Why did devs cease their efforts to enhance AI and npc behaviour? Even if it was flawed, Oblivion at least gave the impression of striving for more sophisticated NPC interactions and behaviours. FPS games would attempt to outdo each other with more convincing enemy AI, as seen in FEAR. It appears that a few years ago, everyone simply threw in the towel and the entire endeavour has come to a standstill.
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Lmao because I have my daughters birthday tomorrow
Who is this?
Artist's name is apparently Orenji and it's a OC character.
They're also the one who made picrel.
https://pawoo.net/@orenjipiiru
buy an ad
Too much effort
For once, the "lazy" option turned out to be the best option.
I think consumers don't want it. Look at things like Dark Souls, people want 100% predictable, robotic enemies with a defined set of simple behaviors (attacks, phases etc.) you can memorize and practice against
this. You can't tell how smart an AI is when it attacks you. It could spend terabytes processing when to attack but it still just an attack. You can't show complexity in NPCs attacking you.
AI NPCs that live and grow through, that would be cool. Seeing characters get married and grow up in a persistent world. Why hasn't anyone done that?
Look at project zomboid, they have 1/4-1/2 of their dev team spending time making good ai for 10+ years.
Its too much effort and time that requires much more than anything else
Fixed
mind rot
frick off chang
>brainrot pictured
heh, the irony
Stalker came out immediately after Oblivion and it's A-Life system did everything Oblivion's radiant AI pretended to do. A new stalker game is releasing at the beginning of next year.
Depends on what you mean by enhancing AI.
Imagine an FPS where bots display actual teamwork and can communicate near instantly on top of having perfect aim.
what's the censored thing
Correction
cooking. she's so awful at it that she tries to block it out of her mind.
Why is one of her thoughts censoder?
smart enemies are rarely fun unless it is some tactical FPS in anything else you want moronic enemies so the player can feel special.
smart enemies are the solution to the player feeling too powerful once you get various powerups etc
late game you might have way more health and firepower than the average enemy but because they work together cleverly they could still be a challenge.
W-what's the censored one
vidya
do not uncensor this text
The censored one is the coordinates of where she buried her brother's old Sega Saturn with 6 original cartridges. It's censored because inside each cartridge is hidden a set of pictures, videos and audio recordings of multiple victims of a serial killer who was active in the Utah area from 2003 to 2015 and who knows the feds re reading this and will never find them
child
Players didn't really want it, game devs couldn't manage it, and they found something better to use dev time on.
Because good AI depends heavily on multiple teams doing their job in a coordinated fashion.
That means having a small team, where everyone knows what everyone else is good at.
This is no longer present in the industry.
Good AI needs good gameplay, good level design, good aesthetic design and good audio design. The goal after all isn't to have an AI that can stomp the player, the goal is verisimilitude, the AI should feel smart and challenging.
Another problem is that games heavily play themselves now, there are fewer opportunities to get the AI to challenge the player specifically because a lot of systems like aiming, movement, etc are handled by the game (because the right stick sucks), with the player only providing very vague input. If the AI ends up too challenging in those situations then it becomes too easy to blame the game.
>discover artist through recommendations
>browse Ganker
>find thread with image from same artist despite never having seen their art posted previously
what is the algorithm trying to do
trap you in a feedback loop
you think the hivemind is a joke? fool!
Because normalgays don't care about it.
Graphics and cinematic cutscenes sell games, smarter enemies don't.