When you leave a level in any game, your health, guns, ammo, are all the same. It was saved.
Why not have the same thing done for AI?
So let's say that in COD2, they really want to make it non-linear so that you can go where you want, when you want. But then they realize that when you go this way or that way, the AI is only activated for those enemies you come in contact with, including if you load a new level. This is STUPID!
What should be, is that if you or an enemy fires a gun, the enemy AI goes up a notch in awareness for all AI non-players in the area where the gun is heard (depending on the sound of the gun a pistol would be less than a machine gun would be less than a tank firing), much like the FarCry but with 10 levels of awareness rather than 3. And the map levels should all be interconnected like Half-life1, where the loadtimes were short enough so that you didn't lose your immersive feeling.
Couple these things together with AI that are "informed" to be on a higher alert status because of what happened in the Level preceeding & you won't be able to run to a new Level to escape the enemy.
Now, the enemy at upper levels of awareness will do certain things depending on the carnage being done to them. They will call in reinforcements from farther & farther away in the level; they will rush; they will hide; they will retreat; or they will gather up in groups of 1-10 groups at ambush points. This is done so that the player can enjoy a balanced game & have a non-linear experience. If the player is having an incredibly easy time with the enemy, they'll retreat and gather in groups to become much more difficult and even gather in one immense group of 100 or more enemies if the player has really scared the shit out of them. If they pass through a level barrier, then all the enemies in that area will begin to do the same, if he passes back & forth, the enemies continue amassing each time the player is there. The player cannot escape by level-jumping. He might be able to find a way to pass them entirely, but he can't make them all awareness=0 by jumping through a level.
If a player is having a hard time, then they will chatter amongst eachother more often, rush out one by one, and generally give the player an easy time.
Why is it so difficult to make a game like this??? Even more curious, why aren't devs thinking of things like this instead of copying eachother all the time. It's bad enough that we have to deal with sequels because they lack creativity. We also have to deal with the entire genre basically being a continuous string of sequels because there is such a lack of creativity.
This comment was edited on May 31, 16:32.