> 
> > - AI should be randomely added or scripted ? Like once we have the
> > first AI, the third (for instance) mission of the AI will be to hack
> a
> > specific web site which will host an AI ?
> 
> Not sure about this at the moment - it really depends on how we
> approach
> things afterwards. I'd like to play 1-2 missions with the first AI we
> get and get some comments/playtests about it before choosing the
> direction here - it's even hard to tell whether we'll want to
> immediately collect a lot of AIs, or if we want to focus on the
> development one AI at a time. 

[David] Yes we'll see, but one feeling on my side is that on a storyline
point of view, it's probably easier to have one main AI that creates a bond
with the player, maybe the first one the player meets (even if some other
AIs come in the picture quickly)

> > - Attributes of AI, what do you mean apart from XP and type ?
> 
> There can be lots of things: competences/skills, mood, needs... Again
> probably something that will come from the discussion about the
> Sims-like genre.

[David] Ok. For the first iteration (this is where you mentioned the
attributes), what according to you would be necessary to have (first thing
to be tested) ? Or ok I'll wait for the Sims like gameplay to come in the
picture so we can discuss it.

> 
> > - Apart following the context idea I give above, I'm still unclear
> > about the player's motivation, why would I help the AI and what do I
> > have to win by doing this. A solution for me could be through two
> > ways, the storyline (see example above), and the gameplay - some
> > elements that belong exclusively to the player and not to the AI, and
> > that could be useful to the player in the game. Before digging into
> > this, what is your opinion on this ?
> 
> Not sure I get what you mean - what elements, for example?

[David] It could be anything, from web sites to XP that belongs to the
player and that he can distribute to the various AI he collaborates with for
instance. But my primary interrogation here is about the motivation of the
player. I'll try to explain things another way :
I see two options, 1) either the AI and the player are completely intricate
:  the AI objectives are my objectives, it's like we're the same person,
then there is no need to define specific elements related to the player. 2)
but if the AI is a friend, a collegue, a accomplice or whatever, and the
player has an existence in the game (which I think is a more interesting
option), then we need the player to have his own attributes, maybe his own
XP that he can redistribute to various AI. The idea then is that he can make
arbitrations.
 


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