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	<title>Comments on: Turning Burn Notice Into a Game</title>
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	<description>General mind-dump of Jonas Wæver</description>
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		<title>By: Ethan</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6314</link>
		<dc:creator>Ethan</dc:creator>
		<pubDate>Sun, 26 Sep 2010 11:42:28 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6314</guid>
		<description>I have thought about making a game about burn notice for a while and I would love this game except for it to be perfect it would be way to complex, years of making, lots of money, lots of technology (the technology isn&#039;t as advanced yet either) and lots of good staff. It’s difficult to create because most of the gaming market is crazy shoot em up fans (I am one occasionally) and that not what I want it to be. Burn notice isn’t like that. If things come down to it - like a last resort, he would be able to kill someone though. In the whole burn notice series Michael has killed like less than 5 people (or something like that) sure he has made people die by lying to drug dealers and turning them against each other but that’s different. I don’t mean to be negative; I mean I would love this game! But it would be so hard to make as a game. It uses stuff games haven&#039;t developed yet like social engineering and good cover ID&#039;s and the accent to go with it, etc (some small part may have been done before but not to the extent as this game needs). One of the reasons burn notice is so good is because it has unpredictability and the open world environment, where you can do anything. GTA is open world but you don’t need to do things like in this game, in GTA all you need to do is kill these people and get money for more guns (with a good story line) but burn notice is much more than that. If this game came out it would have to be better than the GTA series worlds. Because there are so many more options in burn notice. The way I see it is if you make this game to be the best it can be, no 2nd rate stuff added this would be the best game for like a decade, or until the next game instalment comes in. or this game could be the worst game ever made. There’s a fine line. Best of luck :) I would buy it if it was good. Fantastic idea I would love to be doing this.</description>
		<content:encoded><![CDATA[<p>I have thought about making a game about burn notice for a while and I would love this game except for it to be perfect it would be way to complex, years of making, lots of money, lots of technology (the technology isn&#8217;t as advanced yet either) and lots of good staff. It’s difficult to create because most of the gaming market is crazy shoot em up fans (I am one occasionally) and that not what I want it to be. Burn notice isn’t like that. If things come down to it &#8211; like a last resort, he would be able to kill someone though. In the whole burn notice series Michael has killed like less than 5 people (or something like that) sure he has made people die by lying to drug dealers and turning them against each other but that’s different. I don’t mean to be negative; I mean I would love this game! But it would be so hard to make as a game. It uses stuff games haven&#8217;t developed yet like social engineering and good cover ID&#8217;s and the accent to go with it, etc (some small part may have been done before but not to the extent as this game needs). One of the reasons burn notice is so good is because it has unpredictability and the open world environment, where you can do anything. GTA is open world but you don’t need to do things like in this game, in GTA all you need to do is kill these people and get money for more guns (with a good story line) but burn notice is much more than that. If this game came out it would have to be better than the GTA series worlds. Because there are so many more options in burn notice. The way I see it is if you make this game to be the best it can be, no 2nd rate stuff added this would be the best game for like a decade, or until the next game instalment comes in. or this game could be the worst game ever made. There’s a fine line. Best of luck <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I would buy it if it was good. Fantastic idea I would love to be doing this.</p>
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		<title>By: BAM</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6248</link>
		<dc:creator>BAM</dc:creator>
		<pubDate>Thu, 12 Aug 2010 15:32:35 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6248</guid>
		<description>I could imagine the mission in which Fiona is undercover as a model and you have to cover her ass, only there are so many way the mission could possibly go down. It&#039;s really quite intriguing. If a game like this were to be developed, it&#039;d take a LOT of work to get everything done right. I think a karmic option would be too black and white in my opinion.</description>
		<content:encoded><![CDATA[<p>I could imagine the mission in which Fiona is undercover as a model and you have to cover her ass, only there are so many way the mission could possibly go down. It&#8217;s really quite intriguing. If a game like this were to be developed, it&#8217;d take a LOT of work to get everything done right. I think a karmic option would be too black and white in my opinion.</p>
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		<title>By: Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6111</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Tue, 06 Jul 2010 22:41:20 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6111</guid>
		<description>Mads: Thanks for going into the technical details, I agree with everything.

