Author Topic: Julian Gollop: PC Gamer Interview  (Read 9107 times)

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Offline Swifty

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Re: Julian Gollop: PC Gamer Interview
This makes me feel pretty good at the stuff we produce here at HLP with the numbers we have.

Yeah but Ubisoft and other studios have to be able to ship a game by a certain date. I'm sure Assassin's Creed could have been done with a lot less people but when the ship date approached, they likely hired a lot of temps to make up for the backlog of tasks and assets they needed completed.

 

Offline An4ximandros

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Re: Julian Gollop: PC Gamer Interview
 Debugging :shaking:

 

Offline BloodEagle

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

 

Offline General Battuta

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

I don't think that's true - Bioshock Infinite wasn't a very good game.

 

Offline An4ximandros

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

You were saying?

Time does not mean anything if the game does not have a "soul." If a game does not try to add new things to the chessboard, it's just another clone. You can make games that don't have a multi-million dollar budget that are better than 90% of the crap you'll find in the industry: Example Here's a more up to date gameplay vid of that game: http://www.youtube.com/watch?v=tOvgLQspt6k
« Last Edit: April 28, 2013, 05:57:03 pm by An4ximandros »

 

Offline Klaustrophobia

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Re: Julian Gollop: PC Gamer Interview
back to the FEAR AI thing, it never really struck me as being any different than other AI.  except maybe that they ran away more. 
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Re: Julian Gollop: PC Gamer Interview
The paper someone linked on the last page explains the distinguishing features in some detail.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Offline Spoon

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Re: Julian Gollop: PC Gamer Interview
This makes me feel pretty good at the stuff we produce here at HLP with the numbers we have.

Yeah but Ubisoft and other studios have to be able to ship a game by a certain date. I'm sure Assassin's Creed could have been done with a lot less people but when the ship date approached, they likely hired a lot of temps to make up for the backlog of tasks and assets they needed completed.
I'm just sayin' ya know
If I could clone myself 9 times (and my pc), WoD would have been done in two months :p
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Re: Julian Gollop: PC Gamer Interview
the mythical spoon-month
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Offline BloodEagle

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

I don't think that's true - Bioshock Infinite wasn't a very good game.

I find it difficult to believe that it could have been better if they cranked it out in a year's time.  It's more likely that the good parts of it would have been knee-capped leaving nothing good whatsoever, in that scenario.

The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

You were saying?

I think the main problem there was the multiple studios passing it around, rather than the development time itself (which was much longer in this case than what I'm talking about).  Also, that's not one game -- it's a Frankenstein's Monster of a bunch of games.

 

Offline General Battuta

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

I don't think that's true - Bioshock Infinite wasn't a very good game.

I find it difficult to believe that it could have been better if they cranked it out in a year's time.  It's more likely that the good parts of it would have been knee-capped leaving nothing good whatsoever, in that scenario.

It would've been better if they'd made good design decisions, put them together into a good design document, and stuck to it. The reason it took so long is because they kept building huge chunks of stuff and then throwing them out.

In general my experience as both a consumer and a 'developer' (lol) has been this: if it's taking more than three years something has gone very wrong.

 

Offline TrashMan

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Re: Julian Gollop: PC Gamer Interview
The funny thing is, if they were willing to produce these over a longer period of time, the costs would be substantially lower and the end product would be infinitely better.

You were saying?

Time does not mean anything if the game does not have a "soul." If a game does not try to add new things to the chessboard, it's just another clone.

And if it adds/changes to much, it is BETRAYL.

No matter how much you muck with the formula, you'll never make everyone happy, because everyone will have their own idea of how the game "should" be.


And speaking of which, I now some haters will get their panties in a twist for me saying this, but when it comes to AI, SOTS 1/2 is an example of a good non-cheating AI.

Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline General Battuta

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Re: Julian Gollop: PC Gamer Interview
SOTS 1

Yes, definit-

/2 is an example of a good non-cheating AI.

