| I watched the video again. Still don't see what the big deal is. For example... NPCs blocking doors? Don't put NPCs there, and tell AI to avoid door zones rather than trying to make them know how to move out of the way when doors open. Car on the other side of the door? Don't let the door open all the way. In the elevator example in the IGN article: Implement an elevator door like in modern elevators, or if it's more primitive, don't let players or NPCs walk under the elevator, or worst case, kill the character -- can't call the AI dumb if they avoid being under the elevator that can kill them. This isn't an unsolved problem. Halo did this with telefragging someone who is blocking a teleporter, and StarCraft did this by destroying the siege tank under a landed building. |
You are trying to build a believable world, or at least one with as few uncanny valleys as possible.
Doors are hard, as is everything interactive. That doesn't mean people shouldn't try to make these things better. And at the same time, we need to acknowledge that doing this is bloody hard.