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A Gamer's Manifesto

Krimszon writes "The top 20 things you always knew were wrong about games, but were afraid to talk about, since you thought that was just the way is was."

12 of 823 comments (clear)

  1. Better AI: do you really want it? by Trurl's+Machine · · Score: 5, Insightful

    We get so overjoyed every time an enemy actually shoots from cover in a game that we forgive the fact that real, advanced A.I. is as much an unfulfilled promise as the flying car. Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?

    While I generally agree with the author's complain, I can recommend him a game with quite decent enemy AI: Operation Flashpoint. However, this is also a good example why too good enemy AI can be bad for gameplay. In Flashpoint, you can really be killed by Russian sniper or sneaking soldier just behind your back - but it's as exciting as getting blue screen of death when playing. You just die - and that's it. Personally, I found it surprisingly boring and quite happily returned to totally unrealistic, AI-foolish "Max Payne 2".

  2. Re:Ahh.. jumping puzzles... by Rirath.com · · Score: 5, Insightful

    Jumping puzzles in Metroid Prime work very well, thank you very much.

    I didn't play Half Life completely (I didn't like it), but, as far as I got, jump puzzles weren't a problem either. That said, why can't I see the feet of characters in FPSs?


    Metroid Prime should hardly be called a FPS. It's first person, and you shoot, but it's more a FPS / Platformer hybird. You don't really aim so much as you lock on, and dodge / fight like a platformer. It's unique in the field.

    If you didn't even finish Half Life, you're concerned about your feet in games (Halo 2), and these are the only two examples you give, I'm guessing you don't play too many FPS games. The end of Half Life had some really horrid jumping puzzles, for example.

    The problem has lessened since older games though, Alice was the last really jump-happy game that instantly comes to my mind. Doom 3 had some tricky jumps / platform fighting, but not a heck of a lot. If done right, jumping can add to the complexity of an environment and give the game depth. If done wrong, you are indeed jumping from floating / moving platform A to floating / moving platform B, C, D, and E for no good reason.

  3. 100% Ack by usrusr · · Score: 5, Interesting

    "Where's the enemy Solid Snake who sneaks up on you with the silence of a ninja's church fart?"

    this is obviously just another example of the ironic fact that most gamers would make very bad games if they were to design one.

    it's simply amazing how many of them have no idea of what makes a good game.

    they always cry for more, more AI, more realism, more micromanagement etc.

    but all those things have nothing to do with a good game. they might make a good simulation, but games are supposed to be fun, a good simulation would be as frustrating as real life. excluding /. i have real life around me 24/7 and that's for free. if i invest precious time and money for playing a game, i certainly don't want more of the same.

    --
    [i have an opinion and i am not afraid to use it]
  4. The article sounded reasonable until: by Alef · · Score: 5, Insightful
    It has to do with the fact that both the XBox 360 and the PS3's Cell CPU use "in-order" processing, which, to greatly simplify, means they've intentionally crippled the ability to make clever A.I. and dynamic, unpredictable, wide-open games in favor of beautiful water reflections and explosion debris that flies through the air prettily.

    Wherever did he get this idea? It is completely unrelated. "Unpredictability" only harms in-order processing at the scale of single assembly instructions (nanoseconds). A good bot should hardly do something unpredictable more often than once every other second.

    And for that matter, more advanced AI algorithms, such as ANN or SVMs, are usually massively parallelizable and very easy to predict. The Cell would be ideal for such applications.

  5. Re:He doesn't know what he's talking about by luna69 · · Score: 5, Insightful

    > it's evident that he doesn't know what he's
    > talking about.

    Something is a challenge for the developers, therefore he doesn't know what he's talking about? He didn't say "adding good AI is easy, get on it"; he said that good AI was a seriously lacking element in modern games. And he's correct.

    I think he's pretty much right on on every point, and the fact that developers would have a lot of work cut out for them has nothing to do with whether he "knows what he's talking about".

    --
    No gods, no demons, and no masters. Secular Humanism!
  6. Re:On point 2: games are all the same by the+phantom · · Score: 5, Funny

    I must agree. Command and Concur was a great game. It is always nice when you give an order, and units agree to follow it. ^_^

  7. The "arbitrary barriers" are what annoy me... by JayBlalock · · Score: 5, Insightful
    I've gotten really sick of arbitrary level design. What really irritates me is that they don't even TRY. They *could* make the door some sort of super-duper HellForce-powered starship-grade forcefield... but they don't. It's just a door. And despite having enough weaponry on you to level Myanmar, you have to find a key.

    Basically, I think the rule is: a gamer should NOT be aware of the cruel hand of God fucking with him.

