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| A gamers view on violence (Forums : Cosmos : A gamers view on violence) | Locked | |
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| Jul 20 2009, 7:26pm Anchor | ||
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Or even a simple matching game like mahjong. Edited by: ngs616 |
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Jul 20 2009, 7:32pm Anchor | |
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I guess you can say this also for puzzle books. They are brain training too. I meant more in the sense of complex tasks or in general the simulation nature of games. |
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| Jul 21 2009, 3:56am Anchor | ||
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ngs616 wrote:I hear around 40 sirens a day (police/ambulance/fire)
And theres always some rowdy mother fuckers roaming around. If you're outside you'll hear someone yelling/screaming atleast once or twice every hour. Not sure about the "rowdy mother fuckers" and Kyogreex wrote:Games do make an incredibly good scapegoat for the larger societal
problem that parents just don't care anymore. It's not that parents need to get "tougher" on their kids in many cases, its just that they need to stop being apathetic. Yep, so true. Kyogreex wrote:I don't know how many times I've seen the question brought up lately of freedom vs. safety and security. Benjamin Franklin famously wrote "They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety." The question then becomes, what is essential liberty. Have we already given it up? Certainly in these troubling times a certain degree of safety must be given up to ensure that our essential right to life and liberty is not violated by those who would take it away, whether for personal, political, or religious reasons (I suspect that the latter is simply and excuse for the second in many cases).
See thats why i dont get the US. The founding fathers said some good stuff. The constituition of the US is pretty good too. So why are most of the citizens so damn stupid as to willingly give up the rights their founding fathers gave them, they even paid a big blood toll for it too. This goes for other countrys too.(Germany) And if you think all of this has nothing to do with games youre wrong. In Germany some politicians are currently trying to prevent the production and selling of "action games" while no one really knows what the definition of an "action game" would look like. Super Mario prolly would count as one. |
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Jul 21 2009, 5:27am Anchor | |
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No one cares about rights in the western world these days anymore, as everyone has come to abuse rights and have grown accustomed to the world as it is. Go to a country where no one has rights though and these views will change. Though sadly most people don't do this. Also when you think of it most people never bring up the gaming issues that I see, nor do they care. Sure when it is brought up they will look and go, "Wow! That's terrible, we have to do something about it!" But then, they will just resume eating their dinner. I can relate this game violence issue to my brother, who is an underaged alcoholic. He abuses my mother and father all the time. My mother and father take two different views of how we should get him to fix his behavior. My mother yells at him, and he in turn yells back and they both abuse each other. This can represent gamers and and the nongamers arguing about violence in games. Now my father on the other hand, gives him no support, and will allow him to do the stupid stuff he does, but takes no responsibility for it. He gets drunk and nearly dies? So be it, it will help solve his act (not that it did though he actually drinks more now because he couldn't even remember it being that drunk, go figure Now the father at times however once the issue becomes personal (usually the brother abuses the mother) he becomes more involved in an argument. Ultimately he becomes the mother and yells at him saying threats and stuff to him, but he also becomes the brother because he violent (best way I can probably put it.) Ultimately, what way is right? Perhaps it is best to leave things as they are and accept it how it is. The human world is never perfect, and never will be. We want peace, but we invade Afghanistan? Either way doesn't get the desired result. Why? Because the balance of how every day life is will always prevent it. So is it thus best to leave gamers and their games and accept it as it is? Or should we ban games altogether due to the violence? Either way will probably not get the desired effect. Besides on another note does your brother, sister or any one you know that is a gamer go around and murder people like they do in their games? Of course not. They just sit around playing their little game, accepting what it is and staying in their own little world. The non gamers don't play games, and thus are in their own little world of what is real and what is not. To some extent (I'm not being racist) I believe in Apartheid. It prevents conflict from happening, because they can't be together to start conflict in the first place. In a similar way I believe in keeping gamers as it is, and let them stay away from non gamers to prevent conflict from happening in the first place. Accept the world as it is, and always will be. People are going to be different, so why bother trying to force everyone to be the same? Sorry about all the probably non related issues but I was trying to relate this argument to other well known issues to help people understand the two parties and why the arguments and conflicts break out in the first place. -- Can you tell me doctor why I still can't get to sleep? |
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| Jul 21 2009, 8:23am Anchor | ||
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The cops dont turn their sirens on for a drunk guy in a phone booth. the city pop is about 80k. But regardless the people here arent the way they are because of video games. Edited by: ngs616 |
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Jul 21 2009, 9:34am Anchor | |
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@N0dachi: @Handgun_Hero: |
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| Jul 21 2009, 11:51am Anchor | ||
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Someone wrote:So perhaps keep the argument civilised might solve it.
