Argh wrote:
For example... let's say I want to build a really accurate historical simulation of the Vietnam war. Obviously, it's a big deal, if it's literally hard for me, as the commander in my simulated helicopter command post, to see the enemy, just like it was IRL.
First - Caydr, show some respect. Kloot's one of the primary engine devs, and has a vastly better technical "clue" than anyone else in this thread. Not to play the "you made a basic mistake so you're disqualified from talking" game, but gadgets = SYNCED code which is included in the game or mod which controls gameplay. For example, S44 has a
gadget which controls ammo for tanks. Widgets = UNSYNCED code which can be included in a game or mod, but more often are installed by the user in the main LuaUI folder - they obviously can't set the ammo level of units in S44, but they can issue orders and do various graphical/interface things.
Argh: To my mind, if you want something to be invisible to the enemy player, you make sure its invisible to everyone, not just people with monitors of a specific brightness/contrast level/whatever. So make those units cloak in foliage - make them FUNCTIONALLY invisible, not just obscured by interface. Like...it would kind of screw stuff up when your camo'd units got auto-targeted, eh?
The only way to make sure that all players are seeing the same exact thing on their screen during gameplay is to keep the screen pitch black at all times. Some players have 40" screens with 1ms response times which would render any kind of camouflage WAY less effective than someone playing on a junky old CRT with the brightness turned down.
Widgets are basically extensions of that interface difference, except rather than only being available to people with lots of cash, anyone can grab them.
Some widgets undoubtedly make the game easier to play; custom formations is utterly brilliant, and saves many clicks. Defense ranges is certainly handy (although it does nothing that a player can't do themselves by holding shift on an enemy unit). I don't think these represent anything which can ruin a game. If a player loses a few times -specifically because- of a widget disadvantage, they'll either learn how to game that automated advantage (if its an AI-type widget) or they'll get the widget themselves (if its an interface advantage) in which case everybody wins because the
focus of the interaction between those two players
returns to the decision making and gameplay style of the players, rather than their relative proficiency with the interface.
I think that
widgets create a minimum-complexity bar for designers who want people to play their games, which is fine by me. If you create a game so simple that an automated process can win against a skilled player (and did not intentionally do so), you need to think hard about your game and work out whether you'd be better off designing screensavers, rather than games.
To expand on that: if someone codes a widget which has such a perfect sequence of commands that it renders itself untouchable, perhaps your game lacks depth somewhere along the line. The kindly widget writer has just happened to point out to you that
your problem (game) has an optimal solution simple enough that it can be performed by the current state of AI, DESPITE all of the variables* complicating the situation for that AI (HELPING you reach the minimum complexity point at which widget-AIs aren't all that effectuve).
Most likely, this is because your problem (game) relies too heavily on players playing against the game, rather than players playing against players.
The final scenario I view as vaguely plausible for serious widget-based advantages consist of player-assisted AI, or
AI-assisted player, I guess. If you have a widget which can optimally perform some small part of the game (say, managing focus-firing - a candidate for a pretty wicked widget, I'd say), you can potentially end up with a player who has a distinct advantage over another by virtue of their vastly increased supplies of attention.
Here, the designer has a choice to make. If that part of the gameplay represents a fundamental mechanic by which players interact, then
- 1) its already too complex for widgets to successfully automate
- 2) it probably needs more depth to prevent successful automation and keep it a really interesting mechanic for players.
or if that part of the gameplay is NOT fundamental, then the designer can say "hey, thanks widget-coder, now players can focus more on the REALLY fun part." At this point, that AI-ish widget has become an interface widget.
That said, I'd have to think hard to avoid being miffed if someone created a really effective focus-fire widget for S44, since it could probably give a huge advantage in the infantry game. It would force me to rethink things a bit, and decide whether the behavior created by the widget could be turned against the using-player (in which case, no problem, it just evolves the balance a bit), or if it negatively impacted a core part of the game. If I felt that it really messed up something critical without presenting a weakpoint for the using player,
I'd have to work on that part of the design to have a bit more depth, or create those weakpoints for players making use of automation.
TL;DR
Basically, my broader point is that widgets end up either improving the interface for players, or forcing the designer to think harder about his or her game. I don't see either of those as bad.
*
The variables inherent in the choice of map alone are immense. Add in player behavior, unit handling (if your game includes it) and unit makeups (if your game allows more than one unit makeup/has viable counters as part of the design), and there's very little chance of a successful widget-ification outplaying a savvy human player over the course of many games.