Artificial Stupidity/Video Games/First-Person Shooter: Difference between revisions

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(Created page with "{{trope}} * AI in ''Shadow Ops: Red Mercury'' weren't the brightest bulbs in the shed. Enemy AI would run right out into the open, even past the player's AI teammates, just to...")
 
(Rescuing 1 sources and tagging 0 as dead. #IABot (v2.0beta9))
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** One of the designers of ''[[Deus Ex]]'' said the AI had to be reined in a bit because players were rounding corners and getting shot in the head by entrenched guards, which obviously put a damper on the fun.
** Another fun fact: enemies on patrol always turn left. Which, in essence, means you're up against the cloned army of a [[Mirror Universe]]'s [[Zoolander|Derek Zoolander]]
** People in this game do not take well to friendly fire. Normally, this is bad for you, because if you shoot a friend a few times they will turn on you and kill you. However, if you dodge between enemies, they will sometimes get overzealous and shoot each other! This can be hilariously exploited to [http://www.it-he.org/deus3.htm drive everyone in UNATCO insane] (2/3rds of the way down the page), or it can be used to get [https://web.archive.org/web/20080514032159/http://dungeon-games.com/blog/?p=68 Nicolette to single-handedly kill a pair of MJ12 commandos.]
* The most viable way to avoid the enemies in ''[[System Shock 2]]'' wasn't sneaking but ... jumping on the nearest table or otherwise elevated position because the AI only checked the floor for targets. While this can be [[Hand Wave|handwaved]] with performance reasons considering all the objects on the tables this can be quite immersion breaking in a [[Survival Horror]] game with [[Breakable Weapons]] and scarce ammo.
* In ''[[Doom]] 3'', any monsters without a projectile attack (i.e. zombies, Pinkies, or Wraiths) had absolutely no idea what to do if the player jumped on a table out of their reach. So they'd just run in circles around the table while moaning their hearts out.