Thread: [GD-Design] Re: Gamedevlists-design digest, Vol 1 #67 - 6 msgs
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From: <ham...@tm...> - 2003-12-28 14:50:35
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> From: "Neil Stewart" <ne...@r0...> > Subject: RE: [GD-Design] Speed kills > helpers. By selecting the right number of helpers, novices can give > themselves just the right number of things to deal with, so that they can > drive a good lap, at full game speed, without becoming overloaded and > confused. > > You might argue at this point that this is no different to changing the > number of hits it takes to kill a monster or similar game rule changes, but > I think it is. Rather than changing the physics of the world or giving the > player more ammo/health, we leave the game world alone and simply help the > player overcome his limit on the number of things he can deal with at once. > In this sense, it is more similar to the global speed change than it is to > arbitrary game rule changes. > ... > You also don't have to limit yourself to "input helpers" like the Formula 1 > game. Anything which removes conscious thinking from the player will help > him deal with more things at once so, for example, Quake could have a "map > helper" that shows the player where he is and gives him advance warning of > armour/weapons that are about to spawn, both things that would take up quite > a lot of his "conscious runtime" if he were to do them himself. > The "Cyborg" approach to game difficulty :)...amake use of the human-player / in-game avatar interface to artificially enhance (or degrade) the abilities of the "player" (as observed by other players in the game - i.e. the composition of human and avatar). For followups, people might want to check out MUD / MMOG / RPG discussion lists, where the issue often comes up; e.g. should player abilities in an MMORPG be a) 100% due to levelling treadmill b) somewhere in between c) 100% due to human skill (obviously each aspect of the player is usualluy discussed separately, e.g. "vision" (should we let this playe see through walls / have infra-vision / etc), "speed", "tactical reasoning" (difficult to provide programmatically, but not impossible), etc. Most MMOG's hover almost at a on most aspects, so that your enjoyment is tightly bound to how long you spend playing the MMOG (and hence how much subscription revenue the owner extracts from you). Adam M |
From: Neil S. <ne...@r0...> - 2003-12-28 16:34:41
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> Most MMOG's hover almost at a on most aspects, so that your > enjoyment is tightly bound to how long you spend playing the > MMOG (and hence how much subscription revenue the owner > extracts from you). I think multiplayer games (RPG or otherwise) have a much more difficult decision to make in this area because, if you allow novices to compete with experts by using "implants" (to continue the cyborg analogy), the experts will want some kind of retribution; for example, a handicap on the final score for those using implants, based on the level of implants used. So you've bought yourself the ability to level the playing field, but you're paying for it in terms of a more complex scoring system. This might not be all that bad, but it's worth keeping in mind when adopting something like this. It is conceivable that you can devise the implants such that an expert can get better results by doing everything manually if he is skilled enough to do so. The example of automatic gear changing is a good one; racing games generally make the automatic changes slightly less optimal than well-timed manual ones, so experts can achieve slightly better acceleration. If you manage to make all your implants have this property, then you could have novices and experts playing together without any problems. The experts would probably still win, but the game would be more competitive. I'm sure a lot of people will argue that the simplest way to solve difficulty in multiplayer games is to keep people of wildly differing abilities apart, which seems to work well on Xbox Live. In single player games, no-one is being "cheated" (unless you are comparing scores, which makes it a kind of poor man's multiplayer game), so you can adopt whatever method you think will give the novice the better experience. - Neil. |
From: Cruise <cr...@ca...> - 2004-01-01 23:48:42
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Neil Stewart wrote: > It is conceivable that you can devise the implants such that an expert can > get better results by doing everything manually if he is skilled enough to > do so. The example of automatic gear changing is a good one; racing games > generally make the automatic changes slightly less optimal than well-timed > manual ones, so experts can achieve slightly better acceleration. If you > manage to make all your implants have this property, then you could have > novices and experts playing together without any problems. The experts would > probably still win, but the game would be more competitive. Agreed - this method can be extended to lots of things. Auto-aiming, for example, can be made somewhat innaccurate (always aims for the torso, perhaps), so that a good player with manual aiming still has an advantage. Auto-blocking in a beat-em-up, but that doesn't fully prevent the damage (or, better, prevent more damage the better the timing of the block - sliding scales rather than on-offs are always better). Generally, having a choice of easy-but-not-so-effective or hard-but-more-successful abilities is an excellent way to level the playng field. > I'm sure a lot of people will argue that the simplest way to solve > difficulty in multiplayer games is to keep people of wildly differing > abilities apart, which seems to work well on Xbox Live. The trouble with that is players who go up a level suddenly go from "being amongst the best" to "being one of the worst", which can be a nasty and unpleasant jump. > In single player games, no-one is being "cheated" (unless you are comparing > scores, which makes it a kind of poor man's multiplayer game), so you can > adopt whatever method you think will give the novice the better experience. > > - Neil. > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > -- "quantam sufficit" [ cruise / casual-tempest.net / transference.org ] |