Enemies that fire badly?
In every game I have played, the enemy is a diciplined fighting machine (if not always exactly a crack shot) but should we change this?
http://www.stardestroyer.net/Armour/AfricaFighting/i6fl77.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/i6fll0.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/042.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/049.jpg
There`s footage in Afghanistan where you will see ANA or taliban troops firing in similar fashion, or just going all out Rambo.
The rule of thumb of good writing is 'show don't tell'.
I think that video games are fairly crude tools of story telling (usually done by way of boring monologues or the Hollywood way --- cut scenes). So far, the industry have not used one of the most unique way to tell a story --- gameplay mechanics, and that would be a great way to do it.
For example,
if you heard a SHORT(please...) quip about a gang being a guerilla band fleeing a central american country, . The AI would just take proper cover, and use their sights when they fire at you, use grenades to flush you out or they would use CQB techniques while closing in on you. FEAR level AI.
In contrast,if you went up against a gang of hooligans with more swag then combat skills, you would find them monkeying around like in the pictures. Same weapons, just different tactics. Sure they are able to intimidate the local teenagers, but can they hit the broad side of a barn? No boring monologues there. You could also see the leader trying to do it Rambo style -- e.g just charge you on full auto. You know all there is about them.
This mechanic would provide for enemies 'leveling up' , instead of relying on RPG stats (level 1 enemy = shoot 1 time and is dead, level 80 enemy, shoot 45 times and is dead).
Some facts:
Cops hit their target less then a quarter of the time in spite of urban engagements happening at very close range.
In every game I have played, the enemy is a diciplined fighting machine (if not always exactly a crack shot) but should we change this?
http://www.stardestroyer.net/Armour/AfricaFighting/i6fl77.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/i6fll0.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/042.jpg
http://www.stardestroyer.net/Armour/AfricaFighting/049.jpg
There`s footage in Afghanistan where you will see ANA or taliban troops firing in similar fashion, or just going all out Rambo.
The rule of thumb of good writing is 'show don't tell'.
I think that video games are fairly crude tools of story telling (usually done by way of boring monologues or the Hollywood way --- cut scenes). So far, the industry have not used one of the most unique way to tell a story --- gameplay mechanics, and that would be a great way to do it.
For example,
if you heard a SHORT(please...) quip about a gang being a guerilla band fleeing a central american country, . The AI would just take proper cover, and use their sights when they fire at you, use grenades to flush you out or they would use CQB techniques while closing in on you. FEAR level AI.
In contrast,if you went up against a gang of hooligans with more swag then combat skills, you would find them monkeying around like in the pictures. Same weapons, just different tactics. Sure they are able to intimidate the local teenagers, but can they hit the broad side of a barn? No boring monologues there. You could also see the leader trying to do it Rambo style -- e.g just charge you on full auto. You know all there is about them.
This mechanic would provide for enemies 'leveling up' , instead of relying on RPG stats (level 1 enemy = shoot 1 time and is dead, level 80 enemy, shoot 45 times and is dead).
Some facts:
Cops hit their target less then a quarter of the time in spite of urban engagements happening at very close range.