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Player Hate: Sometimes It's the Game, Not the Player
Hypevosa_symbolsbig
Sunday, November 07, 2010
EDITOR'S NOTEfrom Omar Yusuf

As a player myself, hate is a thing I have to deal with on a regular basis. Evan can relate and is prepared to speak on the subject. If you've ever felt the wrath of an A.I. enemy who's had too made Hateraid, feel free to take part in Evan's discussion. If not, well...haters gon' hate.

Bullets whiz over your head. You hear the sound of explosions all around and look to see your brother-in-arms lying next to you, dead. Taking a deep breath, you collect your thoughts and plan what to do next. You get ready to pop out of cover and lay down some suppressing fire when suddenly you hear that thud that always makes your heart sink in your chest. Quickly, you pick up the grenade and toss it back to the enemy.

 *Thud*

"Another one?!"

Again you return the grenade, only to be greeted by another, and finally, as you try to return the third, a fourth drops at your feet. It explodes before you can recover it or get away.

A little later, you find yourself deeper in enemy territory. A better weapon would be nice -- or maybe some ammunition -- so you opt to explore a little bit. You check out the bunker on your left, which yields nothing. Just then, you hear a noise from behind you, and you turn as a screaming Japanese soldier greets you with a push and a bayonet between your ribs.

You twist the controller in your hands and look at the screen incredulously. You had stationed five of your men outside that bunker. Why didn't the Japanese soldier go after the more immediate threat? Why didn't your fellow soldiers shoot him down? How did the enemy know where you were in the first place?

When the aritificial intelligence of a game (A.I.) seems to focus all of its attention on a single player for no apparent reason, I like to call it "player hate."

 

It's one thing to be the lone wolf, and thus the only thing for the A.I. to pay attention to, but if you're generic soldier Joe Johnson, why are you the only one wearing a neon sign over your head?

What are some examples of player hate?

When A.I. enemies throw grenades not only often, but infallibly and directly at you regardless of distance, that's player hate.

When you pop out of cover and nearly all the A.I. characters -- even those already engaging your allies -- turn and fire in unison at you, that's player hate.

When an enemy knows your exact location and seeks you out, despite never having seen you -- and despite the fact that your allies are emptying their clips into them -- that's player hate.

You get the idea.

We've all fallen victim to player hate in one form or another, and it's always frustrating, especially in games where dying only takes a bit of bad luck and two stray bullets. Does it have a place in game design, or should should game makers avoid it at all costs?

Developers should stay away from certain elements of player hate at all costs because they only serve to annoy and frustrate.

Unless some excuse exists for it (like being a god), the A.I. should never be omniscient. If they are, they should never act on their knowledge. If the A.I. hasn't seen or heard your presence, then the it shouldn't be aware of your location. If no one is looking as the player quietly dispatches a guard from behind, all the A.I. foes in the area shouldn't immediately turn and fire because their "dead-ally sense" is tingling. What is even worse is when the developers have hard-coded the A.I. recognize a button press or combination, so they can immediately counter or avoid it. If no real reason exists for the A.I. to know something, they shouldn't know it, or at least they shouldn't act on it.

In the same vein as omniscience, A.I. infallibility is something that developers should shy away from unless they have a good excuse for it. If they're firing a fully automatic weapon from the hip at 20 yards, the enemy should not hit the player with nearly every bullet. If they're throwing a grenade over 40 yards, they shouldn't be able to place it directly between the player's legs without fail.

Even on the highest difficulty, the player should have to first make a mistake before they pay a price. Players shouldn't have to endure a pattern of die-learn-repeat in order to avoid disaster. Instead, they should succeed through skill and ability alone.

When judging the value of player hate, it really all depends on the game that you're playing. In games where the player is especially powerful (e.g. Halo) or is a lone wolf with no allies (e.g. Doom), it makes sense to have unforgiving enemies since they only have one major threat to focus on.

If you're one member of a group, I can't see any reason that the enemy should focus solely on you. The player should have to bring attention to himself by getting dangerously close to the enemy, killing a few of their number, or wielding a large, loud, and dangerous weapon.

Stupid ally A.I. is also a source of frustration. Not only are they unable hit the broad side of a barn, your computer-controlled allies always give you away during stealthy missions. Moreover, they constantly suffer from Stand and Watch Syndrome ("Swiss" for short), which makes them seem more like props -- or sometimes even obstacles. Luckily, Left4LOL and its sequel have adequately fleshed out that discussion.

What games have made you feel the hate?

 
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Comments (6)
Alexemmy
November 03, 2010


This is something that I imagine is just lazy programming. I assume it must be pretty hard to get the AI to act like a realistic human being, and much easier to make them follow you around and shoot directly on your location.


Hypevosa_symbolsbig
November 03, 2010


Yes, for the most part that is the problem, but there are some simple solutions.



Infallibility is solved by having a random number generator determine where in a circle an AI's grenade or bullets will land and is modified by distance.



Making sure that the player is not unduly focused on is done by literally treating them like one of their AI allies.  If you have it so that the enemy can engage the player's allies, you don't create a separate system for when the enemy is engaging the player instead.



The hardest thing to program though is detection so that you avoid having omniscient AI - whether or not an enemy "sees" or "hears" the player.  For the most part only games that have a focus on stealth elements do it well.  It's far easier to just have the enemy "know" where the player is than have to try and find them.


Mikeminotti-biopic
November 07, 2010


AI doesn't upset me too often. Game crashing bugs are the only things that drive me into a rage these days.


Bmob
November 08, 2010


Ahh, Evan, I -love- random number generators. All of the engines I've ever written have been (very basic, and - ) choc full of random number generators with even more ifs and elses. The more there are, the more accurate it will be!



I personally think platformers have the right idea. Everything in Sonic or Mario or Croc had its own pattern, and would respond to what it 'saw'. It wouldn't just -know- that a blue hedgehog was coming up when it wasn't on the same screen. I know they're different genres, but pattern-based play has more place than omniescence, imo.


Default_picture
November 08, 2010


It's an interesting quirk in games, usually designed around the idea that the player, regardless of the situation, is the largest threat due to it being unpredictable. What's the phrase from Murphy's military section? "There's no such thing as a professional soldier, because professional soldiers are by nature predictable"? Same thing here. The A.I. knows what your AI allies are going to do, so they can avoid it simply. The player is not so certain so it becomes a matter of eliminating that threat first. Ask yourself this: when playing team matches with live players and bots, who do you target primarily? Odds are every time it will be the live player for the very same reason.



It's not to say it's a bad concept, and can even be played with in fact, like in Mass Effect 2 where the player runs around all over the place drawing enemy fire while your team is pounding the tar out of them (though the A.I. tends to catch on pretty quick, especially on higher difficulty modes). Paintball players even have a term for this called a "designated idiot" play. I just wish that in games where this method is most prevalent could be capitalized on more.


Default_picture
November 08, 2010


I think that developers have to code for the player. Treating players and their computer-controlled teammates equally could be game breaking in several ways. Teammates might become the star of the game. How many Call of Duty games have we spent chasing our AI-controlled squad? If they were as effective as the player and received equal attention, then cautious players would either end up with a dead squad or they would miss content. For example, what if your squad DID run in to all of those hidden units? None would be left to jump out at you. Setting difficulty levels would also be difficult if the player wasn't the star of the show. The player who pushes forward would receive too much attention while the methodical player would complete levels without encountering sufficient resistance.



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.


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