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| A gamers view on violence (Forums : Cosmos : A gamers view on violence) | Locked | |
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| Jul 22 2009, 7:41pm This post has been deleted. | ||
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Jul 22 2009, 7:45pm Anchor | |
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Interesting to mention thief - while indeed it is often non-contact, it's still very much a physical game (position and motion are still the dominant mechanics, not dialogue). Put like that (interpreting a spatial situation vs interpreting a social/political situation) I hope you can agree that we've got a lot more collective knowledge in working with the former over the latter in game design. As for the speculation on the far future, I reckon things will work out well. Partly because I'm an optimist, and believe that the assholes will be the minority, and partly because I'm guessing it will be a gradual process. We'll build up to human leaders with increasingly advanced AI assistants, and by the time it becomes an AI ruler with a human figurehead the AI will be so good at it's job that we'll be too busy doing good old fashioned human things in the sex, drugs and rock n roll kind of theme to notice when the balance tips over. Edited by: Gibberstein |
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Jul 22 2009, 8:20pm Anchor | |
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That's right. It does indeed focus entirely on stealth mechanics. Served me simply as an example of how challenges can be build without having to kill anything. In fact in Thief on the hardest level you are not allowed to kill any human being. It's therefore the entire other way around. But it's correct that mechanical gameplay ( and both shooting on something or stealthing around it is based on a mechanical action ) is easier to do than social gameplay. But they are also not impossible. Games like Phoenix Wright jump to my mind in that regard. This is in fact a puzzle solving game although the puzzles are presented as investigation parts or finding the hole in a testimony part. Nevertheless it poses a challenge which in my opinion also includes social situation interpreting. It's though limited to the scripted actions so not a simulation as combat games tend to be. But it's one of the many possibilities to create something interesting and challenging without resorting to gunfighting. |
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| Jul 22 2009, 10:06pm Anchor | ||
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why do i always miss the interesting posts? (deleted ones) -- 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, 10:11pm Anchor | |
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Assaultman67 wrote:why do i always miss the interesting posts? (deleted ones)
Deleted posts are never interesting! Especially when they are my posts! Edited by: Orion |
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| Jul 23 2009, 3:45am Anchor | ||
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By the time humans invent a real A.I. we just prove that there is no god, or rather that we are god himself. From that point on every religion will drop dead, at least if they have any kind of go. |
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| Jul 23 2009, 8:19am Anchor | ||
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I dont see how that would in the least bit disprove god. But either way by the time we have AI that advanced i think religion will have been long gone. |
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| Jul 23 2009, 9:04am Anchor | ||
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Its easy, once youre able to create life from nothing, which A.I would be. You yourself become god. And if that A.I is someday able to invent another real A.I, which it should be capable of then, it proves the A.I to be god aswell and so on. |
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| Jul 23 2009, 1:57pm Anchor | ||
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I disagree. Being a creator of life (even real life) would not make you "god." Edited by: ngs616 |
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| Jul 23 2009, 3:36pm Anchor | ||
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Yea but who asures you that your not a form of AI aswell? |
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| Jul 23 2009, 3:54pm Anchor | ||
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Haha. Well.. i personally believe in evolution; so, i consider my(our) intelligence more of a natural refinement then artificial. But i wouldn't say it's impossible. Maybe "aliens" (gods) are beaming messages into our brains from "far, far away." Edited by: ngs616 |
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| Jul 23 2009, 11:22pm Anchor | ||
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hmm ... if digital characters in a digital world evolved into conscious beings ... and then were allowed to exist long enough for them to develop theories and observations based upon limited digital senses (sight, touch, smell, whatever) What theories could they make about us? ... None! The truth is with their limited perspective they would not be able to know why the world was designed the way it was ... They may develop the concept of vertices, faces, sprites, etc ... but not how those came to be ... see what i mean They could observe and predict patterns and know their responses but they would not be able to know why those patterns are the way they are ... Similar to the way we don't know why matter exists ... So for all we know ... we could be a subspace of some other universe ... (infact physicists say we are ... but ... im using the term "subspace" abstractly rather than the technical mathmatical term) Edited by: Assaultman67 |
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| Jul 24 2009, 2:27am Anchor | ||
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Assaultman67 wrote:hmm ... if digital characters in a digital world evolved into conscious beings ... and then were allowed to exist long enough for them to develop theories and observations based upon limited digital senses (sight, touch, smell, whatever)
What theories could they make about us? ... None! The truth is with their limited perspective they would not be able to know why the world was designed the way it was ... They may develop the concept of vertices, faces, sprites, etc ... but not how those came to be ... see what i mean They could observe and predict patterns and know their responses but they would not be able to know why those patterns are the way they are ... Similar to the way we don't know why matter exists ... So for all we know ... we could be a subspace of some other universe ... (infact physicists say we are ... but ... im using the term "subspace" abstractly rather than the technical mathmatical term) Hence what iam saying. If we can create a real A.I we would just prove that. For me violence in games should not be banned, it should be impossble for inappropriate audiences such as kids to get their hands on it. But for adults? They should be able to decide whats good for them and what not. Edited by: N0dachi |
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| Jul 24 2009, 1:23pm Anchor | ||
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Gibberstein wrote: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.
