Earlier quoted context omitted.
Think rubber banding, part of the fun for the player is thinking they have a chance. Either by splitting up the players into leagues based skill levels (star craft 2), or fudge the game slightly (or significantly in mario kart's case)
I agree with you, but here's my core problem. My gameplay involves 32 human players playing against each other in football for a title that only one can win. Each season takes a month. That's 32 shades of grey, with 31 of those shades being losses. How do you rubber band that? I'm about to build a facebook app for our game, and I'm trying to brain storm solutions to this problem. The only answer I have so far is make…
How games cheat to help players
21–30 of 46 posts
Re: How games cheat to help players
#22It is interesting how games differ from sports or academic contests. In sports, losing is OK because it makes you work harder to become stronger or smarter. In games, losing (or winning) is almost pointless because getting better at the game doesn't make you better at anything else in your life; so the value is in feeding some emotional or anesthetic aspect.
Re: How games cheat to help players
#23Re: How games cheat to help players
#24I run a simulation football game called http://deeproute.com So far the biggest mistake I believe I've made is not cheating to help players win. I made a brutally difficult simulation game. We have tons of players quit simply because the game is too hard. Because you are 1 person versus 31 other people, there is only 1 winner, and 31 losers. People don't like this. Compare this to our competitors, and they make losse…
A very weak player will likely lose the first two or three matches in a row, but then have a real chance against some other weak player.
Re: How games cheat to help players
#25> The goal of good handling code isn’t to maintain a “correct” simulation, it’s to provide a fun game. It sucks to miss a jump by three centimeters. That statement really resonated with me. I'm currently playing Battlefield 3 on the Xbox and the number of times I've died because I went to duck into a doorway to avoid enemy fire, only to get halted because the door frame has a 3cm ledge that my battle hardened soldier…
Re: How games cheat to help players
#26> The goal of good handling code isn’t to maintain a “correct” simulation, it’s to provide a fun game. It sucks to miss a jump by three centimeters. That statement really resonated with me. I'm currently playing Battlefield 3 on the Xbox and the number of times I've died because I went to duck into a doorway to avoid enemy fire, only to get halted because the door frame has a 3cm ledge that my battle hardened soldier…
The best way to deal with this is to use the latency of the shooter to predict what their bullet would of hit at the time they fired on their screen. This just cleverly shifts the lag from the shooter to the target, but players getting hit by lag compensated shots will rarely notice or care; certainly not as much as a shooter would when their shots miss.
Re: How games cheat to help players
#27There was a bit I'm reminded of in the write-up on the Crash Bandicoot series,[1] where they mention 'Dynamic Difficulty Adjustment.[2] Essentially, fail enough times at a given point, and it gets a little bit easier (sloppier timings, more power-ups nearby, etc) until you get past it. "Good player, bad player, everyone loved Crash games. They never realized it is because they were all playing a slightly different ga…
Re: How games cheat to help players
#28Re: How games cheat to help players
#29A lot of which is probably what makes us old-timers complain about how easy games are these days. I don't think i ever finished battletoads! On the flip side, someone once commented that games should have a "toddler mode" where anything the player does just adds up more points and won't kill you. Obviously wouldn't work for every game, but I thought it was a brilliant idea.
As an old-timer with a job and a family I really appreciate being able to enjoy and make progress in games despite only having a couple of hours a week to play.
Re: How games cheat to help players
#30There was a bit I'm reminded of in the write-up on the Crash Bandicoot series,[1] where they mention 'Dynamic Difficulty Adjustment.[2] Essentially, fail enough times at a given point, and it gets a little bit easier (sloppier timings, more power-ups nearby, etc) until you get past it. "Good player, bad player, everyone loved Crash games. They never realized it is because they were all playing a slightly different ga…
Yeah, Mario Kart is infamous for it's rubber banding. It's possibly a case study in going too far - it's prominent to the point that almost all players notice it. And it's frustrating to get spammed with blue shells when you're in the lead and not be able to do anything about it. Ideally, as the article says, you'd never notice.
I wouldn't say anything; a decent strategy for when you see someone else with a shell is to slow down to 2nd place and let the new 1st get hit (which will then put you on 1st again). Timing is essential, though.