Hi all! I like to get involved in the comments threads here, but I'm afraid I missed the air date on this one so I'm a little late. In case any of you ever check back, here's a few points I wanted to make:
llyrnion said:
Some of these choices could already be done today - imagine an action/adventure RPG - some action, some mistery solving, some stealth... a little bit of everything, actually.
JMeganSnow said:
Indeed. Why can't they just put the "tailored" stuff in the game in the first place and then let you choose how you want to play it?
And think of how BUGGY this would be.
This has all the earmarks of being a bad gimmick and not a worthwhile growth area.
You both make valid points, but you're missing out on what is being worked towards here. Firstly, yes this tailored content could exist, but having the player laboriously choose isn't a perfect solution. It's also pretty imprecise. For instance, in Skyrim I enjoy the game in 'Thief Mode', but I don't want to play in what the game might consider Thief Mode. I want some elements of the action, some elements of the RPG numbers game, some elements of the sneakery. Adaptive games will hopefully be able to understand what things you want, and how much you want of them.
Regarding bugginess - this is the cutting edge of research here. This stuff was presented at a research conference just a few months ago. Technology advances through buggy, terrible, crappy prototypes that are refined, polished and perfected. Everything we take for granted in modern gaming started in a terrible form. That's progress.
This is kind of redundant, it's obvious we make our choices according to our personalities be it which book to read, which game to play, which movie to watch, interacting with other people and playing a game that simulates interaction with other people. I just don't see why this wasn't already clear and PRETTY OBVIOUS before this study.
Giel was quite open about this. After all, the reason he started the research was because he knew we make choices according to our personalities! But now he knows what choices, and when. He can quantify them in some cases, and that makes a real difference to how we build a game. We don't just know general 'angry people like violence' sweeping statements. We can home in on a particular variable - like how long a quest takes to complete - and adjust it to be better-suited to the player. That sounds pretty cool, to me.
I really dislike this trend towards "personalisation" - there's a difference between using technology to make our lives and hobbies less stressful and more productive, and it isolating us from new experiences. When I play a game, I don't want it to adapt to me, I want it to challenge me to adapt to it.
I'm actually with you here, I wouldn't want all my games to tailor themselves to me. But plenty of people would, and it could certainly benefit a lot of gamers and a lot of different genres. While a game like Shinobi is all about mastery of a skillset, I wouldn't mind if Skyrim knew not to send me on murder quests when I'm all about the sleight of hand and the thievery. So some adaptivity in the right place could make all the difference.
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Once again, thanks for all the great feedback and commentary. I just want to extend my thanks again to Giel who gave a terrific series of interviews, as well as a great talk at CIG. I hope we see the fruits of his labour in future games!