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Notes
We know from experience that AI that doesn't react to the player isn't fun
so we assumed that the more ways the AI reacts to the Player the more fun it will be
But we didn't just add efficient combat reactions
we wanted to add lifelike reactions that made the AI engaging
- We wanted AI that could be impressed
- The player wants to be important, so we create an entire universe and make him the center of it
- Part of being the center of your own universe is being the biggest bad ass in the room
- In Halo, everyone has a reaction to seeing the Player for the first time
- Grunts are surprised
- their first reaction is usually to take cover
- Elites get angry
- their first reaction is usually to shoot at you and make sure you can't escape
- Marines are just impressed
- They stare at you and make comments about how great you are
- "Wow, it's him."
- "I didn't think he'd be so tall"
- An enemy that can be fooled
- The player wants to be a ninja, he wants to toy with his enemies and humiliate them
Psychics cannot be fooled
- but AI that uses its eyes and ears can be manipulated
- therefore its important to limit the AI's knowledge
Another key ability of ninjas is to predict what their enemies will do
- We helped the Player predict what the AI would do by giving them lots of simple cause and effect reactions
- If I shoot over here, the enemy will investigate over here, so I can ambush them
- If I throw a grenade into that room, the enemy will run out of the room, so I can force them out of cover
We also helped the Player predict what the AI would do by giving the AI predictable strategies
- For instance, they have a straightforward search pattern
- they move forward at a constant rate
- and they don't double-back
- allowing the Player to manipulate them
- An enemy that could be Thwarted
- The Player wants to be Arnold Schwarzenegger
- he wants to dominate his enemies
- he wants them to know he beat them
- To accomplish this we included the concept of a breaking point
- A breaking point is a distinct change in behavior that indicates the AI knows it is going to lose
- For example, when a Grunt sees enough friends die or sees an Elite killed he flees in terror
- When an Elite takes a large amount of damage he loses his temper and charges the Player
- This happens on the group level as well, when a squad takes enough casualties it will retreat
- it will try to find a defensive position
- the squad members will stay in cover longer and fight defensively
- This tells the Player that he has won
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