Omar writes:
A lot of strategy games and RPG's (these are the type of games that are suffering the most from bad AI) have a multiplayer function built in; and almost every new game in these genres will have one too. I think this is the trend/remedy for bad AI: just play against a human opponent.
Trend, yes; remedy, I would respectfully disagree. There remain quite a few people who would rather play a game at their convenience, for as long as they want, which you really can't do in a multiplayer session (unless it's actually an online multiplayer environment, and that brings a whole new series of problems). You want to try three different courses of action with your main character? You need to pick up the kids from school, or drop everything for a sudden study date with your girlfriend? Standalone games are designed for play and replay at leisure. There's no replay in online games, and the need for a full session precludes much in the way of leisure.
There's also the technological hurdle to multiplayer internet games. Part One: despite all the talk about cutting edge modems and 64 MB video cards, many people still use 28.8 bps modem and 8 MB cards. They're not the intensive online gamers, so it's easy to overlook them--but they're real, they're there, and they're a very large bunch of gameplaying folks.
Part Two: the internet is getting increasingly constricted and busy these days, and although cable (which I use) and other high end means of transmission provide an answer to the problem, it's a shortterm one that doesn't really deal with the root of the problem. Just my POV, but I think that until the whole system is analyzed and lag addressed at the roots, the internet is going to be a problematic multiplayer resource.
Omar, I would say you're right that internet multiplayer presents a possible trend. Some games have been developed with virtually no standalone component--but they're also backed by an enormous investment in time, money and manpower online. As some companies have begun to discover, it's actually cheaper to develop a standalone game. True, you miss the longterm cashflow that comes from a successful, ongoing online multiplayer environment, but you also run far less risk of a catastrophic failure that sucks billions of dollars and creative energy into a black hole. (Sega's HEAT, anyone?)
I do think that multiplayer gaming has had a beneficial effect on standalone game AI, because basically players are now comparing AI to the level of expertise a savvy human opponent can provide. AI programmers like Sid Meiers (whose mom, by the way, used to bake the best chocolate chip cookies in the world) can command salaries and authority that simply were not available to them ten or fifteen years ago when the games were simpler, and AI was put to much smaller tasks.
Weasel's comments about Fate of the Dragon are very much to-the-point. Savvy players expect more, and look for holes in computer logic. Despite what some in the industry may believe, they don't just look for great graphics are fantastic cutaway sequences: they want topnotch AI, good game balance, a strong interface, an interactive environment and lots of gameplay elements. It's not so much the hardware, IMO, that drives the gaming software, as the players who are an older and more sophisticated group than they used to be, and have developed a series of expectations.
Whew. Sorry for getting so longwinded.
[ 04-11-2001: Message edited by: fable ]