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pokoko said:
Really strange and unnecessary places this thread has wandered to.

I have no idea why it became a debate about enemy A.I., for example--which, of course, is a complete misnomer, since there IS no self-governing intelligence, and they ALL are based on scripts. The method is unimportant. What is relevant is how well they respond and interact with their environment, and the the enemies in TLoU seem to do that very, very well.

Binding each enemy to its immediate environment, rather than having a generic, overriding series of scripts, is obviously more demanding, and ultimately, allows for more specific interactions. For instance, if the A.I. "knows" the layout of a location, they won't be wandering around blindly. If the A.I. is programed to be aware of other A.I. on the same side, then they shouldn't fall into a simultaneous pathing loop. Those are good things, in my opinion, and things that A.I. which aren't area-specific often fail at.

Personally, I'm extremely impressed with the A.I. in TLoU. The thing that really stood out for me was when (in another video) Joel knocked a down and pointed his shotgun at him and the guy started pleading for his life. Really, really immersive.


Very true. It doesn't really matter what underlying methods the developer uses to create the AI. For all practical purposes, what's significant is how the player perceives the AI.