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The_Liquid_Laser said:
ZyroXZ2 said:

Dulfite said:

That's the true next big leap forward I think. Not visuals, but ai intelligence in games. I want to see squirrels hide behind trees as they hear me coming, lighting strike closer to me when there aren't any tall trees or buildings around, humans hold their hands up to cover their mouth/nose after I just ran through a sewer. This will make games truly immersive and will make the whole resolution vs. framerate fanboy wars look like the joke they always were.

I don't want to derail my own thread too much into the AI thing (which I also discussed before), and while I agree, the reality is that the discussion happens multiple times throughout gaming history.

Example: remember the fish that swim away in CoD and everyone laughed and showed the fish swimming away in Super Mario 64?  People do talk about it, the issue is that the advancement of AI is moving very slowly in comparison to graphics technology.

AND the fact that if it does get too smart, it becomes a "problem" for the average human.  Reactions would be easy to program, sure (and you might be surprised at what little things you'll find in various other games in regards to AI "reactions", like trying to look up Ashley's skirt in RE4 in the original game), but that's less about AI and just more development time to program them if anything.

Yeah, I agree that it's mostly about development time.  I think that what bothered me most about the dogs is that they are in a camp with a bunch of guards.  Why do guards have dogs?  To prevent people from sneaking up on them.  So, the dog doesn't really fit its role in that situation.  There are other places where you can sneak up on a bunch of wolves or other animals, and while it's unrealistic, its doesn't jolt me out of the immersion as much.

So, it's part programming and part design.  If they aren't going to make the dogs hear better, then don't make a camp with guard dogs, because they'll do a terrible job guarding.  Or they can always go the other route and be unintentionally realistic, which is often a better choice.  In 2D Mario games you can always shoot fireballs underwater, and people just go with it.  They've done this in Elden Ring too.  The animals will sometimes roll away instead of running away from you.  Maybe they ran out of time to program a good run animation for some of these animals?  In the end the rolling is kind of funny, but it works better than if they just had a poorly animated animal running.

Guards actually sometimes have dogs as forward backup.  Example: police force K9s are often used to provide fast attack support for chasing/taking down a suspect (sometimes even separately trained from drug sniffing dogs).  Dogs can hear, see, and smell better than humans, but are often trained into a honed type of singular response.  It's actually regular civilians that use dogs as "alarms" more often than military or para-military (combatants).

Granted, your point still stands, even a K9 would have a better sense of someone sneaking up from behind, but that's often not why they have a K9 unit with them lol; additionally, humans are actually better at sensing someone sneaking up than 99% of games depict, too.  If anything, the majority of videogames make "sneaking" wayyyy easier than it would really be (obviously), so I hear your point but also see that the dogs being super effective would be out of place if you can quite literally just walk right up to all the other dudes without dogs near them.  That just creates an "avoid dogs" situation which is somewhat already the case since they can crowd you pretty easily without really adding to the stealth factor that is barely existent in Elden Ring to begin with ("stealth" in most Souls games is just running right past the enemies) lol



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