Does Online Multiplayer Always Make Sense?
Yahtzee wonders if we're better off playing offline.
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Yahtzee wonders if we're better off playing offline.
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He did specify that strategy games are fine and the article is mostly discussing the point of multiplayer in brawlers.erttheking said:Eh, not really. There's a certain element in playing against or with other people online that single player can't capture. If you don't like it, fair enough, but saying that online multilayer has no point? Come on Yahtzee.
I mean, try to make a single player game with nothing but bots and one player that can cause something like that massive 3,000 person EVE online battle to happen.
THIS!sonpansatan said:"The best thing to do" isn't easy to figure out, and for every fighting game people are constantly discovering new techniques and new ways to do things. Then people figure out how to recognize and counter those techniques and the cycle continues. Some of these changes can be quite significant. For example, when Ultimate Marvel vs. Capcom 3 was released Morrigan was considered by almost all players to be close to the bottom of the barrel. However, people discovered new ways to use her and now she is considered one of the best characters. For an AI to imitate a human player, it will constantly have to be updated with all the new techniques and technique counters that are discovered. Even then, it can only play catchup while humans are developing new techniques like "Vale of Mist slows throw tech recovery so DHC into safe super, then guard break". Developing these techniques and then using them on other people, then watching as they develop counters, is why playing with humans will always be more refreshing.
Besides, "do the best move" is true for EVERY game. Figuring out the best move is the hard part.
Thujal said:Fighting games have strategy. To imply there is none seems to me to be trolling. And I cannot believe I just signed up to this website (and got my password back in a plaintext email no less, a big security no-no), just to try and address this!
In fighting game's there is mix up. As a player is "waking up" (getting off the ground), they have options; block high, low, try to tech a throw, reversal, back dash, etc. All of which are beaten or lose to another matrix of options (but the player still standing up will have the natural advantage). Playing real people online and you have to adapt to their tendencies in order to win (do they like to do this on my wake up? What are they likely to try next and what is the best option against the two options he is most likely to try?)
You can randomise that with a bot, but it will in no way be the same.
And don't get me started on the AI in fighting games. I have never played a good one! They are all ridiculously easy to read and hence, beat! The only difficult AI's to beat are those where they have an unfair advantage, and that is in no way the same as playing another player using a character of equal (but different) strengths and trying to deconstruct their game to a point where you have them completely read and know what they are going to do before they do (one of the best aspects of fighting games, doing something your opponent thinks is in some way "psychic", when they thought I would never see it coming).
I can use a lot more examples than just wake up options, trying to zone and play footsies with the opponent, etc. etc. But, hopefully the above is enough to shed at least some light on why the entire premise of this article is just flat out wrong!
that was actually one of the points that he was trying to make that if the AI is designed in a good enough way that you can actually make it more difficult then a human. take this for example. If I created a fighting game with a pure learning AI assuming a rule set that only allows for 50 possible moves (yes I know this is a small number)then it is possible for the AI to completely learn each possible action the player can do within approximately 10 fights, and by nature win (no this level of learning is not cheating, but a lot of players think it is) though what actually happens in many fighting games is that they will start to dumb down the learning algorithm, or insert a far higher number of possible outcomes/moves like was done with Dead or Alive they actually introduce a good learning AI, but they dumb it down a bit to make it "fare". what you talk about mostly just boils down to call-response. (yes I know the limitations to an actual learning AI though many people don't) though it is completely possible for an AI to out perform a human, but there have many players would call it unfair. you make some valid points, but you do lack some level of understanding on how AI works, and how AI can mimic a player. in fact Yahtzee is talking about introducing an Alice for a fighting AI which by your attack indicates that you do not understand what that is.Thujal said:"you're against a complete expert who has memorized the most efficient possible move and counter for every situation"
Again, mix up. There is no right answer for every situation. There are options, and experienced players are more likely to pick options that are more likely to produce more favourable outcomes (like setting up a combo), but there is by no means a "I win" button in fighting games that pro players can constantly press to beat up lesser skilled fighting game players who haven't found that one button yet! There are risks/rewards, and the management of what you use and when (such as super meter, or a reversal dragon punch, which can be hugely punished on the way back down if baited with a block).
OK, seriously, I'm done now! XD