PvP is not solo but multiplayer.Success isn't mandatory in a video game at all. In PvP, for example, failure is quite common.
I don't play CS to win, I play to have fun. If the opposing players are too good for me, I find another server. There is no fun in being crushed every round.
Problem is : video games are more and more for casual players. People who can't afford spending 1000+ hours on a game for roughly a 50h campaign (the rest being "try again" time). Hell, even WoW is now "casualized". And for any player, not getting the loot at the end of a raid is a failure (Where is that T56 helmet that boss is supposed to drop 0.05% times ?)In linear games such as SPec Ops the Line, failure was the point of the plot - even while you succeeded in your endeavours, all was lost.
During gameplay, failure is constant and only a reload can help you. But you've still failed. I'd probably say that if you want to succeed in a video game, persistence is mandatory.
Try again ....
Do you think the average player is looking for that game mode ?In any kind of Ironman/Insane death-resets-the-game game mode, it's quite possible you'll never finish the game at all. I don't know if I'd describe that as success.
For instance, less than 20% of borderlands 2 players have a lvl 50 character. Not even those hooked enough to farm loots with a 0.01% dropping rates. Some players actually do that. They are just very few.
AI in shooters are generally buffed oponents (more HP, more armor, more damages and more accuracy).I think organic storytelling is certainly possible - you can see it in the interactions of any half-decent AI in open world, sandbox games and even in the tactical response of the AI in shooters.
There would be absolutly no difficulty for developers to build an unbeatable AI. But that would be really uninteresting.
There is also usualy the possibility to find an exploit in the map or in the AI tactics to bypass the difficulty (you know, when enemies gently charge in the corridor in front of your rocket launcher, or when that cover may not be flanked and their nades just fall short).
Well, at least a GM may improvise something.Certainly all decisions cannot be anticipated, not their failure results - but neither can that be done in PnP with a GM. GMs aren't omniscient, at best we paper over teh cracks. And we fail a lot - it's only the players willingness to overlook these glaring oversights on our part that the story continues.
So I don't really need a perfect AI, just one that papers over the cracks in my choices enough for me to pretend it looks good.
Some are very good at it. Some are just lost without their prepared scenario.


