I never played Sunset Overdrive, but by his examples it seems he took all the subtlety of D.O.G. and Wesker and created some caricatures of them, not necessarily making them more memorable. Great talk either way (:
The idea of destroying heads being the goal of the boss battle can actually be a good idea, if executed correctly. In Tales of games, there's often Boss battles where there's multiple bosses at the same time, and it's a huge pain to fight until you've taken out at least one of them. The moment you've taken one of them down is actually quite emotional, as it's where you feel like you can finally take a breather and heal back your team. Now if there's nothing new afterwards, the battle sure will seem not so boring. That's why you eventually make the remaining bosses get more dangerous after the breather. Alternating these dangerous and safe moments makes battles even more memorable than if the challenge was only linearly increasing. This is why I love the current mobile game I'm playing, Granblue Fantasy. Every boss alternates between a normal phase, an Overdrive phase (stronger attacks), and a Break phase (skill gauge stops increasing), but also gets stronger as its HP drops. This creates a difficulty curve that looks like a wave going upwards.
this is "character design" not "AI design". He's basically just referring to characters as "AI" because they are things which are controlled by an AI system. Kinda annoying that these terms get conflated so much in the games industry, makes it harder to find useful learning resources.
One is a scam and one is genuinely artificially designed intelligent systems. One is created by programming a bot to perform a serious of tasks. The other is created by underpaying people in SEA to click true or false on pictures at scale, stealing all of the image data on the internet including all art, and convincing people to have "conversations" with a chat box so it can repeat those one sided conversations to other people also having one sided conversations. One of them has practical implications for gaming, the other, best you can do is use it to indirectly steal from another creator and import it into your game.
@@luckerooni1153 I was not referring to that type of AI. Note this comment is 2 years old, the "AI" as buzzword wasn't as prevelant back then. I was meaning game implementation of NPC AI systems.
Seems smart... I'm a bit at oods though with the fact that an AI being memorable get laid down as the ultimate goal of what you're trying to do, without any qualification at all. I'm not saying that's nessecarily wrong but it seemed arbitrary to me. Is good AI memorable AI? Well, good AI is probably memorable... Doesn't mean memorable AI has to be good. 20:42 - Oh? I thought we were going to talk about common pitfalls when developing AI. It's coming across as incoherent musings about general game design and narrative. Can't really extract much but that it looks cool when whesker kicks someone in what's essentially a cinematic.
This talk is almost completely lacking in technical AI which I would assume is what most people are looking for when clicking on this title and seems much more about how to make a memorable narrative character that appears to be intelligent. For anyone looking for technical AI examples or ideas. I would recommend Game Maker's Toolkit video "What Makes Good AI?" ua-cam.com/video/9bbhJi0NBkk/v-deo.html
I never played Sunset Overdrive, but by his examples it seems he took all the subtlety of D.O.G. and Wesker and created some caricatures of them, not necessarily making them more memorable. Great talk either way (:
The idea of destroying heads being the goal of the boss battle can actually be a good idea, if executed correctly. In Tales of games, there's often Boss battles where there's multiple bosses at the same time, and it's a huge pain to fight until you've taken out at least one of them. The moment you've taken one of them down is actually quite emotional, as it's where you feel like you can finally take a breather and heal back your team.
Now if there's nothing new afterwards, the battle sure will seem not so boring. That's why you eventually make the remaining bosses get more dangerous after the breather. Alternating these dangerous and safe moments makes battles even more memorable than if the challenge was only linearly increasing.
This is why I love the current mobile game I'm playing, Granblue Fantasy. Every boss alternates between a normal phase, an Overdrive phase (stronger attacks), and a Break phase (skill gauge stops increasing), but also gets stronger as its HP drops. This creates a difficulty curve that looks like a wave going upwards.
Interesting. A shame all his examples from sunset overdrive seemed to not work at all.
STANN.co putting on your game design hat doesn’t help if your actual game designer has a much bigger, shittier hat than you
This was fantastic. One of my favorite AI Design talks.
this is "character design" not "AI design". He's basically just referring to characters as "AI" because they are things which are controlled by an AI system. Kinda annoying that these terms get conflated so much in the games industry, makes it harder to find useful learning resources.
One is a scam and one is genuinely artificially designed intelligent systems. One is created by programming a bot to perform a serious of tasks. The other is created by underpaying people in SEA to click true or false on pictures at scale, stealing all of the image data on the internet including all art, and convincing people to have "conversations" with a chat box so it can repeat those one sided conversations to other people also having one sided conversations. One of them has practical implications for gaming, the other, best you can do is use it to indirectly steal from another creator and import it into your game.
@@luckerooni1153 I was not referring to that type of AI. Note this comment is 2 years old, the "AI" as buzzword wasn't as prevelant back then.
I was meaning game implementation of NPC AI systems.
Great talk! Speaker's name is actually Jan Müller, btw.
Excellent talk!
Seems smart... I'm a bit at oods though with the fact that an AI being memorable get laid down as the ultimate goal of what you're trying to do, without any qualification at all. I'm not saying that's nessecarily wrong but it seemed arbitrary to me. Is good AI memorable AI? Well, good AI is probably memorable... Doesn't mean memorable AI has to be good.
20:42
- Oh? I thought we were going to talk about common pitfalls when developing AI. It's coming across as incoherent musings about general game design and narrative. Can't really extract much but that it looks cool when whesker kicks someone in what's essentially a cinematic.
Cool intro!
This talk is almost completely lacking in technical AI which I would assume is what most people are looking for when clicking on this title and seems much more about how to make a memorable narrative character that appears to be intelligent. For anyone looking for technical AI examples or ideas. I would recommend Game Maker's Toolkit video "What Makes Good AI?" ua-cam.com/video/9bbhJi0NBkk/v-deo.html
The title should be: Mind Your Step: Avoiding 3 Common Pitfalls in GENERAL AI CONCEPT DESIGN.
REPLACE ALL GRAPHICS WITH CAT PHOTO, MAKE GOOD MEMORI