I don't think the argument has really become 'uncivilized'. Rather, the argument for violent video games rarely gets a fair chance. The media has already swayed many people away from video games with all of the sensationalist stories. Someone wrote:while no one really knows what the definition of an "action game" would look like.
Very true. Who defines the genre in this case? The developer (could pay the right people off to get a different classification)? The government (dangerous)? Or an independent agency (just as dangerous)? There seems to be no appropriate group, that wouldn't be suceptible to extreme corruption, or that wouldn't be biased. Someone wrote:Though sadly most people don't do this.
For the love of it, that should be unnecessary. But you are right, people don't care enough anymore to even send an email or letter to their politicians and leaders. Someone wrote:We want peace, but we invade Afghanistan? Either way doesn't get the desired result. Why? Because the balance of how every day life is will always prevent it. So is it thus best to leave gamers and their games and accept it as it is? Or should we ban games altogether due to the violence? Either way will probably not get the desired effect.
"Peace through superior firepower." The really interesting thing your argument brings up is that this argument can become "you vs. us." There are "gamers," and then there are "non-gamers." But this line has been blurred. I know that an increasing number of senior centers and assisted living homes are offering Wii gaming to get seniors moving. Gaming has become more and more mainstream; I believe it is more "hardcore" gamers that are the target. Someone wrote:To some extent (I'm not being racist) I believe in Apartheid. It prevents conflict from happening, because they can't be together to start conflict in the first place. In a similar way I believe in keeping gamers as it is, and let them stay away from non gamers to prevent conflict from happening in the first place. Accept the world as it is, and always will be. People are going to be different, so why bother trying to force everyone to be the same?
I know you're not trying to be racist or mean or whatever, but that solution has never worked. There is no reason to force people to be the same, but there are so many different classifications in society and so much overlap, that keeping people separate like this would be impossible. Sure, person x is a gamer, and could therefore be segregated with other gamers. But certainly gamers are not all the same. The very sound of the idea brings up the thought of the distopia. Certainly, if "gamers" were segregated, the "non-gamers" might begin to worry that the gamers are all together becoming more effective killing machines. What kind of fight might ensue then? Someone wrote:if anyone is to blame it is 1990-2010 rap music; i think it has a much worse effect on young people then video games do.)
I want to be clear that I don't blame all rap music. There are some good artists out there that have something meaningful to say. But I do believe that some of this music has created a culture where violence is a way of life. Somebody say something you don't like for some reason? The music teachers violence is the answer. End up going to prison because of it? That's part of the culture. Then, there is plenty of violence in the prison. It simply encourages a persistent culture of violence. Certainly there is something to be said about the fact that the vast majority of those in prison are male. Someone wrote:Even if you ban such games in Germany you can pirate them from the Internet. And then we've got more piracy. That's what I call progress
It's easy to imagine where this course of action could go. The government would then have to crack down in piracy. Gaming would become a "black-market" kind of thing. Chances are, the people who would still be playing games would form an "underground" culture, which could breed much more violence then just letting it go. Someone wrote:Games are not realistic yet but what could happen if they become? What if in the future games achieve a quality and immersion level of a holo-deck? After all this topic is also about looking at what the future might hold. After all if you compare games nowadays with a couple of years ago ( 10 or 15 ) then the difference in realism is huge. So if we go 10 or more years to the future, what would we get and how could it affect people? Can a child really discern game from reality if the game becomes nearly fully realistic? And even if not what's a child supposed to think about solving problems if violence is shown as the ultimate solution?
