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Game Design and Artificial Intelligence - Bournemouth University

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<strong>Game</strong> <strong>Design</strong> <strong>and</strong> <strong>Artificial</strong> <strong>Intelligence</strong><br />

David Hopkins<br />

memory of previous events once you have moved into a different area <strong>and</strong> they solely react based<br />

on the players social attributes.<br />

“ The worst kind of game are those (usually adventure games) in which it'sobvious that the<br />

designer thought he he was writing a film or a novel. It'sthe frustrated author syndrome, <strong>and</strong> you<br />

know you're bearing the brunt of it when your choices in the game have shrunk to one linear path,<br />

or when you find yourself scrolling through never ending cutscene dialogues waiting to get to the<br />

action. These designers are entertaining nobody but themselves.”<br />

Dave Morris <strong>and</strong> Andrew Rollings [Rollings00]<br />

An engaging <strong>and</strong> believable story is one good way of drawing in the players attention, a good<br />

example of this is nintendo’ s “Z elda” series <strong>and</strong> all through the “final fantasy” series. The one<br />

setback to this is that the main story is often a linear event, <strong>and</strong> is not affected by the methods of<br />

how a player has gone through the story. Fable yet again has adhered to this, <strong>and</strong> has two potential<br />

endings , with both an ending for an evil <strong>and</strong> holy individual, although you are still forced to fight<br />

the inevitable final battle at the end. “Escap e Velocity: EV Nova” goes one better than this, <strong>and</strong> has<br />

a choice of six stories which support the main exploratory trading adventure.<br />

Many games now implement main stories with plenty of smaller stories <strong>and</strong> side quests. These help<br />

add a lot more detail to the game world <strong>and</strong> give the player options as to whether he wishes to fulfill<br />

these quests. “B aldurs Gate” utilizes this idea, <strong>and</strong> it certainly adds character to the world, but the<br />

main story is far too linear <strong>and</strong> there are many occasions where you are forced into encounters, or<br />

along specific routes.<br />

One of the main features of the concept is that man management will be key. One of the best<br />

current examples of this is the “championship manager” series by Eidos, or more recently<br />

“F ootball Manager 2005” by Sega. The main objective is to manage your football team through to<br />

league <strong>and</strong> cup success through shrewd market purchases <strong>and</strong> tactics. However this game also<br />

involves several interesting man management techniques. The players can be very temperamental<br />

at times, going through both good <strong>and</strong> bad patches of form regularly. Players that haven'tbeen<br />

selected for games recently may h<strong>and</strong> in transfer requests <strong>and</strong> become unhappy, affecting their<br />

overall performance in games. Other events similar to this can occur. All of them have been built<br />

around the player <strong>and</strong> could be avoided if the game was restarted. This is a terrific example of how<br />

the crew should be during the game.<br />

All of the games mentioned in this section have a lot that can be learned from, <strong>and</strong> hopefully much<br />

of this can be incorporated into the design <strong>and</strong> implementation. Though it is easy to get carried<br />

away at this point, it is best to try <strong>and</strong> keep things simple.<br />

Background Story<br />

The galaxy was once forged by a relationship between two races, the Orains <strong>and</strong> the<br />

Hwetrese. The Orains discovered the knowledge of the “ LightDrive” which allows spaceships to<br />

travel faster than the speed of light by converting a ship into molecules of light matter. Through<br />

this invention, the Orains become a race of discoverers <strong>and</strong> explorers <strong>and</strong> began setting up colonies<br />

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