Quote:Original post by CadetUmfer *shrug*
Players lack this same fear (in-game, of course). It's part of the reason we play games. |
I don't agree at all. We should fear our characters dying. If the game is designed well.
Quote:Original post by Captain P You should consider the goal of your AI, before implementing fear behaviour simply because that's what happens in reality. |
My goal is to have believable I in my AI. It doesn't really matter to me if the characters are ninja turtles or army soldiers. I want to sell the characters to the player as believable living things. That's just the way I am.
Quote:After all, games are virtual environments, with rules that do not necessarily have to map to the ones in reality. While the representation often resembles reality, underlying rules don't have to. |
You're absolutely correct. The whole fear of death issue shouldn't map to games whose AI are not afraid to die, or who don't really consider death 'dying'.
Quote:I think your whole issue is rooted in this 'representation/game rule' inconsistency rather than a gameplay flaw. Go with a cartoony style, with large-eyed, two-teeth-sticking-out monsters and suicidal en-masse attacks suddenly feel a whole lot better-fitting. |
Two-teeth-sticking-out monsters are supposed to be suicidally dumb. Or enraged enough to not be capable of thinking properly. But the representation doesn't matter much to me when I'm playing games. Only to the point where I realize the development process was seriously neglected and that the game is supposed to be simple. In other words, I want believable creature enemies in both Zelda and Half Life. But that's just me.
Quote:I agree that fear behaviour can allow pretty interesting situations, and it's definitely worth exploring. |
Jumping into certain death would not show a lack of fear. It would show how incompetent or fake AI is. Not fake as in unrealistic, but fake as in not making any sense. Even robots and stickmen should be programmed with directives to avoid certain death.
Quote:On the other hand, I can see various issues attached to it, as I already stated in a post above. This sort of behaviour has its cost, it's not an instant improvement, not even necessarily an improvement at all. |
It is indeed an improvement. If 50% of your players get drawn into your game world more because your AI react in such an understandable way, then I say it's worth all of the small costs. If there are big costs, then that's what I would like to hear about. It looked to me like you only had concerns with the reinforcements issue, which there are many ways around.
Quote:On the other hand, the situation right now is probably too quantity-over-quality oriented, so perhaps it's about finding a balance somewhere rather than totally going to one side of the spectrum. |
I would think that having your AI react to a no-win situation is always going to be a great thing. I honestly can't think of many games that I've played where this problem wasn't subconsciously bouncing back and forth in my brain, except when the game itself has limited functionality. I can't count the number of times that I've had the impression of the AI being a single unit. I'm fighting against IT. The game world god. Not them. Not the globins. Not that one guy. IT. There are some games that do very well to prevent this type of feeling, but not the majority. I am very interested in hearing about drawbacks to avoiding this. Hearing about the costs was actually my reason for posting.