But do games always show violence as the ultimate solution? In most of the games in question, if you don't act, the enemy is probably going to kill you. And then, you have to consider than there are plenty of RPGs (i.e. KotOR) where you can explore peaceful options through dialogue. And I think there is one thing you are not considering: the focus on violence in many video games may very well be a side-effect of our currently limited technology. Taking a virtual vacation using current technology would be boring and unrealistic; therefore, there is no demand for it. Who's not to say that in the future, with said "holodeck" immersion, games won't turn away from violence for the most part. Violence makes current games interesting. But when you get that realistic, are people really going to want to be immersed in something tantamount to the "real deal"? The kind of technology you are talking about could offer such broader horizons. |
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Jul 21 2009, 4:39pm Anchor | |
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It is really impossible to some extent to make a game truly realistic because it's not the real thing. It never will be. No matter how hard you try. And thus because it isn't real won't effect a person's morals. -- Can you tell me doctor why I still can't get to sleep? |
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Jul 21 2009, 7:37pm Anchor | |
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Kyogreex wrote:But do games always show violence as the ultimate solution? In most of the games in question, if you don't act, the enemy is probably going to kill you. And then, you have to consider than there are plenty of RPGs (i.e. KotOR) where you can explore peaceful options through dialogue. And I think there is one thing you are not considering: the focus on violence in many video games may very well be a side-effect of our currently limited technology. Taking a virtual vacation using current technology would be boring and unrealistic; therefore, there is no demand for it. Who's not to say that in the future, with said "holodeck" immersion, games won't turn away from violence for the most part. Violence makes current games interesting. But when you get that realistic, are people really going to want to be immersed in something tantamount to the "real deal"? The kind of technology you are talking about could offer such broader horizons.
It's something I notice when I read through games news sites or any other place focusing on gaming. Many current ( and upcoming titles ) boast with having lots of violence and sex. Now I do not claim this to be the case for any game out there or even the majority ( if we also look at Indie and Hobbyists titles ) but some developer head once said ( no idea anymore who ) that to sell a game nowadays you have to stick out of the mass and the way to achieve this is to add more violence and sex ( or let's say simply what's considered bad in our society ). This line alone worried me a bit since it blocks what you mentioned the creative use of technology. Why misusing improvements in gaming technology for more violence instead of playing around with different types of game mechanics the new technology offers? Now concerning your point about the RPG actions. Most of the RPGs I know do not allow you to not kill something if your task requires you to. There is no other option. How about telling your victim about what you have been tasked to do and tell him to hide for a short time so you can tell your task-giver that you did what he asked although you are lying? I've not seen an RPG yet where this had been an option without being coded for one specific situation. In general I've not seen an RPG where I can actually choose what I want to do. Now people can claim that sandbox title X or Y can do this but do they really? Can you choose such an option whenever you want not when the developer prepared this scenario beforehand? I know no such title so far. But that now goes into sandbox games and their problems of being just a sandbox but not actually allowing the player free will which is not what this topic is about. Bottom line is developers increase violence in their games to gather more customers. Customers buy the violent games sending the wrong signal to the developers ( that this is what they want and nothing else ). So we are in a spiral going upwards. Fortunately though the games industries kills itself right now with their actions so chances are Indies and others with more creative ( and less violence oriented ) games can show that this media is not all about violence like the politicians belief right now. EDIT: One point I forgot. You mentioned the situation of the player having to shoot first to not get killed. One of the recent mods ( Research and Development ) is a good example of the opposite. The player is shot at and attacked but he has to act using ( more or less non-violent Edited by: Dragonlord |
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| Jul 21 2009, 8:37pm Anchor | ||
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Someone wrote:But in fact there are usually other options if you are smart ( or a little MacGyver ). That's not directed at you in no way, you just happen to bring up that example to nail something up on.
I understand. But don't you think this is a highly specific example? There's no way somebody is going to get through Halo or Half-Life without ever shooting someone once, even on the easiest settings. The different in the case of R&D is not the player, it's the game. The problem is that the industry at large doesn't want to explore new options, as you have said. I have to give VALVE credit for Portal; seeing its success, one would think that others would try to emulate it (some good, some bad of course), but no. I feel that the fact is that in the vast majority of [violent] video games out there you have to kill in order to not be killed. No amount of smarts is going to help that, unless you are using godmode, and then you aren't really playing the game. Someone wrote:Bottom line is developers increase violence in their games to gather more customers. Customers buy the violent games sending the wrong signal to the developers ( that this is what they want and nothing else ). So we are in a spiral going upwards. Fortunately though the games industries kills itself right now with their actions so chances are Indies and others with more creative ( and less violence oriented ) games can show that this media is not all about violence like the politicians belief right now.
