Talk:Rubberband AI
From Wikipedia, the free encyclopedia
Contents |
[edit] this aritcle reeks of POV
rubberband ai has been utilize in many genres, it was widespred when video games were in it's infancy. I clean this up later today after i go to bed.
[edit] MP games using rubberband effect?
What games use this, and can refs be provided?
[edit] Proposing a new idea
While sifting through the RPG Battle systems, I was going to add "leveled combat", but then I realized, a lot of games use leveled combat.
I'd like to propose a new article, I suppose for lack of a better title, "Leveled Gameplay". Basically Rubberband AI fits into this because the AI levels itself to the player's skill. However, it's also used in RPG's, where monsters stats are dynamically changed to remain just as dangerous as before to the player.
Examples of rubberband AI in other games: in Unreal Tournament 2003 and 2004, you have the option to turn on "Ajudst bot AI skill". FarCry also has this option.
- That's the skill level. Rubberband is when a computer starts easy then if he's losing badly he'll become much harder. Jedibob5 23:41, 12 September 2007 (UTC)
Examples of leveled gameplay in RPGs: Elder Scrolls IV and Final Fantasy VIII. The latter is more infamous for using leveled gameplay. - XenoL-Type 28 October, 2006 20:27 (UTC)
- yes in ff8 the level of the monster and in particular the boss depend of the level of the party,so the player has to learn ability and buy upgraded weapon
In my opinion rubberband AI is a well-used term and a distinct phenomenon that deserves an article of its own. "Levelled Gameplay" may be somewhat legitimate, however rubberband AI for me is always just a mockery in a game. Anonywiki 14:09, 27 May 2007 (UTC)
[edit] Added the name "Catch-up"
Early on in gaming this feature was called "Catch-up". One example of the feature appearing under that name is DICE's Motorhead. If anyone feels it to be unneccessary, feel free to delete it. —Preceding unsigned comment added by 81.234.56.254 (talk) 15:38, 28 October 2007 (UTC)