.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old March 6th, 2008, 05:29 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Preferences & opinions R personal.

Quote:
KermNelson said:
Hmm NT Jedi you seem to be saying everything a player can do the AI should be able to do: that to be “fair” we should have the same game capabilities. Unfortunately since the AI can’t think like a human player game builders rarely if ever make the player and AI equal. In fact usually there are several strong pluses for the AI so it’s strategic and tactical blunders don’t cause it to lose immediately. So the player and AI aren’t fairly balanced or ‘empowered’ to begin with.
Very very few PC_games are balanced between all players when the game starts, the closest games would be chess and checkers. Each PC_game has many random variables providing some opponents with stronger starting positions. Every game has either in-game options, windows_OS options or outside hacks which can provide changes during the game. When these changes alter an existing future for one opponent then the game's natural history has ended. In the case of DOM_3 using the save/reload to change an already decided future for an important battle(s) the game's natural history has ended... it's no longer a game where each opponent is battling for godhood because it's clear one opponent is controlling the future.
The same would be true if you had your own personal slot machine where no real money was being used and changed the results when losing a major bet.

Quote:
KermNelson said:
The developer also knows the strengths and weaknesses of their game rules and units so they can code an extreme familiarity with the game that the novice player doesn’t possess. Therefore since obviously the game is not designed with ‘identical’ abilities on each side it would be ‘unfair’ by design if you insist on equal/identical abilities for player and AI.
As mentioned earlier, very few PC_games are balanced between all players at the start of a game. However there is a major difference between having a strong advantage and controlling the future! For any game the individual controlling the future will win(if he chooses) and thus the game is now within a controlled environment of the individual controlling the future.
EVERY GAME involves a risk of losing, thus if you remove the risk of losing by changing/controlling the future it's no longer a game and just a controlled environment.

Quote:
KermNelson said:
As for documentation: the save/reload is a known feature. Many players are quite aware of its use. It is rare for developers to document all possible uses of all their features. ... You certainly haven’t proven none have done it and I’m not going to reread a few dozen manuals and pdfs I’ve got around my computer to cite them.
Of course save/reload is a known feature... hence if your computer crashes while playing the reload option prevents losing hours and hours of time. Unfortunately it's just as easy to use this great tool for cheating and thus allowing a player to control the future. The developers/publishers don't have time to list the hundreds or thousands of different ways it's possible to cheat within todays complex games.


Quote:
KermNelson said:
On to talk about losing and defense:
While I’ve clearly stated I reduce the steepness of my learning curve and that I give myself a strong starting advantage, I’ve never said I didn’t play losing games or in tough defensive positions. I’ve lost lots of battles and fought in many tough defensive positions in games. MMORPGs as multiplayer and online games constantly strive to prevent cheating – while I certainly optimize my strategy and tactics for my personal enjoyment, I’ve never even tried to ‘cheat’ (do something that the online company: Microsoft (Turbine) or Sony would consider cheating.) I did have some very powerful tools and characters when I was part of a special test team for Turbine in AC but we were expected to optimize our time and accomplish certain goals in testing new patches (on a test server). I played other games on Microsoft’s multiplayer system including: Birth of the Federation (BotF – Star Trek) where I played games at least until I thought them hopeless versus the caliber of player I was playing and then I politely resigned and congratulated my opponents. Finally as long ago as the early 70’s I played chess both in high school and at a local chess club receiving a rating just over 1800. That included losing but it also included playing versus players that I resigned to before the end because I knew and respected their quality of play. It also included a few amazing comebacks when I felt the player could still be beat. I do the same in playing versus the AI in single player gaming.
As mentioned earlier, there's no need to use mods for providing yourself an advantage for the learning curve. If you place a topic on the main forum asking for an easy game without mods, you'll receive at least 5 good responses. Based on the past history you've mentioned I'm surprised you would even remotely consider providing yourself such a massive unbalanced advantage such as controlling the future via the save/reload for any game... unless you don't consider that current game a test of your skills and you are purposely controlling the environment for preparation of some other existing game or future game.


