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Fleeing/surrendering/terrified enemies: how come so few games have them?

I enjoy playing games where all/most of my actions have expected/believable consequences. If I knock over a vase, I want it to shatter. If I fall from a high height, I should react differently than falling from a short one. If I effortlessly destroy a group of enemies and there's one left, and he knows it, I want him to shit himself, drop his gun or try to run.

That last one doesn't happen much, or not as much as it should. Outside of scripted moments, there's only a few games I've played that feature any of these, let alone all of them. I don't know much about A.I. coding; is this stuff like this considerably difficult to implement?

Of the games I've played, Batman: Arhkam Asylum and Arkham City are my favorites when it comes to instilling fear in enemies. They give you plenty of ways to make your enemies scared and jumpy,=. However, beyond different animations and dialogue (which are great, make no mistake), there aren't many changes to what they do. The enemies will still use the same room-sweeping techniques until there's only a couple guys left, then they'll do the "We need to stick together!" "Nah, you're on your own; every man for himself!" exchange.

Since you play as Batman in this game, the bad guys should run and cower in a corner, or lose all accuracy (all enemies have excellent accuracy, no matter their training) when they reach the "terrified" status. There's that one scripted moment where an inmate surrenders, which I would've like to see more of. Occasionally, inmates that will run and hide somewhere, but when they are cowering, you can't interact with them at all! I want to toss a batarang at the back of their head as they flee :(

vNfOP.jpg

This guy should be shitting himself, but no one in this game shits! I demand more shitting in my Batman games.

When it comes to fleeing, Uncharted 3 has a few sequences in which the surroundings are collapsing, yet enemies seem to have no drive for self-preservation, or any real reaction to the situation. That, coupled with enemies' limited reaction to getting shot, puts a damper on making the situation have a convincing level of danger.

Also, I've shot countless guns out of people's hands in Red Dead Redemption, but outside of duels, they'll keep going for their gun until they're dead. I'd really appreciate being able to spare enemies when I get the chance.

Are there any games that have really robust fear/flee/surrender systems?
 
I thought Assassin's Creed's combat had good fear mechanisms. There was a hierarchy of enemies and the lower ones would flee from combat if you executed combatants or disarmed them. Some would run to a nearby group of guards for reinforcements at the start of combat as well.
 
In Halo, killing a high ranking unit like an Elite will send the nearby grunts running around in circles.

I think Sleeping Dogs also made it so people "surrendered" if you beat enough.
 
The best part of Fall of Cybertron were Decepticons going "Oh FUCK, it's Grimlock! HELP! GET ME OUT OF HERE!"

Quick way to make a character feel empowered for a segment.


The Batman games do a really spectacular job though, as there's a meta-system that enables you to instill fear into the enemies over the course of actions within a room. Like you mentioned, it doesn't necessary change their behavior but gives you a great amount of optional satisfaction when you do everything right.
 
sleepy dogs has guys book it after you've killeda certain amount of them on missions. they even once jacked my car as they made their escape. :(
 
Max Payne 3 features one guy who basically surrenders after that one bad ass shoot out at
the police station
near the end of the game.
 
Things like this are the reason why I wonder what happened post WindWaker in the Zelda series. I absolutely loved how rolling bombs near most enemies caused them to clear the way in a manic frenzy, having their weapons knocked out of their hands would result in them hesitating to make a move before either running towards the closest rickshaw weapon or (in the case of Darknuts) knocking you flat on your ass before going to pick up what they dropped, and doing things like sniping one out of a large group would have them look around on high alert even going so far as to check where the downed foe was for clues if you look at them through the telescope.

Little details like that really make a game's world feel more "alive".
 
Because they're harder to program than enemies that just keep on attacking you no matter how idiotic it would be, after they've seen you kill hundreds of their buddies. Why spend time and effort on making enemy AI better or more interesting?

I think it'd be a cool mechanic for shooters to have surrendering enemies and the decision of what to do with them.
 
