Hides His Eyes said:
surg3n said:
Enemies that refuse to fear me, no matter how efficiently I dispose of them.
That should definitely be the next step in game AI. You're outnumbered so you fight like a demon because you think you're gonna die, and once you've killed four or five badguys the others take the hint and start scrambling over each other to escape. Stand back and let them go or hunt them down like dogs? Instant, organic roleplaying choice. I WANT TO PLAY THAT GAME NOW!
Used to be done in crpgs all the time - Wizardry 1-8 (yep, they had morale systems back in 1983), Baldurs Gate 1+2, Planescape: Torment, Icewind Dale 1-2, Deus Ex all had morale/fear mechanics.
Same with tactical-squad games like Jagged Alliance 2, Hammer and Sickle, Silent Storm etc.
Not so much in shooters, as the idea tends to be one of killing everything in sight, but games that combine shooting with stealth, rpg mechanics or other more thinking-based gameplay used to have them - e.g. Deus Ex, Thief 1-3, Hitman: Blood Money.
It was really only the advent of the last couple of console generations and the growth of more casual couch-based gaming that they started to drop that stuff. Up until about 2002 enemy AI was one of the main things that games tried to advance on. It isn't that they can't do it - it's just that now they focus more on graphics than gameplay.