Quote:
KermNelson said:
I simply already know when I start a new game that I want an advantage.
Tipping the scales to your advantage via mods or map edit commands is a smaller type of cheating depending on how much tipping was done. Controlling the future via save/relaod is a major type of cheating. Another sign using save/reload to change the future is cheating is because even 80,000 years from today no AI opponents will control an already decided future within a game.
Example:
The_Gameominions_505 ____Released: May19th___Year_82,008
Turn_45
Battle Results: You've killed the AI pretender and it's prophet after a 42_turn battle... wait it's changing the future upon next turn they will be alive again and your pretender and army will be dead.



Quote:
KermNelson said:
Also after learning some games thoroughly I want to do some mindless exploration for fun sometimes and will start in a position that is probably impossible to lose. I play in my style for my enjoyment.
I do testing for a mod I'm developing, another type of game exploration. Playing for fun is why the gaming industry has exceeded the movie industry. Exploring and testing can be fun exercises. To start a game an actually consider the game a test of your skills means playing without controlling the future.

Quote:
KermNelson said:
In competition with other players I never cheat and the existence and style of the other’s mind provides fascinating exploration of the game that I thoroughly enjoy even while losing.
It's hard for many to continue playing even in MP games, I frequently have read and seen players just toss in the towel after losing a major battle. As a result the games need substitutes or the nation is turned into an AI. Personally I've always fought to the bitter end during games unless someone was cheating or I was provided an unfair major disadvantage.

Quote:
KermNelson said:
It’s also interesting that you impugn the idea of a ‘re-do.’ As a senior US Army Captain I went to Fort Leavenworth for a staff school called CAS3 (cubed), the school picked up the nickname “Re-Do” U because the US Army felt it was more important to have us senior captains redo our finished work so we could learn and perfect our skills.
Yes reloading to perfect skills can be important and fun, controlled environments are typically used for learning and perfecting skills.
Quote:
KermNelson said:
(aside 2)
NT Jedi posted:
“You follow game code?? How would someone not follow game code?? The game's programming code cannot be changed.”

It depends on how you define ‘game code’. As early as the gold boxed series of AD&D games, certainly in Civ and MOO, I hexedited games. In the gold boxed games I examined the games files including the exe and find out which hexcodes were used for the various AD&D items. The writers literally input items in the order they were in the hardback AD&D books and so you could guess from known hexcode what other items’ hexcodes were. Experience points were also in hexcode so find your current exp pts in hex and change it to what you wanted. I found this exploration of the hexcode added fun and enjoyment to the gold box games I’d already beat. Also Paradox games like the EU series and Hearts of Iron series had savegame files in English that you could easily modify to change all sorts of conditions (these games also have cheat codes well documented in their game manuals.) Some players also did very elaborate mods including the “CORE” mods for Hearts of Iron. Hexcode is a form of code … was I following game code when I edited these games? Or was I changing the games code? Is editing a savegame OK while changing other gamefiles not OK?
If you edited game code to make the game easier then it's a type of cheating depending on how much you've tipped the game into your advantage. Editing any existing game to provide yourself an advantage is cheating... the greater the advantage the greater the cheating. Editing a game to workaround a bug or improve game performance/quality is not cheating since the risk of losing has not been tampered.

Quote:
KermNelson said:

I've just checked EU/HOI manuals and arrggh! They don't show the cheatcodes. That's what I get for relying on memory. I got this sudden fact checking panic attack and I was wrong - no listed cheat codes even if they are in the gamecode.


Cheat codes exist because developers use them for testing the game, the cheat codes remain for two reasons. First it would take time to remove them which can be spent improving the game elsewhere. Second hardcore cheaters will hack into the game or find a friend to hack the game and develop the cheats.

Quote:
KermNelson said:
pg 47 of Rome Total War manual:

"Load Game and Save Game allow you to save your position and reload it later (or even undo some terrible calamity by stepping back to an earlier game date, not that you'd ever cheat like this, oh no)."

While clearing labeling this tactic as a 'cheat' the humorous response (sarcasm) obviously indicates the manual's expectation of use for exactly this purpose.

