Would it be fun to play though? This sound so stressful and difficult.
I love hard games but, wouldn't human like A.I. just make it impossible to overcome basically any challenges from almost any game?
You're citing MGS, let's use it as an example. If I'm seen one time in an enemy base, that's it. I'm done. The alert status should not be off until they see my dead body. What chance do I have, even If I'm playing Big Boss, against 20 well trained soldiers who use human like combat tactics?
It would be like playing a game of chess, but you can only use the Queen while your opponent has every piece to defend himself.
It would be mitigated by difficulty level. So the dev retains control on the experience. Hardest difficulty would see the full A.I package deployed.
Killzone 2 Elite mode had the most advanced A.I. enemies/Helghast I had ever encountered in a game. KZ3 and the rest were severely dumbed down. Don't believe me? Go play KZ2 on Elite, it was a thrill... the literally flank you from different directions as a team, they hide or evade when you're firing, they run away from grenades... even though it wasn't perfect.
Hmm never played on elite mode. Will try that out.
TLOU2 has some brilliant combat AI that's probably the closest you can get right now to some of the stuff you described.
Yes and that greatly contributed to the intensity of the game because I knew I couldnt rely on my usual tactics.
As a matter of fact, most people want "robots guarding these bases". Most games are based on a limited set of rules that the player will learn to use in a predictable way. It's also a way for the game designer to make sure he's in control of the interactive experience and make sure that it's fun to play (or at least try). Complex games just have more rules than simple ones, but they're not based on being unpredictable.
Correct and that is how it has been for too long. Tie the A.I package to difficulty levels. Have the entire routines turned off on "story mode" difficulty. That way every gamer is included.
AI is cool but I want physics and interactivity.
Take a game like Mudrunners; the mud, suspension and tire physics makes even the best AAA racers look like they’re several generations old.
And Breath of the Wild still make every other third person game seem rushed when it comes to world interactivity.
It’s all facade but no substance nowdays, system resources are wasted on native 4K and ray-tracing while the games still behave like they’re made in 1995.
Well the physics route would be very interesting if everything was destructable...but if we keep A.I at its current level I'm effectively having the same gaming experience as the last 20 years...everything just looks prettier.
What?? In Cyberpunk they seem almost instantly know now if i take out someone(even nonlethal takedown behind walls) and go into alert status immediately .
Yes and if you don't move nothing happens. I'm playing on hard..they go into alert and then if you just stay in stealth they just reset after ten seconds or so.
Couldn’t advanced A.I. potentially lead to more frustrating games though? I got a feeling it would be abused by the developers. One spotlight in a stealth game and you might as well the checkpoint. It honestly sounds cool on paper, but I don’t know how well it will be implemented.
I think if dev's tie it into difficulty then we have a complete revamp of how difficulty modes work...so now we'd have a story mode difficulty where all A.I packages are off or at minimum. Instead of difficulty modes that just increase damage etc. I mean in Tlou2 they have this scaling difficulty where you can tweak A.I separately so clearly it can be done, it's just most devs have chosen not to.
I'm not interested in turning games into slogs or grinds hence my idea about the personality or IQ traits....smaller bases would be staffed by "dumber" people. In fact it could lead to hilarious situations where the guards might all flee in terror.
Consider this applied to AC Valhalla, assaulting a larger base is just the same as easy as assaulting a small one. The only difference is there's probably a higher level dude there and there's simply more dudes...and the time it takes....but imagine if you killed the lieutenant first...now the guards wouldn't respond as efficiently..imagine if the METHOD of killing actually intimidated the guards into abandoning their posts or made them freeze and cower in fear?
I just think the applications of these A.I packages hugely increase the immersion and gameplay of all games. I'm not saying every game should have it but there are certain games where the A.I is literally immersion breaking and for the record it was Cyberpunk and Valhalla that prompted this post. I realised I was feeling the grind not because I was getting bored of killing (lol) it was because my routine was so effective that all my encounters were the same...and that level of predictability should never happen in new games made in the 21st century.