NPCs: Taking The Good With The Bad
https://basementmtl.blogspot.com/2014/11/npcs-taking-good-with-bad.html
I was talking to Sean about AI in video games the other day
and it got me thinking about the ally NPCs we have to deal with in the majority
of the games we play. Sometimes it's great, sometimes it's awful, sometimes
it's customizable and sometimes it's so irrelevant it's practically
non-existent.
A+
For me, customizable AI for your teammates is a must. Games
fitting this bill include Final Fantasy
XII, Secret of Mana, and Kingdom Hearts. Do note how all these
games happen to be from Square Enix (or SquareSoft in the case of SoM). Looks
like Square knows what they are doing when it comes to AI, at least on your
side; enemy AI is a whole other story I won't bother getting into.
Secret of Mana, being a Super Nintendo game, had a pretty
simple yet very flexible system in place to control your allies. A grid is set
up for each ally and with this grid you can set how close you want your ally to
approach in enemy and how aggressive they should be.
Looking at the grid, you can see how simple it really is. Don't
let simplicity fool you though, the grid works! The only issue is that all this
was only for melee combat. If you wanted an ally to use magic, you always had
to manually do it. This isn't so bad though, since NPCs tend to abuse their
mana reserves a little too liberally.
Now in FF XII and KH, Square put more of a programmable AI
in place. Basically you have a list of tasks—such as “heal ally once they reach
a certain HP level”, or “attack flying with magic”— and they add these tasks to
each of your allies, in ranked order. The top most task takes priority over the
others and if the requirements aren't met, (i.e. No one is below a certain
amount of HP and needs to get healed) then the AI will go on to the next order
of business. The system is considerably more complex than SoM, and considering
there are quite a number of tasks at your disposal, everyone can create unique
AI to their play style.
B-
Sometimes doing nothing isn't horrible, as long as you do
nothing right. This is the case in The Last of Us. Instead of creating
some crazy elaborate AI to follow you around properly, Naughty Dog decided to
just make all the NPCs invisible to the enemies. I have absolutely no problem
with this because a large part of TLOU’s gameplay is stealth, and there is
nothing worse than going through an entire level without being seen and getting
completely destroyed because the AI shat the bed. It was a ballsy move, but it
worked wonders in my opinion, and it's the only reason I kept it above a C. That
said, I'm sure there are some people who thought this move with the NPCs was
sort of a cop out by the developers.
The only downside, if you can call it that, was that you
could really abuse the system. Since the NPCs were invisible to the enemy, they
never got attacked or died, but they also still did damage. Essentially you
could hang back and let them do some damage for you while you just held your
junk. The effectiveness of this strategy wasn't amazing, but if there was only
one guy left and you were low on health, it worked.
F...inal Thoughts
Can't really think of any game I would flat out give an F,
except for maybe God of War... I know you don't really have any NPCs to care for
in God of War, but there is one sequence where you do have to suffer the fate
of protecting your family. I remember playing on the hardest difficulty trying
to beat that stupid sequence, and it's nearly impossible. You're atop this
mountain, on the very peak and, while it's slowly crumbling away, getting ever
so smaller, thousands of Kratos' are flooding the area trying to kill your
family. I get it's supposed to be hard, but if the family would even try to run
a little bit I would have been happy. Instead they are completely inept and
just stand there like morons.
Sometimes AI is just AI. You suffer
through it, relish the times they help you out and sigh when they ruin
everything for you. Not sure there is too much in between.
Any article which praises Final Fantasy XII's gambit system is a winner in my books. A programmable AI system is present in the Dragon Age series as well.
ReplyDeleteYeah, I don't remember it being in the original (although I don't remember much of it other than my hate for it), but I did notice its appearance in Inquisition.
Delete