They're more like spreadsheets than databases.
Thinking of games as databases
21–30 of 70 posts
Re: Thinking of games as databases
#22Indie Devs should be thinking of games as products to complete first and foremost. Don't get bogged down in articles like this, or what's the best tech. Just ship it.
Re: Thinking of games as databases
#23Remember: game devs don’t create intelligent game entities; instead they create the illusion of intelligence. Game dev is a big smoke an mirrors charade. Any system that could be queried needs to be built and maintained. Creating game entities that have models of feeling or have opinions about the groups of people they belong to has to be modeled and built. Unfortunately game dev is very informationally and financial…
There's a solid game design framework underlying that choice, beyond just being smoke and mirrors. Most single player games are not "true games". They are puzzles. This is also how players perceive them. As defined by Chris Crawford a game requires competition. Multiple agents who play, which creates the possibility of win and loss. In most single player games, the game agents are not equal competitors who can win. T…
Nintendo single player games are often considered the gold standard of games in different genres. Mario, Zelda, Pokemon are all household names.
I do think your points were interesting, so thanks for sharing!
Re: Thinking of games as databases
#24This kind of approach maybe good for very big companies, but it absolutely kills small companies and indie devs. Indie Devs should be thinking of games as products to complete first and foremost. Don't get bogged down in articles like this, or what's the best tech. Just ship it.
Large studios should keep this in mind as well.
Lately, the trend seems to be: live service is 100% at release, core game play and narrative are wanting.
Re: Thinking of games as databases
#25Earlier quoted context omitted.
Exactly, there is no point in the system being "intelligent" and "emergent" for the sake of it, if the gameplay is buggy or boring.
Thinking back to the example in the article, there's no reason why the game designer can't just script in a player ambush, since it's a plausible thing to have happen next. I don't think you need any kind of "game intelligence" to tell a compelling story.
Re: Thinking of games as databases
#26Well, yes. Anything with "stats" or "inventory" looks very much like a database to me. This kind of thinking could also help avoid the risk of object-duplication bugs that occur in games which haven't been entirely rigorous about transactions.
Re: Thinking of games as databases
#27There are serious aesthetic ramifications for running with the idea of games (and especially game rules) as being primarily composed of databases. Specifically, at least in my experience, foregrounding database thinking when making game rules tends to make it easier for designers to add more rules and rule variations, or a lot more "content" generally, that tends to be more shallow and less novel in terms of surprisi…
Re: Thinking of games as databases
#28If the title was a bit more accurate to its content, it would avoid a lot of disagreements here.
"Building games with AI agents? Use a graph database." -- or something like that.
Re: Thinking of games as databases
#29Of course, a game is a virtual world, and the player's behavior in this virtual world can express his inner thoughts to a certain extent, including good and malice, and some sociologists have conducted sociological research through the player's behavior in games.
Re: Thinking of games as databases
#30They're more like spreadsheets than databases.