Game Design

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less desirable. Targeting positions used essentially the same concept, except these
helpers would be placed in locations where the AI would want to go in order to look
smart while shooting at a target; while flee positions would be placed in good locations
for hiding, targeting positions were placed on top of ledges, at junctions in hallways, and
other locations where the AI was likely to be out in the open and able to get a shot off at
a variety of targets. Some targeting positions were tied to other targeting positions
around a particular piece of low-level geometry that could be used as cover. The AI
knew to pick one targeting position from a group that would make it appear to hide
behind the desk, rock, or other low object while blasting away at its target.
The Sufferingcombined dynamic AI behaviors with scripted ones to create agents
that look much smarter than if they were all dynamic or all scripted. It is through this
combination that we were able to pull off some of the most exciting scenarios in the
game, where AI agents appear to have dynamic battles with each other but where these
situations have actually been very carefully set up by the level designer for optimal
effect. The trick is to maintain that precarious balance between too much scripting and
too little so the game is still fun, challenging, and dynamic while also providing complex
and memorable scenarios in which players can participate.


Artificial Stupidity..............................


The fact that games are often referred to as having not artificial intelligence but rather
artificial stupidity is quite telling about the quality of AI present in many games. It is
certainly true that the AI in almost all games is not something that in and of itself is
impressive. However, when considered in terms of what it is intended to do — chal-
lenge the player — many of the best games really do present well-designed computer
opponents. While multi-player games provide many avenues for interesting gameplay
design and production, a large segment of the gaming population is still going to desire
single-player games. Solitary games provide a unique experience, and the game’s AI is
crucial to making that experience as fun as possible. It is the designer’s responsibility
to carefully conceive this artificial intelligence, and to make sure those who implement
it have a clear understanding of what the AI must do to successfully challenge and
entertain the player.


Chapter 9: Artificial Intelligence 171

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