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by xedarius
2861 days ago
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I worked as an AI engineer on a few Playstation titles, by far the most important part of AI is messaging whats happening to the player. Usually a well scripted animation or voice cue will beat and cleverly written reasoning engine. We always had loads of cool ideas, like enemies running out of ammo and throwing clips to each other. But the reality is, the player will never see it. Uncharted does a great job of messaging the AI's intent to the player. The AI itself is fairly decent, but the messaging of intent is excellent. |
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This could also make for a very frustrating experience for some players because it took time to grok the intentions and behaviours of enemies. For example, I remember a review of Rain World (on Rock Paper Shotgun) where the reviewer raged because every time he died the game respawned the enemeis at random locations, so that they were not where he had found them previously and he had to learn their new locations all over again. In truth, the game didn't "respawn" anything -the game world kept running while the player was dead, as it did when the player character was absent, much like in, say, Don't Starve and other games that take a simulation-y approach to a game world. But, to the reviewer, this somewhat complex behaviour (certainly for a game that looks like a platformer) was very unexpected and very frustrating.