On usable codes to change your stats in Neverwinter Nights manual (pg 171): gives a table of "Common Commands"

Some are: ModAge # or SetAge #, also a series ModSTR # thru ModCHA #, and SetSTR # thru SetCHA #, GiveXP #, GiveLevel #.

This is the D&D system so this allows the player to quite effectively change (cheat?) his character stats and level. There are other useful commands. My point being that some games do release in their manual cheatcodes and/or modcodes that can be used to radically change gamebalance.

Even the developers from Rome Total War state using the save/reload to undo a decided future is cheating... as I've been saying from the beginning. Their comment is sarcasm because they know SOME gamers will cheat, it's inevitable... but it's still cheating.
__________________
There can be only one.
Reply With Quote
  #2  
Old March 6th, 2008, 07:13 AM
Agrajag's Avatar

Agrajag Agrajag is offline
Lieutenant Colonel
 
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
Agrajag is on a distinguished road
Default Re: Preferences & opinions R personal.

Quote:
Another sign using save/reload to change the future is cheating is because even 80,000 years from today no AI opponents will control an already decided future within a game.
It would be really cool if someone designed an AI that can recognize a mistake it made some time after making it, and then you get a popup "AI Player 4 noticed that it made a serious mistake 14:12 minutes ago, will you allow him to load a previous savegame? [Yes/No]"

EDIT - there aren't 62 seconds in a minute
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
Reply With Quote
  #3  
Old March 6th, 2008, 02:29 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Preferences & opinions R personal.

__________________
www.illwinter.com
Reply With Quote
  #4  
Old March 6th, 2008, 06:56 PM
KermNelson's Avatar

KermNelson KermNelson is offline
Private
 
Join Date: Apr 2002
Location: Spokane, WA
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
KermNelson is on a distinguished road
Default Re: Preferences & opinions R personal.

Hi all … once more into the fray!

It seems that with the fast pace of modern changes words keep expanding their possible meanings giving us more to have opinions on and individual interpretations. This discussion has covered a few words some might even say a boring booklet. We’ve focused a bit on cheat, fair, rules, and game code. Things keep moving along so now I’ll give my take on game and opponent.

A definition of game from a dictionary: any form of play or way of playing; amusement; recreation; sport; frolic; play.

The noun usage definition of opponent: a person who opposes; person against one in a fight, game, debate, argument, etc.; adversary.

Admittedly I’m going to what some have already called “boring” detail but since I enjoy playing a bit like a bulldog in posts like this I beg others indulgence while I enjoy this mental exercise. (You don’t have to read these posts after all.)

I’m also perfectly willing to admit we can expand the meaning of words, I guess I’m trying once more to elaborate where I’m coming from.

NT Jedi posted:

1)” Every game has either in-game options, windows_OS options or outside hacks which can provide changes during the game. When these changes alter an existing future for one opponent then the game's natural history has ended. In the case of DOM_3 using the save/reload to change an already decided future for an important battle(s) the game's natural history has ended... it's no longer a game where each opponent is battling for godhood because it's clear one opponent is controlling the future.”

2)” However there is a major difference between having a strong advantage and controlling the future! For any game the individual controlling the future will win(if he chooses) and thus the game is now within a controlled environment of the individual controlling the future.
EVERY GAME involves a risk of losing, thus if you remove the risk of losing by changing/controlling the future it's no longer a game and just a controlled environment.” (end NT Jedi posts)

NT Jedi in your opinion a game seems to require risk and therefore an uncontrolled future. Above I’ve cited the first definition of game from my dictionary. The definition seems to focus on play not risk or the need for some unknown future. While I might tend to agree that computer games are mostly simulation which might be called a “controlled environment” I still think even in the games which I so outrageously unbalance things that I doubt I will lose a skirmish that I’m still playing a game.

You also seem to think that only your opinion of the ‘natural history’ of the game exists. I think the game has whatever history I play it to including any codes, mods, or save/reloads I choose to incorporate. You simply do not define what is ‘natural’ in all of gaming: you have your perspective – your opinion.

