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Re: PES 2013 Discussion Thread .......
Well, not all games use scripted events.
The example of heavily scripted game is Call of Duty. After playing it once, you never play Single player again, because AI will always act the same way and enemies will spawn from same positions, etc.
Now compare this with first FEAR where AI, even scripted, was doing stuff out of ordinary thinking box. That's why I finished FEAR 5 times and AI in all of those tries acted differently, when I changed approach.
Now regarding sports games, the second should be priority. Randomness, not scripted events, no stats boosting making Ronaldo look like a pussy vs Swansea defenders, etc.
I don't see cheating in Top Spin, NBA 2k, NHL, didn't see much of it in PES5/6 2009 and 2010. I did see it in Need for Speed series, TOCA, Race Driver though.
But why the f**k KONAMI and EA now added Rubber Band AI to their football games is beyond me! It should stay with racing games.
As to what the hell rubber band ai is:
Rubber Band AI is a hidden feature in racing and sports games that allows computer-controlled opponents to catch up no matter how far behind they are. It is intended to keep challenging the player.
Overview
Rubber band AI refers to an artificial intelligence found in titles such as racing or sports titles that is designed to prevent players from getting too far ahead of computer-controlled opponents. When done well, such AIs can maintain a consistent level of challenge from the beginning of an event to the end. However, when done poorly, it becomes evident that the game is bending its own rules in the computer's favor, either by temporarily enhancing the CPU's abilities, inhibiting the abilities of the player's character(s), or both. As an example of how rubber band AI is designed, a complete description of the algorithm for such found in the Nintendo GameCube game Mario Kart: Double Dash!! is available in US Patent 7278913.
Although commonly associated with racing games such as the aforementioned Mario Kart series, similar AIs are also featured in both sports simulations and arcade titles. For example, in a football game, the opponent's quarterback may suddenly become un-blitzable when that team is behind by sixteen or more points. NBA Jam's rubber banding is notorious; if the AI team is behind, they will shove the player mercilessly and drive past them for unblockable dunks, while the player's own dunks and shots suddenly become noticeably less accurate.
Read it carefully...
Well, not all games use scripted events.
The example of heavily scripted game is Call of Duty. After playing it once, you never play Single player again, because AI will always act the same way and enemies will spawn from same positions, etc.
Now compare this with first FEAR where AI, even scripted, was doing stuff out of ordinary thinking box. That's why I finished FEAR 5 times and AI in all of those tries acted differently, when I changed approach.
Now regarding sports games, the second should be priority. Randomness, not scripted events, no stats boosting making Ronaldo look like a pussy vs Swansea defenders, etc.
I don't see cheating in Top Spin, NBA 2k, NHL, didn't see much of it in PES5/6 2009 and 2010. I did see it in Need for Speed series, TOCA, Race Driver though.
But why the f**k KONAMI and EA now added Rubber Band AI to their football games is beyond me! It should stay with racing games.
As to what the hell rubber band ai is:
Rubber Band AI is a hidden feature in racing and sports games that allows computer-controlled opponents to catch up no matter how far behind they are. It is intended to keep challenging the player.
Overview
Rubber band AI refers to an artificial intelligence found in titles such as racing or sports titles that is designed to prevent players from getting too far ahead of computer-controlled opponents. When done well, such AIs can maintain a consistent level of challenge from the beginning of an event to the end. However, when done poorly, it becomes evident that the game is bending its own rules in the computer's favor, either by temporarily enhancing the CPU's abilities, inhibiting the abilities of the player's character(s), or both. As an example of how rubber band AI is designed, a complete description of the algorithm for such found in the Nintendo GameCube game Mario Kart: Double Dash!! is available in US Patent 7278913.
Although commonly associated with racing games such as the aforementioned Mario Kart series, similar AIs are also featured in both sports simulations and arcade titles. For example, in a football game, the opponent's quarterback may suddenly become un-blitzable when that team is behind by sixteen or more points. NBA Jam's rubber banding is notorious; if the AI team is behind, they will shove the player mercilessly and drive past them for unblockable dunks, while the player's own dunks and shots suddenly become noticeably less accurate.
Read it carefully...