from: http://codebad.com/
An article by Julian Togelius was recently brought to my attention in which he discusses his experiments with a game generation evolutionary algorithm that evaluates game fitness as a function of automated player training. I think it's a great idea, if not a terribly obvious one. Julian's purpose in his quest is a noble one: Our solution is to use learnability as a predictor of fun. A good game is one that is not winnable by a novice player, but which the player can learn to play better and better over time, and eventually win; it has a smooth learning curve. I think if you ignore silly animalistic compulsions like collecting items, finding all the secrets, or acting out fantasies, as well as more legitimate human animal patterns like appreciating beauty in game audio or visuals, or social interaction through gaming (hopefully more like Super Smash Bros than World of Warcraft,) I believe this is an absolutely solid function for measuring game funness. It's worth noting here that Togelius does not explicitly state that his technique is immediately applicable to video games, only heavily implied. (It should also be noted that by video games I am going to bravely exclude all turn-based games, relegating further discussion to games which challenge one to think fast and exercise their reflexes.) more: http://codebad.com/ _______________________________________________ NetBehaviour mailing list NetBehaviour@netbehaviour.org http://www.netbehaviour.org/mailman/listinfo/netbehaviour