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AI Fear of Death

Started by September 03, 2006 09:43 AM
20 comments, last by Kest 18 years, 5 months ago
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Original post by Captain P
I've seen the Half-Life enemies you liked been used in absolutely horrible ways - how many custom maps don't feature grunts around a corner, looking as if they were just waiting for you to show up to get killed? With no cover around to show their more intelligent behaviour?

The AI's decision making is not the only problem, but also how the decision making is put to use through the level design. Is that what you're saying? If so, then yeah, I totally agree with it. For the record, I wasn't directing my attention toward one way or the other. Just the end result.

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As for immersiveness, that's a good reason to introduce this aspect. As I said before, there are certainly reasons to go for this. But not every game will benefit from it, it won't fit every gameplay style. Which is why I believe it's not a magical improvement.

I don't think it's magical either, but for different reasons. Mine being the fact that it complicates the AI development. As I said before, I can't think of any game that would not benefit from this type of behavior other than a game that does so to avoid the complex development of it. But I'm more curious to hear negative results of such behavior in terms of gameplay, not development.

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In certain contexts, yes, in others, no. But for those shooters that constantly up their visuals, it's probably a good thing to have - their visuals have become too inconsistent with their characters behaviour, breaking immersion and reducing the fun.

Too generic, yes. But I don't think the opposite is true. I don't believe you can have characters that seem too real or identifiable to the player, regardless of their appearance.

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a fun, not-too-serious gameplay with an equally not-too-serious look. I'd say, it's a pretty inviting game. :)

I can see you're associating this behavior with seriousness and realism. But in fact, the game that inspired the idea the most for me was River City Ransom. Very simple AI. Very simple tactics. Or so it seems. It's not just about skill, either. You can actually intimidate them. I've done it by jerky movement toward them (forward, release, forward, release - like anking someone), throwing trash cans in opposite directions, jumping and kicking at thin air to show off, etc. The most wonderful thing about scaring the little dudes is how they retreat. They start walking backwards very slowly for a second or two, then flip around and hall balls while yelling excuses to leave. It's this crazy attention to detail to make those little guys seem so real that made me love that game. Compare this to a much more seemingly realistic game, GTA, where the police pour at you like Matrix agents who just don't care if they live or not.

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