Maes
I like big butts!

Posts: 8662
Registered: 07-06 |
Soldier of Fortune had some pretty tough AI, but IMHO it fell clearly into the "few hard enemies are less fun than a fuckton of dumb grunts" case, exactly because it was so good.
Enemy soldiers could move in ways you simply couldn't (they could switch from running to a careful ducked-crawl in an instant), they exposed themselves only very minimally behind cover to shoot you, and some were so nimble that they did sommersaults and evasive rolls at close range to avoid your crosshairs!
At higher difficulty levels, you had the impression that the player was controlling a wheelchair-bound cripple or a stiffened mummy, while enemy AI was literally nowhere to be seen (other that peeking for a moment behind cover to shoot at you with 100% accuracy), or, when you saw them, they simply outmaneuvered and outsmarted you.
I think players simply don't want that kind of AI: it's more important for the AI to appear smart than to actually be as good as it can. Otherwise, it's really easy to program it in such a way that it outperforms humans in terms of reflexes, precognitions, endurance and perseverance.
Imagine that you code a very intelligent learning "commando" type AI for a tactical FPS, which starts off entirely noobishly but soon starts copying the player's tactics, and performing them better and more efficiently than him: soon the player will get his ass handed to him and will look for ways to tone it down.
You could get the same result simply by making the AI a cheating bastard, and letting it know where the player is, snipe at impossible distances, etc., a performance it would have eventually reached anyway with a super-intelligent ML/ANN approach, but at a greater expense for the developers.
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