Dynamic AI behavior & large numbers of active AI in an immediate game environment:
These elements, to my thinking, seem to be elements of game design that have been neglected in favor of a constant obsession with more realistic graphics. And, unfortunately, the apparent stress of a release not looking dated has, perhaps, held back the development of the aforementioned features of more advanced AI and more individual AI units/characters/etc in operation. Every game I've witnessed that boasted a very "intelligent" AI would quickly be realized as predictable and easily manipulated through a few habits. Games like Left 4 Dead, which would try to elicit the feeling of being overwhelmed by a tremendous number of enemies, merely cheat hardware / engine hurdles of capacity by utilizing zombie "spawn closets" in close proximity to the player.
Bethesda games in particular come to mind when considering this issue. I feel as though their "immersive" quality has always come from outstanding graphics & level design. However their titles fall short in the aforementioned ways as well as others I will not cover. No matter how clever the writing up until a certain trigger that flags an NPC as hostile the result was always the same: The NPC attacks the player relentlessly with a melee or ranged behavior until one or the other is dead, no matter how well equipped the PC might be or how many of his comrades just exploded. There are no surrenders, no one flees very far, & no show of strength will alter this all or nothing routine. Furthermore all the towns, as beautiful as they are, eventually begin to look sparse with the same handful of NPCs with their limited dialogue trees eerily executing the same routines ad infinitum. After hearing the same voice in 20 locations telling you about his knee injury the magic is lost somewhat (though maybe a joke gains momentum). Admittedly Skyrim was a great deal more varied with its increased voice acting budget but the problem of things eventually feeling 1 dimensional and scripted will always arise eventually until some kind of auto generation of varied responses is attempted
Perhaps my feeling on this matter isn't that well defined. Still, though, it seems like this isn't an issue of much consideration on the development side. I feel as though some breakthrough engine that is able to field much more dynamic AI or a far greater number of AI characters that can react to each other and the environment independently will be the defining elements of a truly milestone title release.
These elements, to my thinking, seem to be elements of game design that have been neglected in favor of a constant obsession with more realistic graphics. And, unfortunately, the apparent stress of a release not looking dated has, perhaps, held back the development of the aforementioned features of more advanced AI and more individual AI units/characters/etc in operation. Every game I've witnessed that boasted a very "intelligent" AI would quickly be realized as predictable and easily manipulated through a few habits. Games like Left 4 Dead, which would try to elicit the feeling of being overwhelmed by a tremendous number of enemies, merely cheat hardware / engine hurdles of capacity by utilizing zombie "spawn closets" in close proximity to the player.
Bethesda games in particular come to mind when considering this issue. I feel as though their "immersive" quality has always come from outstanding graphics & level design. However their titles fall short in the aforementioned ways as well as others I will not cover. No matter how clever the writing up until a certain trigger that flags an NPC as hostile the result was always the same: The NPC attacks the player relentlessly with a melee or ranged behavior until one or the other is dead, no matter how well equipped the PC might be or how many of his comrades just exploded. There are no surrenders, no one flees very far, & no show of strength will alter this all or nothing routine. Furthermore all the towns, as beautiful as they are, eventually begin to look sparse with the same handful of NPCs with their limited dialogue trees eerily executing the same routines ad infinitum. After hearing the same voice in 20 locations telling you about his knee injury the magic is lost somewhat (though maybe a joke gains momentum). Admittedly Skyrim was a great deal more varied with its increased voice acting budget but the problem of things eventually feeling 1 dimensional and scripted will always arise eventually until some kind of auto generation of varied responses is attempted
Perhaps my feeling on this matter isn't that well defined. Still, though, it seems like this isn't an issue of much consideration on the development side. I feel as though some breakthrough engine that is able to field much more dynamic AI or a far greater number of AI characters that can react to each other and the environment independently will be the defining elements of a truly milestone title release.