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Could be used in many types of games. The area your playing in is generated like normal but other places boardering you would be generated simply as data and not graphicaly. It would be done very simply and using pre-programmed odds.
Let's say in an FPS, an exremly non-linear one. You are in 1 research facility and it gets invaded by enemy troops. What happens in the entire facility is generated in real time. Lets say a squad of 12 attack the power supply. And it is guarded by 5 barnies. It would be like a tabletop RPG game. Where the squad has more attacks per round, better to-hit odds, more men, and more powerful guns. The security guards have less men but may have defences prepared(+5 ). So the squad will most of the time take the power.
Or in an RTS. Other battlefields are generated around you. Depending on how those battles go(and the only way you'll know is vague messages like "we're doing well". One of those might be if your allies can capture outlying artillery or something. And for every mission there would be multiple battlefields. You would bet to chose beforehand what resources each army on each battlefield gets(or get the computer to do it) and which battlefield you want to fight on.
Now, going back to my example of artilery earlier. You could send in a squads of special infatry to capture the artilery or tanks which would have an increased chance of destroying the artillery in which case you would have to wait for artilery to arrive to take advantage of it.
Edit: The AI generated for the RTS example would of course have to much mroe complex than the FPS example.
Let's say in an FPS, an exremly non-linear one. You are in 1 research facility and it gets invaded by enemy troops. What happens in the entire facility is generated in real time. Lets say a squad of 12 attack the power supply. And it is guarded by 5 barnies. It would be like a tabletop RPG game. Where the squad has more attacks per round, better to-hit odds, more men, and more powerful guns. The security guards have less men but may have defences prepared(+5 ). So the squad will most of the time take the power.
Or in an RTS. Other battlefields are generated around you. Depending on how those battles go(and the only way you'll know is vague messages like "we're doing well". One of those might be if your allies can capture outlying artillery or something. And for every mission there would be multiple battlefields. You would bet to chose beforehand what resources each army on each battlefield gets(or get the computer to do it) and which battlefield you want to fight on.
Now, going back to my example of artilery earlier. You could send in a squads of special infatry to capture the artilery or tanks which would have an increased chance of destroying the artillery in which case you would have to wait for artilery to arrive to take advantage of it.
Edit: The AI generated for the RTS example would of course have to much mroe complex than the FPS example.