Gibberstein wrote:Interesting to mention thief - while indeed it is often non-contact, it's still very much a physical game (position and motion are still the dominant mechanics, not dialogue). Put like that (interpreting a spatial situation vs interpreting a social/political situation) I hope you can agree that we've got a lot more collective knowledge in working with the former over the latter in game design.
Indeed; as I said earlier, I believe that the focus on violence in current games is based on our limited technology (and that this is why there are no games that focus on other, quite possibly more entertaining aspects of the world and human existence). But there have been good titles with the scripting to simulate these kinds of situations to at least a decent extent. Sure, you have to pick pre-prepared options and can't really "negotiate," but if an innovative enough save feature was implimented, the player would have to be very careful about what they say and do, because it could set them back quite a bit or result in them losing health/ammo/etc if they should say the "wrong things" (I'm not saying morally wrong or mean or what have you, but simply the options that lead to a less favorable outcome as generated by a script).As I also said, however, you have to be extremely careful about this. When I asked "what if the player decides to be violent anyways?" we came up with a solution: make violence have profound negative effects at times. But then you have to worry about a whole new ball game: people not wanting to play your game. If the scripted sequences are not compelling enough, the player will want to skip them (just as people might skip cutscenes). And in this case, skipping the scripted sequences like this means skipping the game. I've seen people complain about Half-Life 2's scripted sequences, and those didn't even demand much interaction. This is a definite flaw with the idea. Someone wrote:Hence what iam saying. If we can create a real A.I we would just prove that.
Just wanted to give a short comment: Even if we can create sentient AI, and even if it can be proven to be "alive" by scientific definitions, the religious definitions may vary. Also, we're talking about AI here; it's not going to have an organic body. |
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Jul 24 2009, 1:47pm Anchor | |
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I'm not really in favor of calling only combat gameplay "dynamic" and all other forms of gameplay scripted. If a game really only uses scripted sequences it is in for a hard time that's true. But why should any other gameplay not relying on violence have to be scripted? Such systems are simulations as combat oriented games are a simulation. I'm am also not fond of hiding ( as developers ) behind "lack of technology". They claim how their combat simulation becomes better due to technology but on the other hand they claim that they can't evolve other gameplay because of the technology. That somehow bytes itself. If I can improve combat gameplay with technology why should I not be able to improve non-combar gameplay with technology? |
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| Jul 24 2009, 1:52pm Anchor | ||
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N0dachi wrote:By the time humans invent a real A.I. we just prove that there is no god, or rather that we are god himself.
If anything, anyone working in a game engine should have a somewhat clearer sense of the "how" God created via Genesis 1. Whatever we are able to replicate with technology is pseudo. I'm sure there's plenty of people who can replicate Van Gogh's "Starry Night", but they'll never be the real thing. |
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| Jul 24 2009, 3:04pm Anchor | ||
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Dragonlord wrote:I'm not really in favor of calling only combat gameplay "dynamic" and all other forms of gameplay scripted. If a game really only uses scripted sequences it is in for a hard time that's true. But why should any other gameplay not relying on violence have to be scripted? Such systems are simulations as combat oriented games are a simulation. I'm am also not fond of hiding ( as developers ) behind "lack of technology". They claim how their combat simulation becomes better due to technology but on the other hand they claim that they can't evolve other gameplay because of the technology. That somehow bytes itself. If I can improve combat gameplay with technology why should I not be able to improve non-combar gameplay with technology?
