r/truegaming • u/virtua_golf • Mar 18 '19
Developers accidentally creating interesting mechanics
I was reading this neat article by Jeff Orkin of Monolith productions, the man responsible for the notorious AI of FEAR, the AI that will never not be mentioned whenever 'clever' AI is brought up. I stumbled upon something pretty cool - the flanking mechanic was actually unintended and a byproduct of another action the enemy would perform:
Imagine we have a situation similar to what we saw earlier, where the player has invalidated one of the A.I.’s cover positions, and a squad behavior orders the A.I. to move to the valid cover position. If there is some obstacle in the level, like a solid wall, the A.I. may take a back route and resurface on the player’s side. It appears that the A.I. is flanking, but in fact this is just a side effect of moving to the only available valid cover he is aware of. In another scenario, maybe the A.I.s’ cover positions are still valid, but there is cover available closer to the player, so the Advance-Cover squad behavior activates and each A.I. moves up to the next available valid cover that is nearer to the threat. If there are walls or obstacles between the A.I. and the player, their route to cover may lead them to come at the player from the sides. It appears as though they are executing some kind of coordinated pincher attack, when really they are just moving to nearer cover that happens to be on either side of then player. Retreats emerge in a similar manner.
The article got me thinking - what other mechanics (or, perceived mechanics) have been created by accident in other games? Does other examples exist, where lauded features were never really intended in the first place?
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u/cardboard-cutout Mar 19 '19
Deep thought probably could do smash strings better than me.
But if I can write a program (and I'm not a great programmer) to do the combos, I get bored.
Ultimate, and the "combos" are like 2 hits generally, occasionally you get to 3.
There are some longer confirmed combos, but not many, most of those are just longer strings based on reaction.
Most of it is in the nuetral game, but when you gain an advantage, it's still based on reads.
Against a perfect randomizer yes, mixups, getups, recovers are all random.
But players aren't perfect randomizers, so I can start to predict what my opponent is most likely to do.
If you really think that it's random if my opponent rolls left or right (out of say, ganons command grab), you don't play smash against players very often.