to player's reflexes (which can be difficult in solo campaign)
- and it also becomes a barrier to the mass gamer because they can't improve their talent level and there are no alternatives offered to achieve success
Please don't take this slide to be criticisms of the games I mentioned, I intentionally only chose games I really enjoyed as examples it's just an attempt to briefly explain why we decided not to use any of these methods
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