    If you ever say, "Damn you, (programmer)!" then there is something wrong. (well, unless Will Wright is peeing on you, but that's another story) There should never be moments so arbitrary or evil that you're snapped out of the game universe to curse the designer. A door which you JUST walked through should not suddenly be locked, for no reason at all, just to prevent you from going back to that save point you passed two rooms before. (I'm looking at you, Metroid Prime 2 - and your older brother DIDN'T DO THIS!)

    Or if you're near the endgame... You've got all the keys and magic spells... And all you have to do is march into the Temple and kill the evil wizard... this is NOT the time to make you go on a scavenger hunt all over the fucking map for a ludicrously high number of pieces of an arbitrary key which has no purpose except to draw out the last act! *cough*WindWaker*cough*

    (if I pick on Nintendo, it's because if any game design company should know better, it's them)

    It's really simple. Just ask yourself - if this were a MOVIE, would I believe in this event? (Paul Anderson and Uwe Boll movies excepted) Would I believe that the characters need to spend three months item-gathering? Would I believe it's necessary for the heroes to take a break from the plot to crossbreed giant chickens? Could I conceive of a world in which a character is unable to climb over a ten-inch high barrier?

    If the answer is "no" then there is no excuse for having it in the game.

    --
    Bush: He's Liberal in all the wrong ways.
  8. Re:Unreal AI is *dang* good by ScytheBlade1 · · Score: 5, Funny

    I have a friend, who in playing the UT2k4 campaign, was in a 1 on 1 deathmatch with a bot. He stayed one or two ahead of the bot the entire match, up until he was one kill away. The bot then owned his soul, up until the point where he was just one ahead of my friend.

    The bot then hid for the entire rest of the round, and waited for the time to expire.
    It ran away from him, and waited out the clock, causing it to expire.

    They also say that UT2k7, they're completly revamping the AI, to be much, much, much harder. That's perfectly okay with me, I could use a good challenge :)

  9. Spoiler Warning: Star Wars movies have it too by Latent+Heat · · Score: 5, Interesting
    Spoiler Warning: I guess it is not much of a spoiler because Attack of the Clones was shown on Fox TV a week ago to get you to go out to see Revenge of the Sith at the movies.

    OK, I am not a gamer and I hadn't seen Clones until last week on TV, but I am interested in graphics and adventure/SF/fantasy/whatever-the-heck-Star-Wars-i s-supposed-to-be. I also channel-flipped into Clones about halfway through, where in a great piece of Lucas dialog, Padme orders Anakin to "follow my lead" and they go into the battle droid factory.

    Something about that part of the movie seemed so cheesy for something as big-budget and hyped as Star Wars, and I couldn't put my finger on it. Padme and Anakin go down this long corridor when suddenly all of those buzzing winged monkey creatures come out of the walls, and then Anakin defends himself and Padme by hacking them up with his light saber. I guess Padme leads by crawling through a hatch to fall into the actual droid factory with Anakin following that lead into the same mess, where they have escaped the buzzing winged monkeys but Anakin not only light saber all of the droids but also dodge these stamping presses of the droid assembly line while Padme rides around in a foundry ladle.

    If it weren't for all of us being fans of the Star Wars franchise, when you think of it, this kind of hero and damsel in peril cliche gets much, much better treatment by the Indiana Jones movies. But there was something I just didn't get about the Clones scene until I read the Gamer's Manifesto post. The hero triggered the alarm and had to fight off hundreds of BWMs (buzzing winged monkeys), for no good reason to the plot or the character or the story apart from when you walk down some long corridor with nothing in it, hundreds of BWMs will appear from seemingly nowhere -- it is just the formula. Also, after escaping the BWMs, you will have to fight droids and have to engage in what I guess is called a jumping puzzle -- avoiding the stamping presses, and I guess, also jumping across moving platforms now that I think about that scene in Clones.

    Not only is single-handed combat against hundreds of BWMs followed by a jumping puzzle a gaming cliche, it has crossed over to become a movie cliche, and I guess it is just as lame in the movies as it is in games.

  10. The greatest game...the best AI..highest realism by Simonetta · · Score: 5, Funny

    If you're seriously bored with the lack of AI and realism in current games, have I got the solution for you!

    It's called US-Soldier. What a wild game! You don't have to buy it. Just sign up. You start by running around endlessly and having some guy yell at you for trival things. This goes on for weeks while you learn the rules of the game.

    Then, the playing action begins. You get physically relocated to some hot-dry shithole on the other side of the world. Surrounded by thousands of the enemy. You can't tell them apart from ordinary people, but it doesn't matter because everyone hates you just for being there. The enemy has hundreds of years experience fighting new gamers like you. They know all the tricks. They communicate in a special language that you or anyone on your game team can't understand. But they know how you think from watching your television shows and movies. They have a secret religion that enables them to kill anyone without remorse and to accept their own and their fellow gamers deaths without hesitation.

