Game development is an arcane, complicated art, which means that games can progress in very different ways. Some take shape very early in the development process, while others seem to come together at the last possible moment. Reading between the lines, we would hazard a guess that MotorStorm: Pacific Rift is an example of the latter type of game. Our evidence? Comparison of the Pacific Rift demo and the final code.
This is the controversial one. Emergent behaviours are non-scripted, un-planned activities that intelligent game characters learn through their interactions with the game world. Even the programmer won’t know what they’re going to do. There have been some amazing examples – the giant beasts in Black and White, the cute critters in the mid-nineties artificial life experiment, Creatures… But can true enemy unpredictability work in games? Today’s AI coders aren’t so sure.
The guys at GameSpot got some quality time with the number two man at SCEE, Jim Ryan. Check out the interview here.
Here’s the second advert of the three for you to enjoy between bouts of playing the game itself…
Beneath all the higher ambitions for artificial intelligence in games, one basic, fundamental task remains: pathfinding. Simply telling a character how to get from A to B is a complex mathematical undertaking, and the perfect, foolproof solution remains elusive.
We're back with the second part of our interview with Media Molecule's Alex Evans, a man most of you probably quite like at the moment...
Back by popular demand - here’s part one of the LBP tv ad campaign, which you saw here yesterday. These adverts are being aired across Europe, and we should have third one for you tomorrow!
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More Media Molecule advice on LittleBigPlanet...
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