Very true; if the major developers suffer because they refuse to produce anything innovative to minimize risk, they will die off. I believe that innovation will be forced upon them in this case. I don't want violence to disappear from games altogether, but I don't want it to head in the direction of complete realism. All I was saying earlier is that when we are at the point of "holodeck"-style technology, will people really want to be shot back at (and maybe even feel some pain)? A big point is that (most) games now don't incorporate a form of feedback that could be called anything near realistic. When you can feel not only the gun in your hand firing but the bullets hitting you (even if it is only a little bit of pain) the entire ballgame changes. The way we currently do games might actually be worse, because you kill people with no real risk; you will respawn, and even if you don't, it isn't as stressful as real combat. That can make those who do decide to commit violent acts and who play video games feel almost invincible; they don't really realize the implications of what they are doing. "Holodeck" realism might make for a better "combat simulator," with the implications that come with it, but I don't believe it will desensitize people to violence as much as current video games do. Edited by: Kyogreex |
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| Jul 22 2009, 3:16am Anchor | ||
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I skimmed over this topic and i plan to go back and read it later but ... Gibberstein wrote:... Of course, Deathmatch is going to remain popular, but we manage to frag each other at LAN parties without feeling any sort of inclination to shoot each other in real life. So even if the AI you are fragging is self-aware and intelligent enough to hold a conversation with you, that's not going to change the basic fact that it's all pretend -you're still fragging the avatar, not killing the individual. As a bonus, maybe if we did have self-aware AI bots, I might get a better standard of conversation between rounds
This quote ... made me worried about the future ... the fact is i really don't want to have an intelligent conversation with a bot ... one that is capable of digital speech, digital feeling, digital pain ... because in reality we are all just really complex organic "bots" in an even more extremely complex system ... so even though "he" lives in a system that is a subspace of our system ... does that make him not alive? Life cannot be unequivocally defined ... so what about intelligent life? ... considering it is indeed a subclass of life? I know he probably wasn't talking as hypothetically as me but ... thats just what i thought of when i read it ... Edited by: Assaultman67 |
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Jul 22 2009, 3:52am Anchor | |
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No bot can be a true human because it is virtual, not a living organism. And I am yet to see a Bot that can communicate with a human very well and act human. -- Can you tell me doctor why I still can't get to sleep? |
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Jul 22 2009, 6:25am Anchor | |
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Kyogreex wrote:
Someone wrote:But in fact there are usually other options if you are smart ( or a little MacGyver ). That's not directed at you in no way, you just happen to bring up that example to nail something up on.
I understand. But don't you think this is a highly specific example? There's no way somebody is going to get through Halo or Half-Life without ever shooting someone once, even on the easiest settings. The different in the case of R&D is not the player, it's the game. The problem is that the industry at large doesn't want to explore new options, as you have said. I have to give VALVE credit for Portal; seeing its success, one would think that others would try to emulate it (some good, some bad of course), but no. I feel that the fact is that in the vast majority of [violent] video games out there you have to kill in order to not be killed. No amount of smarts is going to help that, unless you are using godmode, and then you aren't really playing the game. This is correct. I didn't mean though that you go and play an FPS without killing. What I've been after is more that if you look at the game itself theoretically you would have additional options to solve the problem although these are not implemented and usable by the player. Edited by: Dragonlord |
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| Jul 22 2009, 8:41am Anchor | ||
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Dragonlord wrote:
Kyogreex wrote:
Someone wrote:But in fact there are usually other options if you are smart ( or a little MacGyver ). That's not directed at you in no way, you just happen to bring up that example to nail something up on.
