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Clever game dev tech is at the core of Watch Dogs Legion’s London

“We ended up having these meetings […] where it’s just a bunch of programmers sitting in a room saying, ‘How the heck are we going to do any of this stuff?’ But at the same time, it’s great. We’re the kinds of people who like a challenge and the open-ended nature of it.”

–  Lead programmer Chris Dragert talks Watch Dogs Legion tech with The Washington Post.

Watch Dogs Legion is built around the idea that any character in the game could become a playable protagonist, a concept that comes with a set of development challenges just as unique as the premise.

The Washington Post aims to demystify some of the technology that makes such an undertaking even possible through an extensive interview with key developers, offering fellow game makers a look at how Ubisoft tackles narrative, cutscenes, and more in the upcoming game.

One of the many examples shared in the full Washington Post story tackles how Ubisoft gave unique voices to an entire city through the use of some clever tech. At the core, there’s a single generic script that covers the general idea of what each line of dialog should be. From there, Ubisoft set up persona-specific writing teams to define each and every line in a way that reflects that persona’s individual features.

Once that script makes it to the voice acting stage, voice director Natalia Hinds tells The Washington Post that a diverse cast of between 50 and 100 voice actors contributed lines to create a vocal sampling of London’s many different inhabitants. From there, many of the recordings were put through a voice modulation system to add further variance into the voices of so many different characters.

“Essentially it’s a physical simulation of a throat and vocal cords—everything that goes on inside your neck when you talk,” Ubisoft Toronto creative director Clint Hocking tells The Washington Post. “We record an actor, have them say all of their lines and then we can use that at runtime. As the line is being said, the sound file goes through this physical simulation of vocal cords and produces a different voice.”

The full story is a great read for game developers curious about what else makes the game tick, but the additional perspective The Washington Post offers about Ubisoft’s recent controversies adds another level of importance to this particular story.

In it, Hocking and game director Kent Hudson discuss how their corners of Ubisoft reacted to this summer’s string of sexual harassment and workplace hostility accusations and say how their teams have endeavored to push for “real, structural, and functional changes” since.

“I believe the survivors, I stand with them and I can really only speak for myself on some of the stuff,” Hudson tells The Washington Post. “But I think that the most important thing after dealing decisively with abusers within the company is that we see meaningful, lasting changes to these ingrained problems.”

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Don’t Miss: 7 examples of game AI that every developer should study

Nearly all games need some amount of artificial intelligence — most commonly to give the player non-human opponents. But conversations about good AI in games are still dominated by Façade, Black & White, The Sims, Versu, and F.E.A.R. — all of which came out years ago. 

Those games are hardly the only examples we can draw from in envisioning artificial intelligence systems. We reached out to several developers for their input on more recent games making innovative and instructive uses of AI.

The following list of games are all notable for the interesting, clever, and/or novel ways in which they use AI, and all are well worth a closer look if you’re eager to let a little algorithmic thinking improve your game design. The underlying ideas they explore point toward the exciting and diverse future artificial intelligence could have. 

(For more along these lines, be sure to check out Gamasutra’s lists on instructive uses of procedural generation and crafting systems.) 

The Division‘s enemy AI has had a mixed reception — at one moment they’ll stand out in the open, completely unprotected, then the next they’ll sneak around the back and give you a surprise bonk on the head. Its attempts to step up from the highs set by F.E.A.R. a decade ago are well worth closer examination, but the real star of The Division‘s AI routines is its path finding for changing cover. 

Like in Tom Clancy’s Ghost Recon, players can scan for cover, but here they can also hold down the cover button and their character will automatically run to the new spot. Essentially, this means that movement between covers is automated so that the player can concentrate on tactics. And since the path is shown on-screen ahead of time (it’s drawn in a thin white line), the player can see exactly how they’ll get there — which further helps in sorting out tactics because they can guess how long it’ll take to make the automated dash. 

