When I play a game, immersion is key. As stupid as it sounds, I don't want to be constantly reminded that I'm playing a video game; I like to fully drop myself into everything, and live it, as if its physics and parameters were my own. My suspension of disbelief will go far; when playing Bioshock, for example, I'm willing to let myself believe that I'm a part of some supposedly once-peaceful underwater dystopia filled with ammunition-vending machines. When playing Resident Evil, I am willing to believe that some zombies somehow got into a closed room and just silently chilled out, waiting for me to enter, injured, and in desperate of a typewriter ribbon, only to go into an idiot zombie-rage when I turned that doorknob. Indeed, scenario is something I can get past quite easily.
However, nothing will make me put a game down quicker than those moments where the veil is lifted and you realize that every reaction from every object and character is defined by a poorly laid out set of logic switches. You know the moments I mean: that point where Bioshock becomes "just a game" because some splicer gets stuck on a corner and runs in air for thirty seconds before forgetting suddenly that you exist, or when a supposed world-class hockey goalie doesn't realize that you're going to cut behind the net and poke it in the corner just like you did the last nine times. Indeed, the games that keep me interested the longest are the ones where the interactions continue to feel organic; where the veil is never lifted, and the world around you is built on people and creatures, not zeros and ones.
I'll start by saying this isn't a universal truth for all games. There are games I come back to over and over despite the fact that there is no AI in them; for example, Space Invaders is one of my most favorite titles of all time, and it's not exactly known for its characters' complex relationships with the player's avatar. No, this tends to apply to games that attempt to simulate something that isn't "game-y" in nature. The games that are supposed to be "real," like sports games, or games that are supposed to be "immersive," like fluff-filled first-person shooters are the ones that are most easily ruined by stupid reactions.
For a shining example of amazing AI, one need look no further than Valve's fantastic Half Life 2 series. This is one of the few narrative-based FPSes I've been able to play through a couple of times, and here's why: the Combine react like living things. I can't think of a time I got sucked out of the game because they were running in place facing a wall, or lost me around a corner, or generally, any time where they acted like anything other than aliens who wanted to kill me. It makes the game more thrilling when you are thinking more about staying alive and less about exploiting the system; among many other things, this is one aspect of game immersion where Valve excels.
Sadly, I cannot say the same for BioShock. I remember many points in this game where it became readily apparent that splicers were nothing more than stupid robots made to lower my hitpoints. I remember times where hiding behind a staircase would cause them to fire their revolvers harmlessly at the obstacle in front of me, or where they smack their head on the corner of a wall and completely lose their bearings (and not in the good way-- I can imagine this would be cool if they actually, like, fell down and screamed, and got up and chased you again or something). I've beaten Bioshock, but I have absolutely no urge to pick it up again, because I just couldn't continue suspending my disbelief. Furthermore, there are so many parts where interactions just feel wooden and scripted (particularly when a certain little sister is leading you through a series of obstacles) that you never feel like you exist in Rapture like I think Levine intended-- you feel like you're playing a game.
A game that has a foot planted firmly in both sides of this argument is S.T.A.L.K.E.R.-- a title with a lot of potential but often disappointing results. Yes, the baddies in this game frequently display the intelligence of a box of half-drowned kittens. However, the place where this title shines, based on the limited amount of time I've spent with it, is the apparent selfishness of people in its world. They are persistent, and go about their tasks, and make decisions that affect their 'lives'-- holding you up and taking all of your equipment, or running away when they realized they're outmatched, or merely avoiding the player-- that make the game a lot more believable.
I play a lot of sports titles, too, but I tend to stop playing them once I find game-breaking bugs. For example, in NHL 96, I had hours upon hours of fun, until I found a way to ruin the game. At first, it was kinda funny to amass 15-0 scoreboards, but after a while I realized it was empty; I was just playing a game. My love for hockey never died, but I fell off of the video game equivalents for a long time. It wasn't until I found the incredibly sophisticated and daunting management sims, however, that my love for sports games truly flourished again.
Playing Eastside Hockey Manager or Football Manager is like entering a world where dozens of Deep Blue clones have learned sports and taken the helm of various teams. They are constantly learning, adapting, and challenging the user, and there's no easy way to "screw" them so they're useless. Every action you make has a reaction, both from the game's engine and the other "players," and it is up to you to ensure your team succeeds (or, at least, doesn't fail miserably).
I suppose AI isn't the be-all and end-all of good game design. After all, I also play Desktop TD every once in a while-- and that AI is only as sophisticated as "get from point A to point B"-- but, in some cases, it can make the difference, at least, to me, between a good game and a brilliant one.
The unfortunate thing is that AI is one of the more complex algorithms to write. While most things like physics and lighting are just a matter of streamlining code to make it run on available tech, AI is still at a stage of growth. Moreover, you can get physics, graphics, and even blood engines from a 3rd party developer, yet AI is generally written in house. So if you don't have a programming team on staff that writes AI well, you're mostly SOL.
