Enemy Behavior and AI Let's face it, I'm not sure if the AI Layonara used as customized in many ways, but to be honest (and constructive, I'm not dumping on you guys!), it was pretty easy to understand how the enemy thought. From a realistic viewpoint it is common sense that the more complicated an AI, the more processing power it takes. It is a fine balance.
Monster spawns move about pretty much randomly after spawning, or in some cases stood perfectly still after they spawned (lag, maybe?). I'm not sure if there was more to it than "If you can see a PC - Attack". Bottom line, it is predictable and once that happens part of the game gets thin.
What I really don't want to see are simple and easy to use standards that players develop to deal with spawns. Luring, despite being considered a roleplaying faux pas, was pretty common practice when I was more active in the game. Something so simple as a call to all enemies within earshot to follow the one who has spotted a PC may suffice.
The questions we need to ask ourselves is how important is the enemy AI to the overall experience. It is not the most important aspect. In fact Layonara could keep the same system if such a thing was possible. Yet in many games a poor AI can break the gameplay.
I want to open the discussion on the AI in general. What do you want to see? What don't you want to see? How complicated does it need to be to keep you engaged? What kind of behaviors do you think will improve the quality of the game?
Last edited by Eight-Bit : 04-23-08 at 10:50 AM.
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