TAKEAWAY: AI can drive mechanics that help the player get around faster and more effectively, which leaves them with extra mental bandwidth to process the important stuff, like who to shoot and how.

Since its inception in 2005, the Forza series has favored a learning neural network to traditional AI design for controlling non-human drivers. This Drivatar system watches you play and imitates your driving style — kind of like an amalgam of dozens of time trial ghosts.

In the most recent iterations the Drivatar system is hooked in to Microsoft’s cloud services, where it can pull in AI racers based on other human players as well as crunch greater amounts of data from each player. Now your AI opponents mimic other players from around the globe — their silly mistakes, quirks, strengths, and weaknesses — which makes for a more unpredictable experience. 

The good side of this is that AI drivers learn to do all sorts of complex maneuvers and each exhibit a distinct racing style, which makes them seem more human. Unfortunately it also means that even with the difficulty maxed out, racing sim purists have a tougher time finding non-human opponents to practice against — because few drivatars actually drive anything like a professional race car driver. 

TAKEAWAY: Learning AI that mimics real people can make enemies and opponents seem more human, but you still need to keep in mind that most people who aren’t professionals in the game’s closest real-life equivalent will behave nothing at all like the real professionals.

First-person shooters normally showcase enemy AI that’s just smart enough to challenge the player as they go around shooting everything that moves. The player is a predator, and the hordes of lookalike bad guys scurrying around the screen are the prey. But Alien: Isolation‘s Xenomorph reverses that convention. The free-roaming alien is the one in a position of strength, and the player — stripped of her power — gets to feel what it’s like to be hunted. You carry a gun, but to use it is to draw the all-powerful, unkillable Xenomorph to you. (A flamethrower eventually complicates the situation and gives the player some power back, but even then the alien remains the hunter.) 

The alien may just be following the behavior trees and routines coded into its digital being (which becomes all-too obvious if you try to outsmart the Xenomorph or otherwise test its limits), but it’s hard to predict where and when it might appear nearby. That unpredictability combines with the alien’s sensing capabilities — it has keen hearing — and some sort of director system that drives the alien to always be somewhere in the player’s general vicinity. The result is a tense, terrifying experience that pushes players to hide in lockers for minutes at a time and to constantly look around for the hunter lurking in the corridors and vents. 

TAKEAWAY: An enemy AI designed to relentlessly hunt the player as they roam about the game world can offer an unpredictable and tension-building element to the level design.

The Ice-Bound Concordance may seem at first glance to be an elaborate choose-your-own-adventure game, but its story of KRIS, an AI simulacrum of an author, is not built of branching paths. Rather, the player and AI combine pre-written (barring some variables) fragments of story text to piece together a novel. This is done through interactions both in the game — dialogue trees, player interventions in KRIS’s creative process, symbol and event choices for the plot — and outside of it, through the pages the player shows KRIS from an actual, physical companion book that the AI’s not supposed to see. The developers call their AI-heavy take on CYOA a combinatorial narrative system. 

Where many older attempts to put algorithms in charge of a game’s story — such as Façade and Versu — have focused on social interactions, Ice-Bound looks inward to tell a more literary tale — or rather many tales. It can handle tens of thousands or more permutations of a literary framework that consists of many narrative fragments and a complex set of rules for how these might be activated and deactivated. The AI and player (and the designers who crafted the narrative fragments) thereby become collaborators in the storytelling process, with the AI’s goal being to ensure the player gets a dramatically-satisfying story. 

TAKEAWAY: You can use AI to tell a dramatically-satisfying story — even if it’s literary in nature — that’s dynamically shaped by and molded to player choices in a more organic way than traditional branching paths.

Tower defense (and offense) game City Conquest is unusual in that its biggest use of artificial intelligence came in the design process itself. Here AI became a tool not for expanding or refining the player’s moment-to-moment experience but for evolving the actual design — to improve game balance and to (hopefully) engineer a more enjoyable overall experience by measuring how well the design at each iteration met its goals. 