Lately I've been complaining to friends about the concept of AIs cheating when the difficulty is set high enough. I don't mind the close to 100% accuracies, or the near perfect timing of movement. But what I can't stand is when a game's AI gets harder by allowing unnatural moves by the cpu. The first game that comes to mind here is RC Pro Am for the NES. (Kick ass game btw) Eventually, you'd hear that distinctive sound of "cheating has begun", and you'd see 1 cpu car move at 1.5 speed of everyone else. So unless you destroy him during his speed boost, you're guaranteed to never be able to catch up.
On one hand, I agree. Good AI is paramount to great gameplay, especially in first person shooters.
ON THE OTHER HAND... Sometimes I like the feeling of security knowing I can hide behind a corner and the enemies will forget about me. I like knowing what I can and cannot do in order for me to beat the game.
One of the most frustrating experiences in recent history was in Uncharted, where they let you execute stealth moves, except the AI is too ridiculously good at detecting you for you to ever use them. They can see you from too far away, and they alert too many of their friends for it to be worthwhile.
However, now that I'm talking about it, I suppose this could be another issue of gamebreaking A.I. But then, rather than the enemies being too stupid to be lifelike, they're actually too smart to be like actual humans.
Awesome article, Brilliam. Yeah, the AI in NHL 95 -- a game that, to this day, is still one of my all-time favorite sports videogames -- is completely broken because of the "drive-by" glitch. If you went behind the net, then came out front and fired a backhand shot, you were guaranteed to score, like, 90% of the time. I, too, got tired of racking up scores like 45-7 in hockey, which is why I'm so glad I had my brother around to provide a challenge.
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about me
My infatuations of the moment...
XBLA: SSF2THDR, Zuma, Pac-Man CE
DS: Fire Emblem: Shadow Dragon
Music: Bon Iver, Zazen Boys, Love Is All
My modestly-sized SNES game collection is as follows: F-Zero, Super Metroid, Super Mario World, Super Mario Kart, Michael Jordan: Chaos in the Windy City, Mega Man X, Mega Man 7, Chrono Trigger, NHL 97, NHLPA Hockey '93, Stunt Race FX, Adventures of Dr. Franken, Super Game Boy, Gunforce, Secret of Mana, Super Mario All-Stars, Legend of Zelda: Link to the Past, UN Squadron. I like it.
I've also got an Atari 2600, a PS1, a PS2, an Xbox 360, and a gaming-quality PC (finally).
I want you to read my blog. My real blog, not my Cblog. brilli.am/writes, great URL, innit?
Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press living the dream since March 16, 2006
Nice write-up meng. I totally agree, I love to get sucked into games fully and nothing takes you out of it like a bad guy stuck half-way in a wall.
Good job. Your blog topic is one that I've been meaning to address. But from a little different angle.
Let's hope these types of problems become more infrequent as the hardware and the developers become more sophisticated.
The unfortunate thing is that AI is one of the more complex algorithms to write. While most things like physics and lighting are just a matter of streamlining code to make it run on available tech, AI is still at a stage of growth. Moreover, you can get physics, graphics, and even blood engines from a 3rd party developer, yet AI is generally written in house. So if you don't have a programming team on staff that writes AI well, you're mostly SOL.
Lately I've been complaining to friends about the concept of AIs cheating when the difficulty is set high enough. I don't mind the close to 100% accuracies, or the near perfect timing of movement. But what I can't stand is when a game's AI gets harder by allowing unnatural moves by the cpu. The first game that comes to mind here is RC Pro Am for the NES. (Kick ass game btw) Eventually, you'd hear that distinctive sound of "cheating has begun", and you'd see 1 cpu car move at 1.5 speed of everyone else. So unless you destroy him during his speed boost, you're guaranteed to never be able to catch up.
On one hand, I agree. Good AI is paramount to great gameplay, especially in first person shooters.
ON THE OTHER HAND... Sometimes I like the feeling of security knowing I can hide behind a corner and the enemies will forget about me. I like knowing what I can and cannot do in order for me to beat the game.
One of the most frustrating experiences in recent history was in Uncharted, where they let you execute stealth moves, except the AI is too ridiculously good at detecting you for you to ever use them. They can see you from too far away, and they alert too many of their friends for it to be worthwhile.
However, now that I'm talking about it, I suppose this could be another issue of gamebreaking A.I. But then, rather than the enemies being too stupid to be lifelike, they're actually too smart to be like actual humans.
Awesome article, Brilliam. Yeah, the AI in NHL 95 -- a game that, to this day, is still one of my all-time favorite sports videogames -- is completely broken because of the "drive-by" glitch. If you went behind the net, then came out front and fired a backhand shot, you were guaranteed to score, like, 90% of the time. I, too, got tired of racking up scores like 45-7 in hockey, which is why I'm so glad I had my brother around to provide a challenge.