One Last PAX Experience
I hit PAX on Friday and Saturday, so I should post my notes before they become irrelevant… It was my first PAX, although I’ve been to many similar con-type events in the past.
General show:
- With its unabashed “nerdcore” attendee list, PAX is better described as a mini-GenCon than a mini-E3. They have an impressive size for being a fairly young show, but it still is very much centered around fandom of the Penny Arcade comic. The sessions with the authors and on the PA game were some of the hottest tickets, as opposed to other sessions talking about more “serious” topics of development. Not surprising, it’s not supposed to be a GDC or anything, despite heady topics about PR and episodic content.
- On the upside, it actually had a fairly impressive turnout of games in playable form, including many that I hadn’t seen before in any form. I assume that falling at the same time as Leipzig gave the publishers some ready-made material to show.
- Aside from what I mention below, there was a great spread of playable games: Haze, Eye of Judgment, Metroid Prime 2, Conan (console), Heavenly Sword (a new demo), Warhammer Online, a big America’s Army thing, and several dozen more I’m not thinking of here.
- Nintendo, Microsoft, Sony and EA all made an appearance, which is impressive given recent news that E for All won’t have that sort of backing.
- Overall PAX surprised me with an air of “legitimacy” as a serious show. It would take a couple more years, but if it ultimately balloons into a notable national event, it’ll be cool for Seattle. (Read the article)





Previously I’ve talked about how games adjust AI difficulty because of the need to fulfill the player’s fantasy, and provide them with success and positive feedback. This time I’d like to talk about perils and pointers for creating good combat AI. Now, while many articles that wish to address “great AI” contain heavy jargon or equations and diagrams depicting line of sight, or reticular splines or some such, let’s put that aside for now. It can be a great deal simpler than that (although in some ways more challenging).
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