The AI wasn’t handling the design modifications, mind you. Designer Paul Tozour wrote a genetic algorithm that acted as a kind of automated, virtual playtesting team that could evolve into expert players and in the process identify dominant strategies and minor elements that needed tuning. By looking at how both these machine players and human players approached the game, Tozour found flaws big and small and gained lots of data to help him tune the game’s parameters. 

TAKEAWAY: AI can help you make your game better before it’s even out by playtesting to find dominant strategies.

Jonathan Blow wanted walking in The Witness to be as smooth and unobtrusive an experience as possible. If players got caught on edges or tapped in walls, or if they could traverse terrain in one direction but not the other, it would pull them out of the world. It’d break the immersion, and immersion was paramount to the game’s vision. To ensure this didn’t happen, he asked programmer Casey Muratori to improve the player movement code. Muratori responded by writing an algorithm that tests for collisions

His algorithm hopped in to replace the player and explored the entire island. As it walked it created nodes and displayed lines atop the ground that connected these. White lines meant walkable, red not walkable. (It could explore areas close to boundaries at higher density, too.) If the state changed — say, a door opened — it could go back and pick up from that point and continue to the area beyond. And from seeing the results the dev team could find problems with the movement code or with level geometry that needed refinement. 

TAKEAWAY: AI can do the grunt work for you in finding all the nasty problems that could frustrate players simply trying to explore your game’s world.

Several years on, the AI Director used in the two Left 4 Dead games remains a fascinating system for controlling the flow of a cooperative multiplayer game. The Director handles typical AI tasks such as enemy movement and human player proxies in a satisfying, believable manner. But what really makes it interesting is the higher-level impact it has on every session. 

The Director’s main job is to manage the pacing. It builds up the intensity to a peak, then eases off, then builds up again, and repeats this throughout the session as players edge closer to the exit. It does this by modeling stress levels in players (affected by things like close versus long-range combat, ammo and health levels, zombies in proximity), then adjusting how the zombies attack — where they come from, how many of them attack, which types attack, and who they focus their attack on. 

AI Directors have since been used to great effect in many other games, such as the post-Left 4 Dead Far Cry games, Evolve, and Rocksmith 2014 — which used its director to handle musical accompaniment to your live guitar play in the game’s session mode. But Left 4 Dead remains the best example to study. 

TAKEAWAY: Every player is different, and by having an that AI alters the flow and intensity of gameplay to fit their moment-to-moment needs you can ensure that everybody gets a satisfying, challenging experience.

As these examples show, artificial intelligence can be used in games in myriad ways. It could be a testing tool to make your code or design more robust and to make the final game more fun, or it could make non-player characters seem smart even as they continue to be dumb — just by exhibiting some rudimentary learning strategies or adaptability. 

AI can be the unseen hand directing the whole show or the bullet sponges and companion characters right there with the player. AI can guide players or mislead them, help them or hinder them. It can make the bad guys act like they’re genuinely cooperating to kill or maim the player, or it can turn a single enemy into a terrifying hunter. AI can mimic, imitate, learn, forget, teach, and collaborate. 

It’s just algorithms, so it’ll do whatever you want it to. You only need to think of creative ways to leverage its powers to entice, bewilder, muddle, aid, hinder, process, and share. Don’t think so much about AI in terms of enemies that are just barely smart enough to slow the player down. Rather, imagine how it could elevate the experience in some small or big way.  

Thanks to Jonathan Tremblay, David Churchill, and Anne Sullivan for their help with putting this article together, and to Tommy Thompson for his AI and Games YouTube channel — which provided further guidance.