(You also use the term opponent when speaking of gameplay vs. AI. I wouldn’t have historically considered the AI an opponent as in a ‘person’ but I will acknowledge it is probably a common usage and more modern dictionaries may broaden the definition to include artificial or automated opposition.)


NT Jedi posted:

1)”… I'm surprised you would even remotely consider providing yourself such a massive unbalanced advantage such as controlling the future via the save/reload for any game... unless you don't consider that current game a test of your skills and you are purposely controlling the environment for preparation of some other existing game or future game.”

2)” To start a game an actually consider the game a test of your skills means playing without controlling the future.”


I don’t always consider the game a test of my skills of combat. I have already mentioned my primary focus is exploring in all games not achieving (goal & success orientation) or killing (PvE or PvP). So I may as I’ve noted run through a game by literally running over the game’s combats while paying attention to other events.

As to the level that a game is a “test of my skills” that is precisely what I am controlling to some extent. Even when I start a new game with a low learning curve I’m still learning so the game is still testing my skills and improving them. That was part of the reason I brought up my experience in CAS3 (cubed): we were allowed to re-do so we could reach an acceptable skill level through practice. You yourself acknowledged this:

(NT Jedi posted: ) ” Yes reloading to perfect skills can be important and fun, controlled environments are typically used for learning and perfecting skills.”

In order to learn and perfect skills they must be tested. I simply choose how my skills are tested. I don’t have to start games over and over to learn mid and late game lessons. If I wanted to improve my mid or end game in chess I could efficiently and effectively start games from saves or from books that had got to the mid or end game stage. And just as I would study optional moves at any point in a chess game, I can save and reload to play through my options and learn better strategies more efficiently. As I’ve stated repeatedly I play the game the way I want. And I don’t consider the save/reload cheating.


NT Jedi posted:

1)” Cheat codes exist because developers use them for testing the game, the cheat codes remain for two reasons. First it would take time to remove them which can be spent improving the game elsewhere. Second hardcore cheaters will hack into the game or find a friend to hack the game and develop the cheats.”

2)” Even the developers from Rome Total War state using the save/reload to undo a decided future is cheating... as I've been saying from the beginning. Their comment is sarcasm because they know SOME gamers will cheat, it's inevitable... but it's still cheating.”

(On cheat codes)
First you speculate on why developers leave cheat codes in game. You have not surveyed them so you simply don’t know why any more than I do.
I’ve seen a few games in which singleplayer allows cheat codes but multiplayer doesn’t, if they bother to take them out of multiplayer why not singleplayer? Maybe they know some players like and use them so they accept those player’s style choices to encourage them to buy their games so they leave them in.


(On the term: cheat)
I guess one of the primary reasons I respond so negatively to the characterization of cheating is that in human games of competition and in most of life’s activities cheating is immoral, unethical, and illegal. Any secondary modern definition of cheating such as using codes, save/reloads, or other game vs. AI activities is so trivial in comparison that I personally don’t think of it as cheating. (I see nothing immoral, unethical, or illegal in using cheat codes or in saving/reloading games.)

Here are two more examples to add to my Rome Total War in which I thought the books flippant use of the term “cheat “ placed the humorous trivial meaning in proper context.

From Star Wars: Rebellion game manual, page 76: (TIP) “Save a game before you engage in a risky strategy if you are afraid of losing all your hard work. You can always reload the game and start from the earlier saved point if things don’t go your way.”

From Final Fantasy VII players manual, page 42: (General Tips) “Save often – you never know what lies around the next turn.”

These quotes at least in my opinion leave no doubt since they don’t call it cheating and that the game developer was encouraging this behavior as normal and prudent.
Finally you ignored the Neverwinter Night’s example in which the game allows the player and dungeon master to change characters through “Common Commands” not calling them cheats. Most PnP RPGs determined what was cheating in the eyes of the DM/GM and it varied radically. Obviously Neverwinter Night’s follows this tradition in not prejudging the use of these “Common Commands.”

Thanks for all your time ... even you not too bored readers. I love someone stretching my imagination.
__________________
Take care,
enjoy!
Kerm
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:19 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.