    Such incredible realism in this game. And your enemy's gaming stategy is based on the experience of a permanent hot war that has been going on there since you were born. They were gaining combat experience while you were watching cartoons. They've already made all the mistakes in this combat game and they won't make them again, but you will.

    Just like an arcade game, when you're done playing, you get sent right back to begin again.

    And just like every other video game, no matter how good you get, in the end, you always lose.

    Sign up now!

  11. A game developer's response... by daVinci1980 · · Score: 5, Insightful

    (I've developed several titles, including the top selling PC game a few years ago. And no, not the Sims.)

    1. Give us A.I. that will actually outsmart us now and then.
    Actually, this is the point of the cell processor. The cell is meant to allow lots of pipelined tasks to happen with little additional overhead. This means that the difference between a "simple" AI and a complex "AI" (in terms of performance) is little different. And the cell is actually seperate from the RSX, which is the graphics chip from NVIDIA.

    2. Give us a genre of game we've never seen before. Something that's not an FPS or an RPG or Madden NFL or...

    The fallacy of this statement is laughable. Games don't simply exist. The reason that a particlar game genre is produced again and again is become you asshats keep buying them. Again and again and again. Want more games like Katamari Damacy? Then buy the game. No, pirating a copy doesn't count. Want games of alternative genres? They're out there. They're just not advertised and they're not always available at your local Best Buy. They will often be at your smaller game store, or available online. So get off your lazy ass and go vote with your dollars.

    3. Don't bullshit me about your graphics
    We wouldn't have to, except that by the logic in argument 2 this seems to be the #1 thing that people care about. You vote with your dollars. Your mouth is saying "graphics don't matter" but your wallet says "grapihcs are all that I care about. Shit in the box as long as the graphics are top notch." Doom 3, Unreal 3, Half-life 2... All top sellers because of their stellar unrelated gameplay?

    4. Nipples?
    5. And on the opposite side of the nipple coin...
    A game these day costs in the tens of millions of dollars to release. A company is simply not going to risk that kind of green (and possibly the fate of the company) on an analyst's hunch. There has to be something more than a gut feeling to release that kind of game. I mean, when's the last time you bought a Japanese dating simulation? (NSFW)

    6. All of the new consoles will have hard drives. Use them.
    Agree.

    7. Loading...
    As soon as you come up with a mechanism to physically get 16 megs of data off a DVD rom faster than 1 second, I'll be all over improving load times. It's truly staggering how much data has to be loaded from disk and how frequently it has to be done. On the PC, fire up ye old task manager sometime and turn on the I/O stats for the process. Then be shocked as your game loads multiple gigs of data from disk over the run of the game. All in the name of that "immersion" you're looking for.

    8. I understand that John Madden was raised by wild boars...
    This hooks in with #7. Bottom line, consider the requirements of this. It's a simple M*N cost to have more sounds. (M events by N events per sound, assuming a flat distribution of sounds). Of course, one could argue (successfully) that an increase in all sounds isn't necessary, and just in the sounds that come up again and again. Of course, you could also forsake the Madden franchise in favor of a lesser known football series. (This would also have the side benefit of ceasing to support the EA cartel.)

    9. Immersion and the invisible hand of God
    Agree. This is generally just laziness (or a very tight schedule).

    10. And while we're at it...
    I sort of agree here, but I see the other side of the coin as well. I mean, if I let you get to areas that aren't important for gameplay, then I need to populate them with content. You also might become lost and frustrated, which is something I don't want to happen either.

    11. And while we're still at it...
    I agree, with the caveat that this is a genre-specific complaint. For example, I don't mind health bars imposed in an RTS, because I realize it's just a game that I'm playing. On the other hand, having numerous hea

    --
    I currently have no clever signature witicism to add here.
    1. Re:A game developer's response... by Anonymous Coward · · Score: 5, Insightful

      1. Give us A.I. that will actually outsmart us now and then.
      Actually, this is the point of the cell processor. The cell is meant to allow lots of pipelined tasks to happen with little additional overhead.


      Yeah, that's what game developers said about the PS2's "emotion engine" and pretty much every console CPU since the Z80. The PS2 was supposed to enable AI that could beat a Russian grand master at chess, instead we got another generation of guards who forget they're looking for Solid Snake as soon as he leaves the room. The raw number-crunching power may be there, but I suspect it'll be used to calculate the effects of the sun's gravity on bouncing breasts in "DOA: Extreme Jell-O Wrestling" long before making enemies smart enough to cover each other's advances and shoot from behind a rock...