Flash of Steel header image 1

Round Table Entry: Artificial Humanity

July 23rd, 2007 by Troy Goodfellow · Design, Round Table

My gaming forum of choice has just discovered Tom Francis’ after action report of a Galactic Civilizations II campaign. As I noted in my brief mention of this AAR a couple of months ago, there’s some curiosity about how much rationalizing Francis is doing to account for the AI’s actions.

This rationalization could be seen as the fevered delusions of a games journalist trying to justify the screwy thing that happened to him in a game he was supposed to lose.

I prefer to see it as evidence that the game is good.

Gamers love to complain about AI, but, like many gamer complaints, I’m not sure if they are saying what they mean. “Bad AI” is used to refer to both predictable computer opponents and unpredictable computer opponents. The term is a catch-all criticism that boils down to “That’s not what I would do in that situation.” There is an unrealistic expectation that the computer controlled enemies or allies play like a human does. And when game designers give the AI a bit of an edge just to keep them from being rolled over, there is a vocal contingent out there that decries this leveling as “cheating”. And nobody likes a cheater.

What most gamers want, I think, is an opponent that seems human. Face it, few of us know enough about how AI works to really know what is happening in the code behind the actions on the screen. So there is a natural inclination to connect what the computer opponent does to some sort of reason or logic. Which makes sense, since computer programs are pure logic. But you know that a game is doing its job when gamers talk about “deceiving” the AI not in terms of exploiting a known blind spot, but in terms of pulling off a great con.

Things get interesting when people start assigning human characteristics like personality and emotion to the AI. We speak of “angering” opponents. We talk about “making nice” with enemies. And of course these are just rule sets translated to our screens. This is harder to pull off without assigning “personality” traits like Civ IV does.

This is part of why Combat Mission: Shock Force is such a colossal disappointment. The AI is unhuman. If the setup tells it to advance, it will until it meets fire. Then it stops, never to move until you decide to meet it. If it sees enemy armor, it will attack it with the nearest available unit, so good-bye infantry squad. It won’t seek cover from enemy artillery or make use of terrain in any sensible way. Every battle becomes a turkey shoot. Where the problem with Theatre of War was getting your own soldiers to stop doing stupid things, CMSF is plagued with enemy forces not doing anything most of the time and when they do things it’s always the wrong thing.

So the AI performs in a way that isn’t anywhere near optimal. And the illusion that I am playing against a thinking being collapses. Unless I want to imagine that the soul of General Haig has seized control of all the armies in the Middle East, there is no way to rationalize what is happening on my screen.

Compare this to the brilliantly convincing, if not brilliant, AI in the earlier Combat Mission games, a computer opponent that would advance through rough ground, place its guns in intelligent places and even play peek-a-boo with its tanks. Mortar fire would send men running for the nearest building or crater. Yeah, you could trick it, but it never felt like you were taking advantage of it. The Germans were just buying your feint. Or they were shooting too soon because they were so afraid of your reputation as a leader of men.

A good AI, then, isn’t the one that always provides a challenge or that can compete with you without cheating. A good AI is one that brings you into the world the designer has created. Civ IV does this by assigning traits and personalities to its leaders. GalCiv 2 does this by some sort of alchemy of priorities and race typologies. X-Com did this by carefully balancing tactical limits and your natural fear of the dark. AI is, ideally, just one ingredient in a stew of immersion.

→ 6 CommentsTags:

Stupid browser

July 21st, 2007 by Troy Goodfellow · Blogs, Me

I had a long post written about game designers who add things to their game that undermine the elegance of an earlier design. I was referencing SimCity, American Civil War and Neverwinter Nights II.

Then I clicked the wrong button and lost the whole thing. So you’ll have to wait for my on-site review of Beyond the Sword to learn where I was coming from.

If you have more than one window open, kids, save what you are doing. Save a lot.

→ 6 CommentsTags:

The Eyes of the Innocent

July 20th, 2007 by Troy Goodfellow · Battlefront, Blogs

The reviews for Combat Mission: Shock Force haven’t started arriving in bulk yet, with only two on the ‘net at the moment.

Strategy game vet James Allen gives it top marks at Out of Eight (probably one of the best review sites for small titles and indie games, by the way).

Combat Mission newbie Tom Clark scores it a 7/10 at Ace Gamez, more I think because he thinks it’s supposed to be a 7 than because he actually likes it – it’s clear from the review that he doesn’t.

The Allen review is well written and the clear enthusiasm he has earns the title the full 8/8. He clearly enjoys the game, and when he loves a game, he loves a game. Though he loved Forge of Freedom, too, and I couldn’t even bring myself to finish reviewing it. Different strokes, I guess.