Richard: I almost think I&#039;d rather have a point and click puzzle-adventure game than a generic third-person shooter; I don&#039;t like puzzles, but at least it&#039;d probably get more of the character of the license across. The least you could do with this license is some sort of action-adventure game with mild puzzles like Uncharted.</description>
		<content:encoded><![CDATA[<p>Mads: Thanks for going into the technical details, I agree with everything.</p>
<p>Richard: I almost think I&#8217;d rather have a point and click puzzle-adventure game than a generic third-person shooter; I don&#8217;t like puzzles, but at least it&#8217;d probably get more of the character of the license across. The least you could do with this license is some sort of action-adventure game with mild puzzles like Uncharted.</p>
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		<title>By: Name (required)</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6109</link>
		<dc:creator>Name (required)</dc:creator>
		<pubDate>Tue, 06 Jul 2010 16:03:18 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6109</guid>
		<description>I watch Burn Notice too, and I&#039;d have to say that that what you describe is a great idea for a licensed game.</description>
		<content:encoded><![CDATA[<p>I watch Burn Notice too, and I&#8217;d have to say that that what you describe is a great idea for a licensed game.</p>
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		<title>By: Richard</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6108</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 06 Jul 2010 15:41:21 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6108</guid>
		<description>I&#039;d totally play this. Unfortunately, I have a feeling that in reality, any game would be summed up as &quot;When you&#039;re a spy, your life is a generic third-person shooter.&quot;</description>
		<content:encoded><![CDATA[<p>I&#8217;d totally play this. Unfortunately, I have a feeling that in reality, any game would be summed up as &#8220;When you&#8217;re a spy, your life is a generic third-person shooter.&#8221;</p>
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		<title>By: Mads Tejlgaard Olesen</title>
		<link>http://rooc.offtopicproductions.com/blog/2010/07/06/turning-burn-notice-into-a-game/comment-page-1/#comment-6107</link>
		<dc:creator>Mads Tejlgaard Olesen</dc:creator>
		<pubDate>Tue, 06 Jul 2010 15:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=1242#comment-6107</guid>
		<description>Actually, the AI in hitman is itself fairly scripted, from my understanding. That is to say, in each mission, the AI is adapted such that it has a certain behaviour - there&#039;s a lot of hooks that have to be placed in the actual 3d environment for the AI to function.

To call this scripting is a half truth, of course - it&#039;s not scripting in the usual half-lifey sense, but rather in a sort of semi-simulation sortof sense.

Being a bit technical here will probably help: Even half lifes scripted sequences are unique when they playy out in that the player is usually able to control his point of view and perhaps influence the sequence in some way, though the outcome is always set in stone - it doesn&#039;t matter to the outcome if you shoot your shotgun at a big green claw swooping out of the flaw an nailing a friendly scienist through the chest, but the narrative you experienced as a player would be different if you did (at least your character, Gordon Freeman, did _something_ in one case, whereas he could also have frozen in panic and done nothing!)

What Hitman does is, it introduces more &quot;interesting&quot; unique experiences, where the scripted sequences you see through a playthrough will actually be different - you get to choose which ones you see. Someone running for the safe-room when the shit hits the fan is a scripted sequence, and that same someone pulling a gun out and investigating a noise you made is also a scripted sequence, technically speaking - but the more adaptive this scripted sequences are, the more emergeance, the more feeling of simulation.

Now I&#039;m not trying to pick a nit here - the AI will clearly play a major part in doing emergeance - but it&#039;s also a question of having many adaptive reusable scripts. The AI examples are obvious - but for Michaels forays into kitchens and hardware stores to be interesting, there needs to be a variety of tools and supplies for him to pick and choose from, and they need to be able to interact with the environment in a variety of places. Most obvious is to allow him to use any and all tools as improvised weapons, but giving them general uses in addition to specific uses (batmans exploding gel in arkham asylum, his batclaw, etc.) obscures just how much you can do with them - implement a lot of more or less generalized paths and scripts to accomodate, and the player will no longer have to &quot;guess&quot; the path the designer thought of.