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Analysis: Facebook gears up for the world’s first ad-supported cloud gaming service

<!– –> Gamasutra: George Jijiashvili’s Blog – Facebook gears up for the world’s first ad-supported cloud gaming service

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Today Facebook Gaming announced that several free-to-play mobile games will be available via cloud gaming on the Facebook Android app and browser. This appears to incorporate technology from its PlayGiga acquisition into Facebook’s existing ‘Instant Games’ service (launched in 2016). Instant Games have so far focused on the hyper-casual segment (such as Pac-Man and Words With Friends), but with cloud gaming, Facebook hinted at more complex mobile games coming to its redesigned ‘Play’ tab in the future.

Facebook has been ramping up its activity in games – in April 2020, it launched a dedicated Facebook Gaming app, focusing on live video-streaming of games content to compete against Twitch and YouTube, in addition to offering Instant Games that users could play and live stream.

A big emphasis has been placed on managing people’s expectations for Facebook’s cloud gaming initiative, with ex-Oculus Jason Rubin (VP of Play) stating that it is “not going to overpromise and under-deliver”, and “not going to try to wow you with the wonders of our data centers, compression algorithms, resolutions, or frames per second”. These were allusions to Google Stadia’s inability to deliver on its grandiose vision, which it promised back in March 2019.

“Underpromise and overdeliver”

Facebook is taking an extremely cautious approach, as it looks to avoid the missteps of Stadia. The launch titles are underwhelming, which will not excite dedicated gamers, but Facebook is aware of this. It doesn’t intend to compete against console and PC gaming platforms, but instead continue to target casual mobile gamers – 200,000 of whom are already playing cloud-streaming games per week on Facebook. The ultimate goal of this endeavor is to use gaming to increase user engagement with the Facebook platform and power the company’s enormous ads business.

This announcement gets one step closer to my prediction that Facebook will eventually offer the world’s first ad-funded cloud gaming service. The Facebook Gaming app is currently in the user-acquisition phase; it is offered completely free, without any ads. Facebook is likely to be utilizing the same strategy as it did with Instagram: Build a critical mass, and then gradually introduce monetization via advertising. Facebook’s great strengths in the ad business means it is well-positioned to lead in the in-game advertising market. Other companies are in similar position, most notably Google with Stadia, but it has so far not strayed away from this form of monetization. 

Facebook, Google, Microsoft and Tencent are sitioned in the in-game advertising market

Glimpse into the ‘cloud playable ads’ future

One of the most intriguing (but overlooked) aspect of this announcement was the launch of ‘cloud playable ads’ – a concept which was highlighted earlier this year in Omida’s Market Landscape In game advertising 2020 report. The existing playable ads have already proven effective in not just driving app installs, but also further post-install engagement. This is because the user has already chosen to try, and engage with, the app before a download has taken place. With cloud gaming, Facebook is taking this a step further by “blurring the line between games and ads”. 

Relationship between cloud gaming providers and Apple is increasingly contentious

Facebook vilified Apple’s restrictive rules around cloud gaming apps on the App Store, with Rubin stating, “Apple treats games differently and continues to exert control over a very precious resource”. With a global installed base of nearly one billion iPhones, Facebook, nor other cloud gaming services can afford to miss out on much-coveted iOS users who are, on average, more affluent and spend more on apps and games.

Delivering cloud gaming via a Progressive Web App (PWA) is one interim solution, but due to its limitations (see chart below) Facebook has instead chosen to exert pressure on Apple, hoping it will loosen its rules. In a Twitter exchange with me earlier today, Rubin highlighted that “linking from App 2″ Web is blocked by Apple”, making PWA solution undesirable for Facebook, despite it potentially suiting Amazon’s and Microsoft’s cloud gaming services. I believe that Apple’s stance on cloud gaming apps on the App Store is unsustainable, particularly as other content-streaming services are already on App Store (such as Netflix). Apple remains under pressure from game companies, gamers, and the EU antitrust probe on the App Store billing rules – leading me to believe that Apple will loosen its restrictions further in 2021.

Cloud gaming service providers can circumvent Apple App Store’s restrictions and rules by running the service as a Progressive Web App (PWA), but this brings its own set of challenges and limitations


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