Mass Effect 3 multiplayer demonstrates how important quality is to customization.
It's not enough for the player to have choices. If only a few choices
are appealing to the typical player, then you have enabled the player to
choose a particular playstyle but have not improved replayability. If
the player does not alternate between a variety of options, but rather
sticks to one or two playsets, then the game is less dynamic and less
perpetually exciting for that player.
In ME3 multiplayer, I am constantly rediscovering classes and weapons.
Returning to a previous choice after playing with other choices makes
that option feel fresh and even surprising.
Tuesday, March 20, 2012
Monday, February 06, 2012
AI and predictability
I played the Syndicate demo again. My character is level 7 now. I have
probably played that same mission seven or eight times now.
What strikes me is how important the AI is to the replayability. I see players using the same weapons and skills, yet the battle is a little different every time.
In the movie The Ghost and the Darkness , one character tells another, "They've got a saying in prize fighting: Everyone's got a plan until they've been hit."
Good, dynamic AI forces players to adapt every time. It provides just enough predictability to enable strategy, but it doesn't let players anticipate everything.
What strikes me is how important the AI is to the replayability. I see players using the same weapons and skills, yet the battle is a little different every time.
In the movie The Ghost and the Darkness , one character tells another, "They've got a saying in prize fighting: Everyone's got a plan until they've been hit."
Good, dynamic AI forces players to adapt every time. It provides just enough predictability to enable strategy, but it doesn't let players anticipate everything.
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