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About Me
I am currently a procrastinating Master in Computer Science student. My research focus is on AI for games but am interested in all aspect of game development and design. I competed in an international game design competition "Dare To Be Digital". More info about the game(Flux) we developed can be found at www.log2n.ca

I want games to be the next artform and feel that finally we are starting to get things right in game design(intuitive interfaces, awesome music and good plot lines). We still needs lots of work in areas like intuitive interfaces, camera AI, and challenging players in the right ways... and getting rid of pointless walking in games. WALKING IS NEVER EVER FUN for a player! I also strongly believe that we need to back off on graphics and more processing time on smarter AI NPCs. Players cannot get emotionally involved with Zombies.

Generally known to rant and love a good logical argument.

Favorite saying "The truth is... there is no truth"

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DamnYouKrycek
Assasin's Creed and Reinforced Character Skills.
media haze | 10:04 PM on 12.08.2007 4 comments




I have been enjoying playing Ubisoft's new blockbuster title.
I like many of the the gameplay dynamics - buttons use is fairly intuitive and easy to use. But like many others, I have noticed that the controls are often times too easy! This was explicitly done by the developers to attempt to create a more intuitive interface and I understand their motivations.

1) They want to allow a broad spectrum of players to enjoy their game! And,
2) they don't want the difficulty of a task to get in the way of the pacing(story telling) of the game.

However, I often feel cheated by my character's skills and this left wondering ways to keep the simple intuitive interface but at the same time allow players to feel a sense of accomplishment when they do things that would be difficult in real life. One solution would be to use reinforced learning.

Before we start let me be clear about three definitions.

The player: is the user - the person holding the controller(you).
The character: the in-game person, object whatever that you control.
Reinforced learning: the ability to perform a task better with practice. This makes hard tasks easier the more you do it.

Now, let me outline a situation and explain how this could work.
During on of the early missions of Assassin's Creed, your character 'Altair' has to walk along beams to cross a river. The mechanics of the crossing is to line up your character with the beam and press forward. For those of you who have played Zelda: Twilight Princess, it is the exact same. The problem with this mechanic is that it is insanely easy. You begin to dread crossing beams because as long as you keep pressing forward, you never fall. I can't remember how many times I have said "Damn F****** crossings. what a waste of time." To me anyway, this "task" has no redeeming features to the gameplay or to the story of your character.

How do we fix this?
Here is one option that come to my mind.

Give the character trainable skills. In this case balance.
Crossing beams will still require very little skill at first but the player is required to do a little of the balance work. As the player successfully completes crossings, we use reinforced learning on the characters skill so that character now guides itself and needs less input from the player. So minimally, a simple crossing can be done by anyone at any skill level but at least you feel like you have learned the skill. To keep things interesting we allow the player to attempt faster crossings that still requires input. This should keep players engaged and challenged but more importantly, it is your choice as the user to learn/perfect your skills. If you really care about moving across beams quickly then you will spend the time trying to perfect the skill. But, the important aspect is you don't need the advance skills to progress through the game. This allows the game developer to be assured that any player with any skill level will be able to enjoy their time and move forward in the storyline. Just as important, when the player is faced with important tasks, they may take a little more care in their movements as to not frustrate themselves with the negative consequence of falling from a beam. One way to look at this is as automatic RPG skill selection without the annoying and overwhelming selection screens.

Here I have outlined only one skill. We can really have skills affect a number of different gameplay elements. Auto Targeting, leaping, climbing....

The best part of this approach is that algorithmically from a programmers point of view, this type of learning is very easy to program.



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3 comments | showing # 1 to 3
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Samurai's Avatar - Comment posted on 12/08/2007 22:32
Samurai
I could only think to improve this one way. Incorporate more available actions while say crossing a beam into the game play as you level up. More articulate transitions to and from that beam. I feel that placing the skill on balance is too organized. How does being better at crossing beams make you a better assassin. Well it doesn't unless you can launch attacks and swing to other areas from a beam. You can call it balance but balance let you do more complex actions at a time from different objects. So in the end skilling up in "Balance" doesn't mean you can now complete the game but maybe completing the game will be more fun
akathatoneguy's Avatar - Comment posted on 12/09/2007 03:49
akathatoneguy
I personally (though I do enjoy being lazy) would have liked to have more control over his climbing, ie not be able to just hold a button down and watch him do his magic. It's great watching him climb a crazy ass tall building and what not, but you don't really get a feeling of satisfaction after the first couple times cause...well, you don't have to DO anything to make it happen. Making climbing more interactive may have been frustrating at times, but would make the game more fulfilling and challenging overall. After awhile, climbing just got kinda boring, and that's not good.
media haze's Avatar - Comment posted on 12/09/2007 07:42
media haze
@Samurai and @akathatoneguy

I think both of your points are saying that you would like advance features and adding to the interactivity of the those actions is important. That would be cool.

"So in the end skilling up in "Balance" doesn't mean you can now complete the game but maybe completing the game will be more fun"

This is exactly the point I am trying to make. Let's look at ways that to make the monotonous interesting. Advance skills is are not required to finish the game but rather it benefits the users experience as a whole.
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