Code: [Select]
+ Fixed an issue where AI ships could fly into planets when performing fly-by maneuvers.
+ AI no longer retires ships constantly.
+ It is no longer possible to scrap enemy ships.


nevar 4get

 

Offline karajorma

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Re: Julian Gollop: PC Gamer Interview
Well unless you're claiming that the game crashes if the player is doing too well, you haven't actually refuted Trashman's point. :p
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Spoon

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Re: Julian Gollop: PC Gamer Interview
the mythical spoon-month
Meaning?

SOTS 1

Yes, definit-

/2 is an example of a good non-cheating AI.

Code: [Select]
+ Fixed an issue where AI ships could fly into planets when performing fly-by maneuvers.
+ AI no longer retires ships constantly.
+ It is no longer possible to scrap enemy ships.


nevar 4get
  :lol: :lol: :lol:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline General Battuta

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Re: Julian Gollop: PC Gamer Interview
Well unless you're claiming that the game crashes if the player is doing too well, you haven't actually refuted Trashman's point. :p

The game absolutely crashed when the player was doing too well, as well as when the player was not doing too well, or anything in between

(but note the patchnotes as well)

e: am i dyslexic
« Last Edit: April 29, 2013, 09:56:31 am by General Battuta »

 
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

  

Offline MP-Ryan

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Re: Julian Gollop: PC Gamer Interview
This is going to be a "HURR DURR Old games were so much harder new games are for noobs" thing, isn't it.

EDIT:

The thing is, I don't really think we need "better" AI. It is trivially easy to set up AI code so that it will give players an unbeatable challenge (Also known as "Cheating in the AIs favour"). What we need is more "natural" AI. The problem is that as graphics and sound and storytelling have advanced to make games much more real, the deficiencies of the AI become that much clearer. In an environment where we can expect things to feel real, moments where an AI opponent will do something clearly nonsensical (Like, say, storming in front of the player's gun barrel) will stick out like a sore thumb.

Of course, once you try to solve this problem, you'll get to another problem, namely "How do I make this a fun game again, now that the AI can kick a given human's ass pretty much all the time". Sometimes (See XCOM), that sort of thing is expected and taken into account by the fanbase. But elsewhere? I am not so sure if "Make games hard again" is really a good thing to do.

I think what most of us would like is AI capable of problem-solving without cheating.  Strategy games are great examples of this - SC2 (to choose a popular example) actively allows the AI to cheat to produce harder levels of difficulty.  Without those cheating methods, AI is incapable out out-foxing a human opponent.  Actually, this is one of my major gripes with RTS games in general - they often come down to efficiency and build order, versus any tactical or strategic-level thinking.

I agree that natural AI is the goal, but that requires the AI to actually be able to perform limited problem-solving; or for scripted sequences that trick the player into thinking the AI is problem-solving.  All the games that get praise for the depth of their AI did exactly that.

Harder is not "better."  Challenge is.  It's easy to make a game harder - think of the lethal accuracy and damage ME3 MP's enemies put out compared to players - but it's not easy to provide a fair challenge.  Anyone else tired of AI with ESP and auto-aim?  I sure am.  That said, it's also trivial to defeat because there has to be enough error built in to allow a human to win.  Some balance is necessary.

I'm playing a lot of older games at the moment, precisely because their gameplay is often superior to modern games they inspired with better visual but less depth.
"In the beginning, the Universe was created.  This made a lot of people very angry and has widely been regarded as a bad move."  [Douglas Adams]

 

Offline General Battuta

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Re: Julian Gollop: PC Gamer Interview
Actually, this is one of my major gripes with RTS games in general - they often come down to efficiency and build order, versus any tactical or strategic-level thinking.

WALB :toot:

 

Offline Klaustrophobia

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Re: Julian Gollop: PC Gamer Interview

I think what most of us would like is AI capable of problem-solving without cheating.  Strategy games are great examples of this - SC2 (to choose a popular example) actively allows the AI to cheat to produce harder levels of difficulty.  Without those cheating methods, AI is incapable out out-foxing a human opponent.  Actually, this is one of my major gripes with RTS games in general - they often come down to efficiency and build order, versus any tactical or strategic-level thinking.


this is why i play RTS's (ok, the only ones i have are C&C) on easier difficulties, and i make it fun by setting personal "challenges" of defeating the AI in novel ways, or executing "perfect" tactics.
I like to stare at the sun.