There are a lot of problems with the Clark review. The writing and organization need another pass, it gets cliches wrong and, as I said above, it seems like a 7 out of duty than out of conviction. And his site has a “Z” at the end.

I say this as one of the biggest fanboys of the Combat Mission series ever. I think the new guy is right.

There is no tutorial, something probably acceptable in a wargame seven years ago, but even this old hand here was a little confused. Not that a good manual is a bad thing, but in-game help is standard now. Shock Force is getting a huge marketing push, too, so it will reach a wider audience than the earlier games did, I think. Even Theatre of War had a tutorial.

The AI is poor. It will not try for its objectives in most circumstances and is content to just sit there while you pummel it with mortar fire. Even your own units drive like a drunken Lohan as they try to get out of each other’s way. Hey, soldier, I drew a straight line for you to follow. The opening campaign mission gives you a dozen vehicles, a narrow roadway and, shortly after exploding tanks because the armor just clogs the path.

It is slow, even on a high powered machine. I can run Oblivion perfectly on highest settings, but need to turn this wargame down if I don’t want the camera jerking all over the place. As the battles get larger, the screen gets more unmanageable. Yeah, it looks great, but the beauty isn’t functional.

My own review will follow me finishing up a bunch of work on my desk.

→ 13 CommentsTags:

The Problem with Expansion Packs

July 19th, 2007 by Troy Goodfellow · Firaxis

The problem with expansion packs is having to relearn everything because they’ve messed with some pretty familiar mechanics. This is my big issue so far with Beyond the Sword. While I love the scenarios and mods I’ve tried, the new techs and espionage system really mess with my mojo. You know how it is when you have a rhythm because you’ve played a game nearly nonstop since it arrived?

And unless my memory is fooling me, the AI seems a hell of a lot more aggressive. Of course, I still have to figure out which of the new leaders are people to avoid as neighbors. You know, the Montezuma-Tokugawa-Alexander types who will make obnoxious demands (like I’m giving Astronomy to anyone on a Terra map), start wars for imagined slights and then blow right past your fortified bordertowns to prey on the soft, chewy innards of your empire.

Suleiman is going on the list. “The Lawgiver” my ass.

→ 2 CommentsTags:

Another History of Civilization

July 18th, 2007 by Troy Goodfellow · Firaxis

For those of you who missed my thumbnail sketch of the entire series in the Civ Chronicles, Benj Edwards from Vintage Computing has done a bang-up job on the original game for Gamasutra. Edwards contacted me early in his research, wanting to make sure that he was covering the bases and that he wasn’t simply duplicating stuff already publicly available. Would that all game historians were so thorough.

His history is thorough and well-written and certainly worth reading through the 10 pages. (The last half is an interview with Sid Meier.)

→ 1 CommentTags:

Medieval 2 Kingdoms and Expansion Packs

July 18th, 2007 by Troy Goodfellow · Creative Assembly, Medieval, Preview

No, I haven’t got an early look. And I’m too busy in Beyond the Sword boot camp to go back to knights and archers and beehive tossers in beautiful 3D.

But Kieron Gillen’s preview is up at Eurogamer. It’s full of great bits, and is, as he notes, perilously close to a review. He makes at least one statement that I’m not quite sure I agree with.

This is both an add-on pack that plays to the Total War traditions and something that stands separate from them. It’s similar in that the campaign it offers – like Rome’s Alexander and Medieval 1’s Viking Invasion – is a smaller thing than the grand campaign in the mother game. While most expansion packs are only for the hardcore, Total War ones have often been more accessible due to the reduced scale and increased focus.

Leaving aside the fact that this is not true about two of the four released expansions (Mongol Invasion and Barbarian Invasion) the reduced scope of Alexander and Viking Invasion did not necessarily make them more accessible, in my opinion. This conclusion rests on the fallacy that smaller means easier to get into, and though it may, as Gillen writes, be easier to conquer England than Europe, uniting the Mediterranean world under the banner of Macedon was no mean trick.

In fact, Alexander was the ultimate hardcore expansion. Success in the campaign required a thorough understanding of all your units, the ability to quickly march from point to point, amazing timing with your general unit and a hell of a lot of luck.

On the general point, I’m not sure that expansions are for the hardcore because they are deeper and more sophisticated. It’s more likely that the hardcore audience is the big market since they are the ones who you can count on to buy it. As I think about recent expansion packs, I’m hard pressed to conceive of one that you could consider for hardcore only.

Comments Off on Medieval 2 Kingdoms and Expansion PacksTags: