Tag Archives: Counter Strike

Game Design: Skill Exclusion

Sorry about this article going up late; I’ve been studying for a final and it slipped my mind. Skill exclusion in video games is a common trend; if a player’s skill is below a certain level, they may not be able to play a certain game with players who have a high degree of skill, at least at a competitive level. It’s not necessarily the break-in point for the game, but rather the degree to which skill determines outcome. What I’m going to look at today is skill exclusion in three games that play very similarly at least on a conceptual level, but have different levels of skill required.

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Game Design: Creating Immersive AI

Artificial Intelligence in games is usually a misnomer. Rarely is it possible to create artificial intelligence that is truly capable of responding correctly to a human player; some AI may be too “smart”, acting instantaneously and without any reason to complete whatever objectives it is given, but it’s also possible to create AI that are not challenging or lack an element of life. Finally, there are concerns with the development side of AI that need to be addressed. The four primary problems with AI are the computing load, task management, player interaction, and vivacity that all need to be addressed.

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Game Design: Working With Randomness, Balance, and Narrative

One of the greatest things that I hear people complaining about in games is the random element of them. And, truth be told, many games with random elements handle them wrong; the random number generator may be faulty or the randomness only serves to force repetition. However, randomness is also a great tool in a game designer’s toolkit; it turns a simple challenge of execution into a risk and reward analysis, and can add great amounts of depth and replayability to games.

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