Super Bunnyhop - A Brief History of Bots

It's a sore point for me that for all the graphical enhancements of the last 15 years, games have become dumber. I don't mean they've dumbed down - I mean that there are exceedingly few examples of reactive, dynamic, challenging AI NPC's. We can see GTA IV created much more varied and interesting NPC interactions compared to V - where everything was left broken to satisfy the desire for chaotic destructive gameplay, the sort that ends up as gifs on r/gaming. I'll admit racing games now feature opponents who do at least challenge - even if they tend to be clumsy and downright beligerent. If when we talk about single player challenges, it's hard to look past DS -the game is pure old school - you progress by studying and exploiting the extreme predictability of NPCs. I'll throw a bone to TW3. Balancing issues notwithstanding, on the higher levels, groups of enemies are tricky. They show different levels of aggression. It's hard to judge a distance to draw them out and when they will charge - individually or in groups. If you draw one or two out and kill them, the others often regroup within the range of the archers. They will flank you, and wait until you are 'busy' to attack. The illusion would have been stronger had the enemy sometimes routed. It's a bit predictable, and... sad? to always have that last of the group stood there, usually with nothing more than a crossbow to swing. I think my sadness on the state of PvE is also due to the slow death of the RTS. Company Of Heroes got so much right for SP - strong AI, multitudes of viable strategy that included micro (that always felt worthwhile) and the usage (and reshaping of) terrain. StarCraft II's limitations in these regards seem to be a strength for PvP. In a way, what I'm asking for are more plastic experiences taking place across multiple levels of interaction. Twists of fate and fortune. I'm not a fan of 'balance' for the sake of it - although knowledge and exploits are spread instantly these days, it oughtn't to make that much of a difference if the systems are fun to play with in the same way as... I dunno.. flying a kite... playing hold 'em... playing soccer... racing dinghies. Sport and fun activites have uncontrollable variables. Mastering control, finding advantage, mitigating disadvantage. I wish games were more like this, instead of 'Twitch' versions of chess or go. Don't get me started on RPG mechanics (we wouldn't need RNG or levelling if we had good AI, subtle control, skills to master, and layered systems). Oh well. Deep learning is going to be a big thing, let's hope it rubs off on the industry.

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