quote:
Original post by liquiddark
This is just my opinion, but I think you may be too close to that design, Diodor. I've not yet played the full version, but I never got that feeling at all from playing the game, and I think maybe in this case you're seeing what you created as an author rather than through the eyes of a normal player. If the identification of the method is not explicit, you force the player to create their own meaning, and I don't think it's as clear-cut as all that whether they will take the same one as you intend.
I guess what I'm trying to say is this: be careful how much you try to make the player see what you see. The flip side of the games-as-art coin is that perception shapes the experience as much as anything. If you have a specific perspective that must be shared to enjoy a game, that limits what players can think in regards to the game. What effect will that have on your audience?
It's not as much a matter of feeling and perception as one of strategy required to win levels on expert difficulty. Also, it's not something I designed, it is more of something that emerged. And it doesn't happen on very many levels - and not always - and only on very high difficulty.
I expect all players will come to learn the way the AI reacts and use it to their advantage, more or less. I don't know whether all players will find out that winning with White on the "tree" level may require an early attack that will draw Red forces that would have otherwise attacked and destroyed Green (on the other side of the map). But the very clear fact is that if Red destroys Green, White loses very soon afterwards, and that Red overwhelms Green sooner or later if White plays defensively. Seeing Green as a friend and trying to help it by drawing Red forces against oneself isn't that far-fetched anymore.
The point I'm trying to make is that if the player can trigger (in a predictable and repeateble and logical fashion) certain behaviours from the part of an AI player, he plays the game _differently_ It's no longer "what can I do to wipe this enemy out?", it's "what would happen if I do this?" I believe it is possible to design games that rely completely on this (as opposed to Pax - where this is just a side-effect).
Some ideas:
a beehive AI - attack it, and it will spawn forth its armies, destroying everything around
a rabbit AI - it will flee rather than fight as long as it has where to flee.
a herd AI - when attacked, it will launch a charge in the attackers direction - but it will continue the charge for the attacker even if in its path are found other AI players (whom the attacker wanted to destroy in the first place)
a bear mother AI - it will attack anybody who attacks its friendly AI players.
None of these ideas would be even considered when writing the AI for a strategy game. However, the resulting gameplay (such as getting two cubs of a mother bear AI to fight each other) may well be very interesting.
[edited by - Diodor on October 28, 2003 8:53:48 AM]