Commando&#039;s - behind enemy lines is a great example of an early game that did these things...the decoy, for instance, was a remote controlled noisebox that could be used for any number of things because it simply attracts attention. The Germans were scripted to head to it, scratch their heads, turn it off and pick it up. But it could also be planted, hidden, turned on briefly, and then turned off - the AI soldiers picking up on it would go look, find nothing, and head back on patrol - for a cost of delaying them for a shorter amount of time, you could delay them again later. Another, more simply example - a hand grenade could be thrown if a weird location, making a huge ruckus, and distracting everybody - or it could be thrown at somebody blowing them up. Both are general scripts, but you could surely think of some specific ones too in the case of the hand grenade - for instance during conversations where someone is going to have a gun trained on your head.

In other words, I see the solution as dynamic scripting, which I feel is a level up in abstraction from dynamic AI. It would often be adapted to an individual level or location, but other times it would be completely general and something you wouldn&#039;t really call a script at all...but either way, both would be required and would need to be associated with the same ingame objects.</description>
		<content:encoded><![CDATA[<p>Actually, the AI in hitman is itself fairly scripted, from my understanding. That is to say, in each mission, the AI is adapted such that it has a certain behaviour &#8211; there&#8217;s a lot of hooks that have to be placed in the actual 3d environment for the AI to function.</p>
<p>To call this scripting is a half truth, of course &#8211; it&#8217;s not scripting in the usual half-lifey sense, but rather in a sort of semi-simulation sortof sense.</p>
<p>Being a bit technical here will probably help: Even half lifes scripted sequences are unique when they playy out in that the player is usually able to control his point of view and perhaps influence the sequence in some way, though the outcome is always set in stone &#8211; it doesn&#8217;t matter to the outcome if you shoot your shotgun at a big green claw swooping out of the flaw an nailing a friendly scienist through the chest, but the narrative you experienced as a player would be different if you did (at least your character, Gordon Freeman, did _something_ in one case, whereas he could also have frozen in panic and done nothing!)</p>
<p>What Hitman does is, it introduces more &#8220;interesting&#8221; unique experiences, where the scripted sequences you see through a playthrough will actually be different &#8211; you get to choose which ones you see. Someone running for the safe-room when the shit hits the fan is a scripted sequence, and that same someone pulling a gun out and investigating a noise you made is also a scripted sequence, technically speaking &#8211; but the more adaptive this scripted sequences are, the more emergeance, the more feeling of simulation.</p>
<p>Now I&#8217;m not trying to pick a nit here &#8211; the AI will clearly play a major part in doing emergeance &#8211; but it&#8217;s also a question of having many adaptive reusable scripts. The AI examples are obvious &#8211; but for Michaels forays into kitchens and hardware stores to be interesting, there needs to be a variety of tools and supplies for him to pick and choose from, and they need to be able to interact with the environment in a variety of places. Most obvious is to allow him to use any and all tools as improvised weapons, but giving them general uses in addition to specific uses (batmans exploding gel in arkham asylum, his batclaw, etc.) obscures just how much you can do with them &#8211; implement a lot of more or less generalized paths and scripts to accomodate, and the player will no longer have to &#8220;guess&#8221; the path the designer thought of.</p>
<p>Commando&#8217;s &#8211; behind enemy lines is a great example of an early game that did these things&#8230;the decoy, for instance, was a remote controlled noisebox that could be used for any number of things because it simply attracts attention. The Germans were scripted to head to it, scratch their heads, turn it off and pick it up. But it could also be planted, hidden, turned on briefly, and then turned off &#8211; the AI soldiers picking up on it would go look, find nothing, and head back on patrol &#8211; for a cost of delaying them for a shorter amount of time, you could delay them again later. Another, more simply example &#8211; a hand grenade could be thrown if a weird location, making a huge ruckus, and distracting everybody &#8211; or it could be thrown at somebody blowing them up. Both are general scripts, but you could surely think of some specific ones too in the case of the hand grenade &#8211; for instance during conversations where someone is going to have a gun trained on your head.</p>
<p>In other words, I see the solution as dynamic scripting, which I feel is a level up in abstraction from dynamic AI. It would often be adapted to an individual level or location, but other times it would be completely general and something you wouldn&#8217;t really call a script at all&#8230;but either way, both would be required and would need to be associated with the same ingame objects.</p>
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