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Mario Kart World And DK Bananza Are Genre- And Franchise-Defining, Nintendo Says

Mario Kart World And DK Bananza Are Genre- And Franchise-Defining, Nintendo Says https://ift.tt/1ofgvMX Mario Kart World and Donkey Kong Bananza are genre- and franchise-defining moments in each of their series, according to Nintendo's Bill Trinen. He told GameSpot in a recent interview that these games were purposefully designed to show off what the Switch 2 is capable of, and they are marquee titles in helping to promote the console. "Hopefully people are also seeing that with games like Mario Kart World and Donkey Kong Bonanza, these are sort of genre-defining or franchise-defining moments for each of these games that really take advantage of the uniqueness of the Nintendo Switch 2 hardware," he said. "And for me, they really feel like, whether you are a Nintendo fan or a video game fan or even a video game developer who makes your own games, each of those games to me feels like something that you really can't miss. These are must-play games for you to exp...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

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