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"Although I think that many interesting points about "choice" in video games have been raised by both this article and the commenters, I think that the problem with Eva in Peril may be attributed to a much more basic design flaw. RDR provides players with behavioral scripts that guide them to perform certain actions in certain situations. For example, if a random gentleman is about to cut up a prostitute, then the player should shoot him. Players can legitimately complete many core and side missions within the game by simply shooting someone. The problem with Eva is that RDR teaches you a basic rule about resolving encounters and then presents players with a mission that is an exception to the rule."
Wednesday, August 25, 2010

I don't think that players really want to be treated equally, but I do think that managing enemy AI so that players feel challenged, but not overwhelmed or cheated, is an important goal. However, AI may be something difficult for developers to sink money into. Good AI is seemless and surprising, but it doesn't get attention like visual polish or good voice acting. It's only when AI is bad that it receives any attention. I think the real key to this problem is figuring out a way to identify and reward good AI."