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From time to time, we fall in love with a game that isn't RPG but looks so nice that we just can't pass it. Outcast 2 is one of those (we brought you links to several screenshots - just check our "at a glance" section). Today, Carlo Fabricatore from Appeal was interviewed by Ferrago.co.ik about their upcoming action adventure. Here's a part of the interview:
Artificial intelligence - how has this improved with Outcast II, and what effect will it have on the behaviour of other characters in the game?
It's always difficult to speak about AI, because of the risk of ending up listing a series of tech features that will not be very evident to the player when he plays the game. The intelligence of Outcast II's entities is being designed and implemented in order to try to satisfy players' expectations regarding things they might have previous knowledge about (such as human behavior), and to surprise them with new entities belonging to a different world, yet allowing them to understand that no behavior is erratic, and that there are patterns that can be understood not only to be exploited in traditional confrontations, but also when there are chances to use those patterns with other purposes... |
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