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Pyramid systems

Started by January 23, 2001 11:42 AM
2 comments, last by Silvermyst 23 years, 10 months ago
Remember those pyramid fraude systems? One guy starts it, gets 5 friends together... and the pyramid starts building. Eventually, the only way it''s going to end up is the ones at the top get rich, the ones in the middle might get rich, the ones on the bottom lose out on some money. What if some sort of system like that can be used in gaming? Not to make money, but to create good games. Example: Create a game like Rainbow Six, but design it in such a way that the AI will be completely taken care of by the players themselves. Just create the code to programm that AI. Now, give the player an editor to create one situation and put a certain amount of enemies in that area. The player now has to programm these enemies with the AI. Ever played football games on your computer? Well, if you''ve ever designed your own plays, you know that each player on the field has several choices to make for its actions. ''If run then pursuit, if pass then cover''. It''s up to the designers to create a game where the player has free control over the AI and can do just about anything he can think of. Once the situation is created by the player, he can send it in to the company that created the game (by email I guess). Once it arrives at the company, it is put into a huge collection of games, all created by the players themselves. Now, whenever a player logs on and wants to play instead of create, he gets a random situation out of all those that were sent in. The player now has to clear the situation of the enemies. The better he does that, the better his score (time taken, enemies killed, shots used, hits taken etc). At the end of a certain time period, the best players are awarded a cash prize. But also the best creators are awarded a cash prize (lowest average score and/or most fun to play, as voted by players) If this can be combined with character development (when a player beats multiple situation he/she can become better at certain skills; when situation keeps beating players, the enemies in that situation might become better as well) and grouping players together (players will pick other players based on their scores, which will create tough competition and comradery at the same time) and some form of permanent death (players should be given the option to retreat etc)... Might be something to do on a rainy Sunday afternoon. The system itself can basically be used in any setting. Medieval: players create a dungeon, then are assigned random monsters and traps to place. The better the design by the player, the more trouble infiltrators would have in clearing the dungeon, and the higher the score of the designer player would be (it would sort of work like some card tournaments where all tables get the same cards and you have to make the best of what you have because it will be compared to the rating of the other tables. So in this case, several designer players would get the same amount and type of monsters and traps, and the one that gets the best result with it gets the higher score) Complicated? That''s just because I''m bad at explaining... Or maybe it just IS complicated...
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
and why you think that any normal gamer will ABLE to write AI for his game????
we games-programer can but normal peoples are lamers in this question so...
cool programer
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You wouldn''t actually be writing the code, you''d just be picking options from a wide range of commands.

Like the football AI I mentioned.

When you want to edit a football play, first you have to pick what formation you want. Say we play defense (which is basically what you would be doing if you''re defending a location in the game from intruders). There''s certain formations that are best for certain types of offense. So, one key thing is to try to predict what play the offense is going to run. But that''s more important once the moment comes. First you have to design the plays. So, we have picked defense, and formation (let''s say a formation with 4 linemen, 3 linebackers and 4 cornerbacks)

Now, for each of the players you have to set the AI. You can choose what their prime goal should be (like: stop runner, rush passer, cover receiver, cover zone) and what they should do in certain situations (when run, pursue runner, when pass, rush passer).

For the game here, the player would set the AI for each of the enemies. Example: for enemy 1; cover front door. for enemy 2; cover window, but if enemy enters through front door, give backup fire to enemy 1. for enemy 3; cover back door. for enemy 4; cover back door.

The designers would have to create the software to support this and to give the player as many options as possible (because that will give more difference between the designs of all the players and will give a higher degree of difficulty to the player invading the situation)
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
Well, didn''t Baluder''s Gate let players use a scripting lang. for making an AI for party members?

http://www15.brinkster.com/nazrix/main.html

"All you touch and all you see is all your life will ever be --Pink Floyd
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
quote: Well, didn''t Baluder''s Gate let players use a scripting lang. for making an AI for party members?


Yes, it did (although I haven''t tried using it myself... I like to take full control), but that AI is to supplement your own team.

This game would be:
1) offense; player (or group of players) invading area
2) defense; AI (set by player)

It would be a test of wits. The player setting the AI would have to predict what course the invader will take, adjust his settings to that, and hope for the best. The player invading the setting would have to scout the area, almost guess what kind of AI is used, and depending on that create a battle plan. Then they move in...

It''s all based on motivation, and I think cash is still one of the best motivations of all. But, other motivations could be used as well (example, those that do best in the single area design would be allowed to create an entire scenario etc).

Second, it''s based on player versus player but using AI for one of the sides. You can always log on and play a game... and each game is different from the next. And each time you HAVE to do your best, because your score is compared to other high scores (so even though you might think you did good, if most others did better, than you didn''t do good at all).

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