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!surg3n said:Enemies that refuse to fear me, no matter how efficiently I dispose of them.
I'm going to have to go with that one. Although the space marine thing is the best example of this I'm just getting so tired of generic faceless characters with no personality in general. They all act so bad-ass, but what the hell does that mean? "Bad-ass" isn't a character trait, or at least it isn't any more. All these characters are to dull and pointless, I'm really sick of it.Rylot said:I've gotten tired of the whole male space marine #4394, who's usually bald, be muscled, and dripping with machismo. I strictly play FemSheps just to try and get away from that.
Have u played KOTOR?AlternatePFG said:This has happened in every BioWare game ever made, no exception. It gets incredibly annoying and predictable.badgersprite said:I'm getting really sick of the "this is the character who will only live as long as the tutorial" shtick. It's so predictable. More often than not, when I start up a game with any kind of coherent story arc, I'm able to go, "Well, this guy talking to me will be dead in five minutes. Not forming any attachment to him."
Those characters who stick around just long enough to die are becoming a real pain in the arse.
Assassin's Creed Brotherhood does this.... some guards will just turn tail and run if you turn up the awesome....Hides His Eyes said: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!surg3n said:Enemies that refuse to fear me, no matter how efficiently I dispose of them.
It would need to work like real AI. Splinter Cell: Conviction had the same kind ov idea with the way enemies track you. When an enemy sees you, he heads to the place he saw you (a ghost of yourself is left in that spot so you know where hes going and can sneak around him) and that seems like a good idea until you actually play the game and find out that it actually betrays their intelligence because they blindly move to wherever they last saw you no matter what the circumstances.Hides His Eyes said: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!surg3n said:Enemies that refuse to fear me, no matter how efficiently I dispose of them.
ACB does do this, but not in the manner I described. Besides, they aren't the same type of game, if ACB did do it in the manner surg3n and I were speaking of, it wouldn't work well.Assassin's Creed Brotherhood does this.... some guards will just turn tail and run if you turn up the awesome....
Yup, that was the game that introduced me to this cliche. Trask only lasts about 15 minutes tops before getting killed off.conithegreat said:Have u played KOTOR?AlternatePFG said:This has happened in every BioWare game ever made, no exception. It gets incredibly annoying and predictable.badgersprite said:I'm getting really sick of the "this is the character who will only live as long as the tutorial" shtick. It's so predictable. More often than not, when I start up a game with any kind of coherent story arc, I'm able to go, "Well, this guy talking to me will be dead in five minutes. Not forming any attachment to him."
Those characters who stick around just long enough to die are becoming a real pain in the arse.
Ever played Fable(original only)? You're not really the chosen one, but you are a member of an ancient and powerful bloodline. That was awesome.Irridium said:"You are the only one who can do this! YOU ARE THE CHOSEN ONE!"
I'm getting really fucking sick of it. It's why I liked Oblivion. I was NOT the "chosen one". I was just some dude who happened to be in the wrong place at the right time. I didn't have jack shit given to me because I was "the one". I had to work to be famous, work to get to higher places, instead of just being given everything because I'm "the one".
Really fucking sick of it.
Yeah, it would need to be very complex and sophisticated. I think games are getting to the point, technologically, where this kind of thing is feasible. But games seem to neglect AI a lot of the time, which is a shame. Good AI adds a whole lot more to a game than impressive graphics or whatever, in my opinion.TheKramers said:It would need to work like real AI. Splinter Cell: Conviction had the same kind ov idea with the way enemies track you. When an enemy sees you, he heads to the place he saw you (a ghost of yourself is left in that spot so you know where hes going and can sneak around him) and that seems like a good idea until you actually play the game and find out that it actually betrays their intelligence because they blindly move to wherever they last saw you no matter what the circumstances.Hides His Eyes said: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!surg3n said:Enemies that refuse to fear me, no matter how efficiently I dispose of them.
The situation you described would have to be something that worked fluently in the game and like in real life. There could't be some rule in the game where if you kill four people all the others start running, your enemy would need some type of morale gauge (invisible to the player) and the enemy acts differently depending on where that morale gauge is. Every individual enemy would have their own morale gauge that is affected by everything that goes on around them. When they start to get scared (if they havent seen you yet, but you scared them because they heard shots or found bodies or saw your shadow) they may whisper to their companions terrified, or they may run and barricade themselves in a corner for you to either leave alone or hunt down in any number of ways.
This idea has so many possibilities of done correctly.