It's because by "technology," they don't mean so much the engines behind the games becoming more advanced in a variety of play perspective but instead in a graphics standpoint. Also, it's not about people being in favor or not being in favor of calling certain aspects of gameplay "scripted" or "non-scripted." The reality is that while the combat part of gameplay might have scripts to make things more interesting, they are not fundamentally needed for an FPS. AI behavior is already defined, and the player's actions are by definition not scripted. Now, we could talk about multiple events being based on the same script, but then patterns would likely emerge that players would notice, and negotiating with the enemy might become just as boring as some might say going around and doing nothing but shooting people in a game is. The other choice we have already covered: every discussion is individually scripted. This can make gameplay repetitive the second time around (not that it isn't already). Like I said earlier, you would also have to have a save system that would set the player back considerably if they were to "try the various options for the one that seems the best." I also have another idea: earlier scripted events can also impact later ones. So, for example, you might make a deal with an enemy pretending to be on his side to completely prevent violence. This might come back to bite you later, however, as you might be thought to be a traitor by someone, or the enemy might find out that you were lieing and send a while lot more enemies after you. |
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Jul 24 2009, 3:31pm Anchor | |
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Discussions and interaction does not have to be scripted. I designed such a system for my project which does not use scripted conversation. Technology has everything we need to pull this off. The only blockage are the developers not wanting to step outside the beaten path. Of course it is not an easy thing to accomplish but they took already their time to improve combat AI so why not improve something else? Combat is as much scripted as a dynamic discussion is. If NPCs can react differently on different combat situations ( pure numbers for the AI ) then they can also react differently to conversation situations ( again pure numbers for the AI ). |
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| Jul 24 2009, 5:08pm Anchor | ||
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Dragonlord wrote:Discussions and interaction does not have to be scripted. I designed such a system for my project which does not use scripted conversation. Technology has everything we need to pull this off. The only blockage are the developers not wanting to step outside the beaten path. Of course it is not an easy thing to accomplish but they took already their time to improve combat AI so why not improve something else? Combat is as much scripted as a dynamic discussion is. If NPCs can react differently on different combat situations ( pure numbers for the AI ) then they can also react differently to conversation situations ( again pure numbers for the AI ).
Right, which is why I stated "while the combat part of gameplay might have scripts to make things more interesting, they are not fundamentally needed for an FPS." It used to be that AI didn't really react differently; scripts have allowed for AI to react in more intelligent ways. Also, what about my concern about dialogue? That is certainly something that cannot simply be generated for the specific situation (it would have to be general) and yet be different so as to not sound like a broken record (if common dialogue is used it can get repetitive). Sure, maybe the technology is there now to some extent. But the better combat technology was there first, so that's the way the industry went. Now, the pencil pushers likely see too much risk in trying something innovative like this, especially with the investment that might be required and the great potential for failure (not because the idea itself is bad, but because it might be poorly executed; although they might not see the difference). Edited by: Kyogreex |
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Jul 26 2009, 7:21pm Anchor | |
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@Dragonlord - I'll believe it when I see it. Unscripted conversations would be one hell of an innovation, so I need to play it before I can accept that it works. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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| Jul 26 2009, 7:45pm Anchor | ||
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Gibberstein wrote:@Dragonlord - I'll believe it when I see it. Unscripted conversations would be one hell of an innovation, so I need to play it before I can accept that it works.
Indeed, you would need some sort of really damn good chatbot (coupled with text-to-speech maybe) with conversation "Goals" they would have to direct the conversation towards the games goals ... it would suck to talk to an enemy and they have a tendancy to go off on a tangent in the conversation ... or if you go off on a tangent they can try to guide the discussion back to the info you really need rather than "Why is the sky blue?" discussions ... Also the chat bot has to steer clear of the philosophical crap and the "restate the question and ask it back" crap most chatbots algorithums like to do to so they can make the conversation more predictable ... For example if i took out an assasin in the hypothetical game and said "Who do you work for?!?!" to him/her and he/she responds "Interesting, who does any of us work for?" = fail Then you would need some sort of fuzzy logic personality vector integrated into the chat bot that tells the bots what their general personality should be and what "mood" their discussions should have ... just for more personality depth than talking to the same chatbot over and over ... say, a (blank)D vector that expresses aggressiveness/passiveness in one dimension, overall happiness/sadness in another, stupidness/smartness, etc ... Edited by: Assaultman67 |
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Jul 27 2009, 10:25am Anchor | |
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I'm not going down that road. Like always there is no "one" solution so I'm combining. The idea is not to have a chat bot in the way you imagine it. I have a specific gameplay mechanic in mind which needs a better conversation system than what is typically employed. But for this to work I do not need a fully AI driven chat bot. But I agree that this has to be first put to use to see how it works. I still have to implement a few "prerequisites" in my engine to pull this stunt off. Hopefully all works out the way I planned it as it would be interesting stuff to toy around with |
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Jul 27 2009, 10:41am Anchor | |
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I'd rather have the killing in pixels than real blood. |
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