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Looking at the article I though you're gonna talk about how many players tend to find the strongest solutions and (ab)use them or even cheat etc.
Long time ago I made some trash game where opponents' behaviour was just: if healty - move towards player and attack; if not - move away from player ... and yet the feel like they have some thinking within was there
Although I actually struggle with making out more examples where your idea could be applied
I just decided to rewrite the whole thing
1) The door example is easily fixed by giving a single Method to the Monster object: $monster->OpenDoor (). The cool part is that you can reward clever players if the monsters are supposed to be "stupid" by figuring out tactics like this. But, if they try this on a more intelligent denizen, they are in for a surprise.
2) Audience. Audience is everything. People are expecting more realism in their gaming now-a-days than ever before. Even down to adding physics engines so that when things blow up the parts fly away or bounce around in a realistic manner. Personally, this is cool if you're paying attention but otherwise, it's wasted CPU (or GPU depending upon implementation) cycles. Still, there's a growing number out there who are becoming rather elitist in the games that they play, at least as far as "standard" gaming is concerned (you know, download and install type games, not browser-based).
This is the terminology you are looking for chris: http://pcg.wikidot.com/pcg-algorithm:teleological-vs-ontogenetic .
That's the example of wrong thinking. You can not use this solution because you *always* need monsters that do not open doors: spiders, snakes, beetles, dogs, mutated something, giant rats (feel free to list RPGs that do not use these ).
1) Physics is visible by users, so it is not a good example.2) You can put on the box "the game uses physic engine XXX" and boost the sales, this alone makes it a valid reason to use.3) And finally, they do not use real physics, they still cheat "Real physics is unplayable" (at least that's what they say, I'm not into physics), they modify it (maybe not in all games, just in the most famous), read postmortem of Quake III. They key to the success to this game was that they cheated and allowed in the physics engine unrealistic things like rocket jump.
QuoteThis is the terminology you are looking for chris: http://pcg.wikidot.com/pcg-algorithm:teleological-vs-ontogenetic . If you made a topic about a completely random/unusual thing, you can still bet someone invented terminology for this and wrote a dissertation about that topic
They cheated. They did not make simulation of how humans behave. They only made us believe that these pixel people on screen behave like real humans. [...] On the net, when you browse countless websites about gamedesign you will see the same mistake repeated over and over again. They attempt to find a perfect solution to a problem. It's not how games are done, these are done by finding the fasters/simpliest/cheapest solution that would produce a desired impression on a player. What player does not see does not exist.