eyesofastorm wrote...
Navasha wrote...
Don't get me wrong I would love for games to explore grey aspects. I fully endorse having outcomes that are darker or unexpected. Say, like choosing to save the innocent girl might seem to be the right thing to do only to learn later that she butchered her parents or something. Its just the randomness of your suggestion that bugs me, I guess. Seemingly random outcomes never work.
Let me try to explain how I am viewing it. Say you are trying to train your dog to fetch a ball. You throw the ball, the dog brings it to you. You praise the dog. If they do again, you praise the dog. Eventually the dog learns that fetching the ball is what they are supposed to do.
Now throw in randomness of consequence. The dog brings you the ball. You roll a dice... On a 1,2,3, or 4 you praise the dog. On a 5 or 6 you scold the dog. Now it doesn't matter that you praise the dog the majority of the time. The dog will stop bringing you the ball. It isn't learning that its actions matter. It learns that the consequences of its actions are unpredictable and will grow fearful of performing the activity because the possibility of a negative outcome is present.
This might seem a silly analogy, but in terms of players and gaming its actually a similar idea. Players will not enjoy a game where decisions result in a random consequence.
But it's not true randomness. In your scenario, you throw the ball and you throw the ball and you throw the ball. An element of randomness means that even though you have trained your dog with positive reinforcement and he brings the ball back almost every time, there is a chance that on one occassion he will see a squirrel and chase it rather than bring the ball back to you.
Can one call that random, or merely an imperfect model





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