Run Away! Improving enemy behaviour.

With zombies popular so recently, I began wondering why other types of enemy in games are almost always so uninteresting or often outright frustrating. While actual AI, a program that learns and modifies it’s behaviour based on interaction, is a long way off in all but abstract senses, giving enemies more than the typical run towards player shooting behaviours that ruined Farcry 2 and many other games, and jars against the complex physics and visuals in todays games, would be a start.

First and foremost, giving enemies a basic sense of self-preservation opens up a whole range of dynamics. In a basic form, the enemy is given a health bar and some kind of panic meter. As the panic meter increases, the enemy’s program is changed to respond differently.

What kind of events affect the panic meter?

  • Death of a teammate with no player in sight (Stealth kills.).
    • Discovering a body.
  • Taking non-fatal damage.
    • Could even take effect when enemies feel bullets hitting around them.
  • Explosions, fire and destruction.
  • Being aimed at (Mexican standoff.).
    • Seeing squad member being aimed at.
  • Player neutralising or incapacitating either a number of the enemy squad and/or it’s leader.

Other factors to add in:

  • Is the enemy facing towards or away from the player?
  • Do they have their gun ready?
    • Can they hit the player reliably (Shotgun vs sniper situation.).
  • How notorious is the player?
  • How far are they from help or cover?
  • Is shooting already happening (Calm before the storm.)?

What does this open up?

  • No longer is gunning down hordes your only option.
  • Enemies value their own survival over killing you.
  • Scaring enemies away through shock and awe tactics gives the player a way to feel even better blowing things up.
  • Being able to take on a much larger threat using thinking instead of just more force.
    • Feeling bad ass.
  • No need to mop up after a fight. Killing the majority of a force will cause a retreat.
    • Giving you time to loot and go before reinforcements show up.
  • For a real challenge, players can attempt non-violent resolutions.

Note: Enemies should probably drop their weapons when running away.

Leaving you with these things to think about (Feel free to leave a comment.), this is Fred, signing off.

This entry was written by Fred , posted on Thursday December 30 2010at 09:12 am , filed under Uncategorized . Bookmark the permalink . Post a comment below or leave a trackback: Trackback URL.

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