wertle

Gameplay designer


I’ve got a seed for a blog post that I want to sort out. I’ve been working with a coach on artistic/creative stuff, and it’s been a blast. She’s an actress and dancer and knows nothing about games but is fascinated to understand game design and how I connect to it artistically. We’ve been doing a thing where outside our normal sessions I’ll play a game and she’ll watch and ask questions, and it’s an incredibly refreshing experience (she doesn’t know games but “gets” things in the sense of being an entertainer.

We were playing Nuclear Throne and she asked how did the enemies decide where to move, and I talked about decision making and random movement and behaviors. I told the anecdote about the Triple Town bears (completely random movement that players perceived as cruel AI) and that one Turok game (a simulation with so many specific conditions that the output just appeared random to the player) and how even Pacman had specific behaviors for the ghosts.

She asked me how do you know if randomness is enough, which gave me pause. I’ve developed an intuition for it, and I did explain how it’s often good to do it in prototyping phase to see if it’s enough off the bat, but I’d love to break it down more.

When you’re making enemy movement behavior in a game where the answer isn’t obvious, how do you decide when randomness will do the trick? What sort of criteria do you use when making those decisions and deciding what to try next?


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in reply to @wertle's post:

I like to think about what the enemy's motive or personality is within the context of their own life. So if it's something rather brainless that doesn't care about the player, like an insect, random movement is probably fine.

Otherwise, I think there's usually a different movement pattern that fits them better, e.g. something aggressive would probably want to survey more area while wandering, and chase the player while they're in range. Something artificial might move in a periodic geometric pattern, something intelligent might use logical decisions to decide where to go, and so on. It's kind of like character-driven AI in a sense (vs. gameplay-driven AI).

If I'm not mistaken the Pacman AI actually sort of does this by assigning personalities to the ghosts (aggressive, fearful, tricky?), and coding their AI based on that (for example, the pink ghost always tries to dodge Pac-Man if they're approaching you head-on, because they're fearful?). And in Pac-Man at least, it creates interesting gameplay situations, allows advanced players to predict enemy movement, and makes the ghosts more memorable as characters. Random or pure aggro AI wouldn't work as well.

So I think it's a solid approach if there's no other obvious answer. Interesting question, sorry for the essay!