When you play an FPS in singleplayer, you expect the AI to act like people, right?
Taking cover, using covering fire, and so forth.
But when you play nultiplayer, no one acts like that. And why should they, they do not feel fear, and even when they feel stress, it's not the same.
Question:
How would one design a game so that real-life tactics would be applicable?
How would one make people fear the death of their character?
Any ideas?
Taking cover, using covering fire, and so forth.
But when you play nultiplayer, no one acts like that. And why should they, they do not feel fear, and even when they feel stress, it's not the same.
Question:
How would one design a game so that real-life tactics would be applicable?
How would one make people fear the death of their character?
Any ideas?