The AI of GoldenEye 007
gamasutra.com
gamasutra.com
https://steamcdn-a.akamaihd.net/apps/valve/2009/ai_systems_o...
Article: https://www.rockpapershotgun.com/2017/04/03/why-fears-ai-is-...
GDC presentation by the developer: https://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear...
It's a credit to the game that I never noticed this and other AI shortfalls. Somehow the combination of fast paced action, tense stealth gameplay, level design, and good enough AI was enough to transcend any critical faculties I had. I guess the lesson there is whether it's CGI, VR, or game AI, when you understand your limitations and design to them, you can get the audience to do the rest of the work in their head completely unaware of the shortcomings that are not only hidden from them but that they may be compensating for.
I loved it and we played it all the time but I was a kid and didn't understand computers or programming yet. I'm wondering if understanding how something was made would have made it less enjoyable? Less addicting?
No, knowing (roughly, from a very 50,000 foot kind of view) how those games were made did NOT diminish my love for them.
If anything, it really enhanced my enjoyment and appreciation for them. Having made my own simple programs I was very appreciative of the gulf between my weekly programming assignments and the massive amounts of technical wizardry and craft that went into something like a polished retail game.
I don't think video games ever really fooled me into thinking they were anything but simulations operating according to some underlying rules.
After all, even if you know nothing about programming, your goal as a player is to figure out those rules in order to beat the CPU and win the game!
But those rules often delighted me anyway, and I always had a hefty dose of willing suspension of disbelief, so even something like a 16-bit RPG could really connect with me emotionally....
Now, with nearly a decade as a professional software engineer split evenly between developing training simulations and AAA video games, I appreciate the craft and behind the scenes stuff more than ever.
A few years after that I got a hold of Unreal/UT and there was a... "pay no attention to that man behind the curtain!" moment when I opened UnrealEd and everything just kind of fell into place. The way videogames were constructed was revealed, and I stopped seeing cool visuals and started seeing static meshes and particle emitters.
I still enjoy modern games, but in a more 'what are they going to going to do with this idea/story' than 'how'd they do that effect?!' sense. Probably the last true "This is awesome!" videogame moment I had was banking sawblades off the walls of DM-deathfan or whatever the outdoor variant map was called. I suppose spending a day with amnesia would be worth it to experience that again.
Edit: oh, and I should give a shoutout to Unreal 2 here, for what it's worth. It flopped big time in popularity, but still did amazing things in that era, graphically speaking. Seems appropriate the engine evolved to become an industry-standard later on.
This wasn't really possible on consoles, but on PCs and the home computer era it was a mainstay. I started with "type-in" games in magazines, and books on programming the BBC micro. In the PC era there was a huge explosion of this with DOOM editors (DEU), later Quake and so on. I remember tinkering with the level definition files in some games and reverse-engineering the file format.
There is one life lesson from all this which could benefit anyone, though: cheating trivialises your own achievement and destroys the potential for more fun. But also it's not healthy to put too much weight on an achievement that's just a few easily flippable bits.
Speaking of which, proximity mines didn't trigger this proximity either ;)
Once memorized you could get around on many levels just as fast as re-spawns could happen and your opponent couldn't break the cycle. At some point 3 players is a must.
I believe we played mostly "the man with the golden gun" in "The Basement" level and that felt pretty balanced, as long as no one picked Oddjob :)
They couldn't figure it out, but realised the game didn't crash when it had a bit more ram so they just gave everybody an expansion pak.
Oh, there's a free ISS game that's quite good. You can explore the station and go for a space walk.
That explains the weird sort of feeling I remember about this game - that I had missed out for ages on this game (and clearly was not a member of the cognoscenti) and so was playing what everyone else already knew about.
Weirdly no young person in the age of wikipedia will feel that for long anymore...
Industrial AI's main goal is solving hard problems.
Game AI's main goal is to provide an entertaining experience to the player within the context of a game, no more, no less.
Space invaders AI can be coded by any amateur programmer, however it succeeds in being entertaining while playing the game.