Benetanegia
New Member
- Joined
- Sep 11, 2009
- Messages
- 2,680 (0.50/day)
- Location
- Reaching your left retina.
I usually don't notice AI, but when they are as smart as a bag of bricks, it becomes too obvious to me. In Crysis 1 I alerted an entire military base, then I ran into a shed with only 1 door and hid in a table. they came in single file, clueless as to where I was in there. And I just shot them one at a time dead. It seriously seemed like they had a number and it was being called, just 1 guy then 1 more then 1 more, never 2 or 3.
I mostly just run around on Crysis games to look at how good they look. I buy them later after release for cheap so I don't feel bad for buying them just to do that.
I see this kind of comment very often, and everytime it sounds really stupid. That happens in every other game that I have played. I'm really curious as to in which game that does not happen, oh yes, besides the scripted ones where hordes after hordes will run until they hide behind the specified crate, never to move again from there (ahem COD, BFBC2), careless to the rain of bullets from my gun. Do I stand in the middle of a street with no cover, will they shoot me? Nah, not until they reach the specified cover on the other side, except they don't because they are dead the next second.
In Crysis they try to react and they try to find you and that's the difference, they also use collaborative search patterns in the jungle and so on, that's actually a massive improvement in my eyes, because that's PC gaming in my eyes. It's a game and so is not perfect all the time and the more advanced behavior obviously comes with more glitches and loopholes, or this happen more often, like the one you describe, which happens less in other games simply because they just won't try to look for and follow you. Does it have shortcomings? Yes, but the AI in Crysis is years ahead of any other AI game that I have played. You have to break a few eggs to make an omelette.
I simply find stupid when someone judges something based on a loophole or an exploit. I guess they could all wait for you on the outside and gently ask you to leave the weapon and arrest you, then spend the next 20 hours of gaming on a cell. I guess that would make for a good game.
The situation described, you have to "work" for it to happen. You have to first distract them, then wait and wait and wait. I guess that instead of going after you, they could all 20 of them wait outside and shoot you all at once and kill you. Then obviously you would need to avoid such situation, because that situation is stupid no matter how you look at it. So for that 1 time experience, they have to spend the time to create a very complicate AI behavior, so that you can do that thing once, realize how stupid that situation is, and avoid it for the rest of the game as any soldier would do? Here's an idea, why not avoid that situation in the first place and play a game, like a game, Because that situation is always going to be broken in a game or it will create boring/imposible to resolve/have to reload previous save situation.
Here's a good video about the good and bad things of Crysis AI: http://www.youtube.com/watch?v=RhivQYxCzxw
One thing clear in that video is that 99% of bad AI behavior comes from the fact that the player is invisible. How would you react to an invisible enemy and more so, how would you code that behavior into a machine who has no intuition and other human skills?
BF3 AI failure: http://www.youtube.com/watch?v=eg70qgZcg4I -player is not doing what he is supposed to do and the AI just runs behind a random car, and shoots to where the player should be (where the squad is I guess), totally careless about that guy running around with a knife and cutting everybody's throats. They don't even react when they are next to him.
Point is simple, AI runs on computers not human brains and has to be coded and when the player exceeds the programmed behavior the AI will always fail. BF3 fails far harder on this example than the other one in Crysis. A least in the Crysis example you were hidden.
Last edited: