Game Development Reference
In-Depth Information
Like every other team member, then, programmers should strive to have
a core understanding of narrative intent, and to understand the important
ways they can help support those aspirations on the most practical—and
technical—of levels.
Artificial Intelligence
One of the engineering-related features most likely to be assumed by the
Design and Narrative plans is that of Al—specifically, what the computer-
controlled characters in the game will be capable of doing . This covers not
only enemies but also ally characters and neutral NPCs.
At its core, AI development primarily serves Design and its goals for
computer-controlled characters. In order for the game design to work,
these characters need to be able to do what Design has requested. But as
we covered in chapter 10 (“Game Character Development”), Narrative also
plays a strong role in defining these characters, and by this point in devel-
opment—with any luck—a good deal of attention has already been placed
on the all-important aspect of ludonarrative harmony between Design and
Narrative. Now, as an AI engineer, it's your turn to either contribute to—or
clash with—those intentions.
Design has weighed in with its requirements for an NPC. Narrative has
added context and framed that character, including his desires. The ques-
tion now is, will the character actually express those qualities via observ-
able in-game behaviors? Ideally, all three—design intent, narrative context,
and AI functionality—will perfectly align to form a fully realized and believ-
able in-game entity.
From a functionality perspective, an NPC's observed behaviors should
simultaneously express several factors.
1. What the character wants (base, long-term, short-term, and imme-
diate desires), and how badly
2. What the character currently believes is the best way to get what he
wants
3. What the character is actually capable of doing.
Let's look at each in more detail.
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