
Michael and Matthew were in Vienna this week for the 2012 Game/AI Conference. Here are some of our highlights from the talks.
HITMAN:ABSOLUTION
Kasper Fauerby described their system for achieving 1200 agent crowds, with up to 500 on-screen at any time. They emphasised their use of flow fields and how important the crowd’s simple reactions to the player’s actions were to achieving and interactive, believable crowd. Interesting to us was their observation on velocity planning that humans tend to prefer to change their speed, or even to stop, than to change direction – at least in this context; also that they they used no real LOD system, clearly leaving the potential for even greater crowds on this generation of consoles.
SPEC OPS: THE LINE
Jörg Reisig and Daniel Kollmann shared their very clear focus on a fun experience for the player with unusually concrete examples, based on their third-person squad shooter. They stated that all grenades should be thrown at the player, not his squadmates, because there is nothing the player can do about a grenade aimed at a squadmate, so it provides no fun, and should the squadmate die, the player is punished for no reason. They also asserted that such grenades should always be on target – because the player will always try to evade, which can be fun, but if that grenade lands anywhere else he may run into it, or simply become exposed to enemy fire for no reason – again, punishing the player for performing a reasonable action. A lot of shooters could benefit from this kind of clarity of design.
Social Intelligence
Claudio Pedica showed his impressive results bringing humanoid characters to life by considering social spaces and social cues. He’s continued on the work since he first presented it at the conference in Paris in 2010 and there is a simple power to agents noticing their neighbours looking at something behind them, or moving aside to make space for a new agent to join their “conversation”. RPGs that use these techniques could see a tremendous leap in immersion and I hope we will see this brought into a game in the next few years.