<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Game Design Ideas &#187; Gameplay</title>
	<atom:link href="http://www.gamedesignideas.com/category/video-games/gameplay-game-mechanics/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gamedesignideas.com</link>
	<description>Game Design, Artificial Intelligence, Complex Systems</description>
	<lastBuildDate>Thu, 08 Dec 2011 10:13:45 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Towards Human-Like AI in Video Games</title>
		<link>http://www.gamedesignideas.com/video-games/towards-human-like-ai-in-video-games.html</link>
		<comments>http://www.gamedesignideas.com/video-games/towards-human-like-ai-in-video-games.html#comments</comments>
		<pubDate>Thu, 11 Mar 2010 01:00:02 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Game AI]]></category>
		<category><![CDATA[NPC]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=202</guid>
		<description><![CDATA[Whenever I watch Starwars movies, I have this nagging feeling that R2D2 might just be more intelligent that C3PO, a fact that everyone else seemed not to agree with! The way I see it, it is R2D2 who normally gets everyone out of trouble, and it is him who provides the more practical solutions to most problem. Why then is it that we are encouraged to think of C3PO as the more intelligent robot? Is it merely his exterior humanoid shell, as opposed to the embryonic egg-like shape of his beeping brother? Or is it the fact that he makes such a show of his emotions all the time? And what is "intelligence" anyways? Do C3PO's angst attacks qualify as intelligence?

O....K! I almost opened a can of worms there, but I do want to make a point- that problem solving and adapting to new situations (R2D2) are probably a big part of any definition of intelligence…while depression and angst (C3PO), while indicative of some sort of internal world-view simulation, don’t necessarily constitute intelligent behavior. Despite this fact, I argue that creating a semblance of the latter in your NPCs, i.e. simulating a C3PO-like behavior, makes for a more believable AI than does simulating R2D2-like AI.]]></description>
		<wfw:commentRss>http://www.gamedesignideas.com/video-games/towards-human-like-ai-in-video-games.html/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Defining Emergence and Complexity in Video Games</title>
		<link>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html</link>
		<comments>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html#comments</comments>
		<pubDate>Tue, 09 Mar 2010 23:48:44 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Complexity & Emergence]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Emergence]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=191</guid>
		<description><![CDATA[In this article I will discuss the concepts of complexity and emergence citing Dwarf Fortress and other games as examples, and try to give two definitions of complexity both in game play (discovered by the player) and in the game systems themselves (embedded by the developers).]]></description>
		<wfw:commentRss>http://www.gamedesignideas.com/video-games/gameplay-game-mechanics/defining-emergence-and-complexity-in-video-games.html/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>The Perfect Game – Limbo</title>
		<link>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html</link>
		<comments>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html#comments</comments>
		<pubDate>Mon, 08 Mar 2010 00:55:40 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=180</guid>
		<description><![CDATA[Sooooo...What does “Avatar” have to do with what I would like to call “the perfect game” and what is "Limbo"? 

Well,...just as the avatar machine technology allows Jake Sully to delve into an alternate reality, where he is stronger and faster, and able to walk, and experience a “new” world, to the point where it changes him, the perfect video game could, and should change how you see the world by allowing you to experience the results (long- and short-term) of your actions, and by enabling you to show, and share your emotions with other inhabitants of the “game world”, which I will call “Limbo”. In this article, I have tried to describe how such an alternate world should look and feel like, and how it can be realized without “avatar-level” technologies! ]]></description>
		<wfw:commentRss>http://www.gamedesignideas.com/video-games/the-perfect-game-%e2%80%93-limbo.html/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
	</channel>
</rss>

