Upper_Krust wrote...
Zem_ wrote...
Okay stop. This is getting old. Do you SEE me saying it is the "goal" of AI to surprise?
You said you had never been surprised by AI in games, implying that you thought this important.
Nope. I'm making the point that because AI can't surprise me, the enemy has to be buffed up to compensate. Nothing more. I didn't think it would be such a contentious point.
Dragon Age already has a Tactics and Behaviour System controlling the secondary characters. Is there any reason why this couldn't be used for individual enemies - no. Is there any reason these choices could not be expanded upon - no.
So the question becomes why are the enemies not using these features?
I expect they are using very much the same system and while they could certainly use it better (as you say, potions and more buffing/healing) it's not like they don't use it at all. They most certainly use the "if attacked by melee, use..." rule. Go after a higher level emissary with a rogue and you find they favor nailing you with that curse that makes you miss all your normal attacks. But that system doesn't allow much more than rudimentary team awareness (triggers based on ally health status, or being attacked, etc.)
Then we pretty much agree. What I would say though is that while enemy AI cannot surprise the player. The situation CAN be set up to surprise a player...the first time its encountered. Prompting the possible defeat of the player. Who then has to work out
1. Why they got beat
2. Whats the best strategy to overturn the outcome
To be fair, they do this in DAO with some of their cutscene-ambushes, but in general yes they could use more scripted set-pieces that aren't necessarily cutscenes. The runaway emissary who tries to draw you over some traps in the Wilds early in the game is a good example.
Automatic scaling seems to be an excuse for using the same enemies far too often in Dragon Age.
I think there is this disconnect between story and game mechanics though in the typical CRPG. In story terms, there is no reason NOT to run into the same Darkspawn throughout the whole story from Ostagar's beginning to Denerim's endgame. Sure, introduce a few new specials along the way (like the Shrieks), but the bulk of the enemy forces are those same Genlocks and Hurlocks, Emissaries and Ogres. Yet in game mechanics terms you are going through what would be an entire PnP adventuring career in the space of a few hard months on the road in this CRPG. So it's unfortunately come to be expected that we should see an entire "Monster Manual" worth of enemies parade past us in the same amount of time.





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