I understand. But don't you think this is a highly specific example? There's no way somebody is going to get through Halo or Half-Life without ever shooting someone once, even on the easiest settings. The different in the case of R&D is not the player, it's the game. The problem is that the industry at large doesn't want to explore new options, as you have said. I have to give VALVE credit for Portal; seeing its success, one would think that others would try to emulate it (some good, some bad of course), but no. I feel that the fact is that in the vast majority of [violent] video games out there you have to kill in order to not be killed. No amount of smarts is going to help that, unless you are using godmode, and then you aren't really playing the game. This is correct. I didn't mean though that you go and play an FPS without killing. What I've been after is more that if you look at the game itself theoretically you would have additional options to solve the problem although these are not implemented and usable by the player. The problem then is that not fighting has to be just as or moreso entertaining than fighting, or a superior option. If a player stands to loose a great deal of health, even in an FPS they might seek out such proposed alternative. However, if the player has nothing to loose from fighting and the fighting is more entertaining, they might just sit down and say "No, I'm here to play an FPS, not a morality lesson," and we get nowhere. |
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Jul 22 2009, 12:01pm Anchor | |
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You need a reward system for this and it can be very simple. Taking your example if you fight chances are you get damaged somehow. Make medkits scarce to emphasis this. If though you find a different way to overcome your foes you will not take any damage ( I call this "you can't shot what you can't see" ). Not only would you then have an advantage if you don't pick a fight with guns blazing you would also get fun out of it. It can be as rewarding to trick an opponent in a hilarious way than putting a bullet between his heads. Of course if you don't give the non-violent solution an advantage it won't be chosen that easily. Again this is the responsibility of the game developers to think outside the box and giving the player room for alternatives. |
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| Jul 22 2009, 12:14pm Anchor | ||
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Dragonlord wrote:I call this "you can't shot what you can't see"
Obligatory: That's what snipers are for. In all seriousness, however, I do think you are on to something. Making violence more advantageous in some situations and other methods advantageous in other situations could make the entire experience more interesting. One thing that could be done is perhaps the enemy surrendering if they get ambushed: there could be some violence (shooting at them at first), but they will surrender peacefully, thus negating the need for more violence. |
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| Jul 22 2009, 1:45pm Anchor | ||
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Some time ago i thought about a system that doesnt reward non violent behaviour rather then punishing violent one. I.E. make your character super strong in the beginning and for each person you kill/damage/talk bad (whatever suits the game) your power decreases. This is an interesting concept, though it has some flaws. For example how do prevent the player from becoming redicilously weak etc |
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Jul 22 2009, 2:45pm Anchor | |
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Could be tested once in a game to see how this works out. Punishing incorrect behavior is tricky indeed unless it is clear from the beginning. You could also include other disadvantages. For example if you attack somebody merchants might not sell or buy stuff cheaply or people might not want to tell you the things you want to know. It would be a subtle way making non-violent playing interesting. TNM for example rewards the player with additional money if he keeps casualties low. They balanced it though hence if you stick to guns you won't get the money but Phas still gives you ammo. |
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| Jul 22 2009, 3:18pm Anchor | ||
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Handgun_Hero wrote:No bot can be a true human because it is virtual, not a living organism. And I am yet to see a Bot that can communicate with a human very well and act human.
Hypothetically, What if i created a bot that was controlled by an exact replication of the human brain and its body was controlled was nothing but a digital avatar in a digital world? I guess it all boils down to a hypothetical "When does artificial intelligence become intelligence?" -- My links:|Xfire|Mars Wars 3|Steam|
My Mod/Game Watches: |Lift Mod|Overgrowth|Airborn|MechOverride|Warm Gun|Star Trek: Enterprise - TCW| |
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Jul 22 2009, 4:04pm Anchor | |
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When it is organically reproduced. -- Can you tell me doctor why I still can't get to sleep? |
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Jul 22 2009, 6:19pm Anchor | |
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Damn, so much to take in on this thread, why did I not reply sooner? Two main threads of discussion to contribute to here: Regarding why physical conflict is more common in games than diplomacy or deception: Easy - physical conflict is a problem we understand best when implementing it using game technology. It's easy to say developers should think outside the box and find other mechanics, but the technology available for one against the other just isn't a fair comparision. For physical conflict there's a few games out there with autonomous, unscripted AI that can be dropped in a world and do a fair job of putting up a fight. There is no equivalent that lets you drop characters in the world and they'll autonomously be bribeable, or open to discussion. Anything like that can only be done via slow, tedious, manual scripting, and until we understand how to give AI characters interesting social or political autonomy, free of scripts, shooting and beating people is always going to be the most common mechanic. We are a very long way off closing that technology gap. ... which leads me to: Assaultman67 wrote:
the fact is i really don't want to have an intelligent conversation with a bot ... one that is capable of digital speech, digital feeling, digital pain ... Don't worry, such things probably won't happen in our lifetimes, but even if they did, don't panic. By the time AI is genuinely AI (as opposed to the current smoke-and-mirrors illusion wrapped around some very crude logic) they won't be bots in the sense you're assuming. They'll be players that exist outside of the game and pick an avatar in the game same as you and me - they wouldn't feel pain when the in-game character goes splat any more than you do. The advantage is that we can reasonably assume that since they won't have to deal with testosterone issues, they'll be a lot more civil and courteous than your average CS kiddie Don't see why intelligence has to be organically reproduced though - if a being is capable of learning and conversing indistiguishably from a human, I reckon you should call it intelligent. When that day comes, looking down on it for not being organic is going to be a good way to encourage it to start taking notes from Skynet -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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| Jul 22 2009, 6:47pm Anchor | ||
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Gibberstein wrote:... Don't worry, such things probably won't happen in our lifetimes, but even if they did, don't panic. By the time AI is genuinely AI (as opposed to the current smoke-and-mirrors illusion wrapped around some very crude logic) they won't be bots in the sense you're assuming. They'll be players that exist outside of the game and pick an avatar in the game same as you and me - they wouldn't feel pain when the in-game character goes splat any more than you do. The advantage is that we can reasonably assume that since they won't have to deal with testosterone issues, they'll be a lot more civil and courteous than your average CS kiddie
Don't see why intelligence has to be organically reproduced though - if a being is capable of learning and conversing indistiguishably from a human, I reckon you should call it intelligent. When that day comes, looking down on it for not being organic is going to be a good way to encourage it to start taking notes from Skynet I know for sure it will probably never happen in our lifetime ... but what makes you so sure that we (humanity) would treat our AI algorithms with enough respect that we would not fully integrate it into the game as a character for the sake of realism? After all, its just an algorithm right? If an AI was developed that even came close to matching human intelligence it would be discriminated against with the excuse that "its just a program" ... its human nature ... I mean ... people have enslaved each other with the excuse that "slaves don't have souls" simply because they were different in race or origin and you think that an AI developed by humans would be treated with enough respect to not put them in situations like that or that humans would not develop a superiority complex over machines? Humanity would use AI for all types of slavery no matter how advanced it is ... well untill skynet kicks in of course Ive always found the Terminator movies kinda funny ... because it is logical for skynet to remove the human race if it ever was to be allowed to exist freely Edited by: Assaultman67 |
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Jul 22 2009, 6:53pm Anchor | |
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Jul 22 2009, 7:02pm Anchor | |
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Gibberstein wrote:Regarding why physical conflict is more common in games than diplomacy or deception: Easy - physical conflict is a problem we understand best when implementing it using game technology. It's easy to say developers should think outside the box and find other mechanics, but the technology available for one against the other just isn't a fair comparision.
For physical conflict there's a few games out there with autonomous, unscripted AI that can be dropped in a world and do a fair job of putting up a fight. There is no equivalent that lets you drop characters in the world and they'll autonomously be bribeable, or open to discussion. Anything like that can only be done via slow, tedious, manual scripting, and until we understand how to give AI characters interesting social or political autonomy, free of scripts, shooting and beating people is always going to be the most common mechanic. We are a very long way off closing that technology gap. Why should it be more difficult? Granted you can not simply go and make a super AI which is like a human but then again the combat AI you mention is also not human. I had military training and no AI I've ever seen in any recent hyped AAA game managed to impress me. This simply means that combat AI is one form of AI. It's made to give the illusion of being smart or knowing some combat tactics. The other kind of AI is simpler indeed but take old games like Thief. The AI is stupid but the challenge in these games is not having super smart AIs. In fact a limited AI is often required since the player is supposed to figure out a way to overcome the obstacles. Having a limited AI allows to figure out patterns and to come up with a plan on how you can exploit the ( deliberate ) weakness of the AI to your advantage. I might even object that this kind of games are more demanding and challenging than shooting down some AI with a bunch of combat routines. There you don't need much plan. Just be the first one to pull the trigger and don't do silly things ( like standing all in the open while fighting ). I would consider a competetive combat AI to be more difficult than a non-combat AI delivering the same amount of challenge. Here again it's like always in games development. Creative use of the available means has more value than trying to be as realistic as possible. |
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| Jul 22 2009, 7:25pm Anchor | ||
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orion2sirius wrote:I sense a mention of Asimov's 3 Rules coming soon! ( Will they someday become FACT..? Or remain forever FICTION..? Hmmmm??? )
Asimov's rules are a joke ... LOL One day someone will be like "oh, if i just remove this 1st law i can use it as a weapon!" ... i guarantee some dumbass would do that ... -- My links:|Xfire|Mars Wars 3|Steam|
My Mod/Game Watches: |Lift Mod|Overgrowth|Airborn|MechOverride|Warm Gun|Star Trek: Enterprise - TCW| |
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