Front Mission 3 also had a surrender system where heavily damaged enemy units would sometimes just throw up a white flag and be inactive for the rest of the mission.
 
MGS4 has it. Plus you can play with the soldiers emotions with darts. Make them, laugh, angry etc. Then there is the big boss face camo.
 
Borderlands 2 has enemies that sometimes cower, but I feel like there's no point because you're not going to let them live for any gameplay reason. It's certainly not a game meant to give you empathy for the npcs.
 
Kind of lame to rag on Batman which does more with AI reactions than other games, even if it's just for appearances. Other games don't do shit. Anyway, it's generally more fun to fight enemies that put up a fight rather than just stand there. But some enemies in Space Invaders type games flee. Mount&Blade also. And various RTS games use morale systems.
 
Goldeneye 007 had it and was awesome xD

Also ... DAT Metal Gear 3 video =3

And this feature would make Kirby games terryfing
 
It's actually somewhat hilarious, especially in games where you're "limited" (i.e., good at what you do but not superpowered).

It always amused me how, in beat 'em ups, someone would get shot with a shotgun and the other goons wouldn't back away in response.
 
I suspect it's less a problem of AI programming and more a problem of fleeing enemies not being fun to fight. If you have to take everyone down to advance anyways (as you do in Batman), it's annoying to have to track down an enemy who's trying to get as far away from you as possible. And if it's too easy to get enemies scared, you could wind up with a lot of anticlimactic encounters where you blow away a guy or two and everyone turns tail.

As others have said, though, it's nice when enemies recognize how awesome you are and show it. Even if it can't get used all the time, I'd like to see enemy surrendering or fleeing happen more often than it currently does.
 
However, beyond different animations and dialogue (which are great, make no mistake), there aren't many changes to what they do. The enemies will still use the same room-sweeping techniques until there's only a couple guys left, then they'll do the "We need to stick together!" "Nah, you're on your own; every man for himself!" exchange.

Since you play as Batman in this game, the bad guys should run and cower in a corner, or lose all accuracy (all enemies have excellent accuracy, no matter their training) when they reach the "terrified" status. There's that one scripted moment where an inmate surrenders, which I would've like to see more of. Occasionally, inmates that will run and hide somewhere, but when they are cowering, you can't interact with them at all! I want to toss a batarang at the back of their head as they flee :(

Have you not seen them get super jumpy and start shooting at random things if you make noise near them? That's the best.
 
One thing I miss is enemies actually acting like they got shot. Goldeneye 007 for the N64 was great at this. Why are 95% of FPS's that came after shit at it?
 
One thing I miss is enemies actually acting like they got shot. Goldeneye 007 for the N64 was great at this. Why are 95% of FPS's that came after shit at it?

Yeah, reaction and change in behavior to location-based damage should have been more prevalent by now. :(
 
I suspect it's less a problem of AI programming and more a problem of fleeing enemies not being fun to fight. If you have to take everyone down to advance anyways (as you do in Batman), it's annoying to have to track down an enemy who's trying to get as far away from you as possible. And if it's too easy to get enemies scared, you could wind up with a lot of anticlimactic encounters where you blow away a guy or two and everyone turns tail.

The problem there is that AI is an all-or-nothing kind of deal. In reality if you shot at someone in a crowded place, you'd get tons of different reactions, have-a-go heroes, people fleeing, people protecting other people, and your typical enemy grunts would react differently to one another too. Some would be brave, some would not be. There just aren't many games that even try to attempt that balance so it's like "everyone's a badass". You'd only need a few people out of loads to shit themselves for it to feel realistic, because you'd expect that even with some expert grunt training and psychological conditioning, a few wimps are gonna slip through.
 
I hate it when enemies decide to run away in games where they regenerate health. You can't just be merciful towards them because as soon as they recover enough health they'll come right back at you.
 
Things like this are the reason why I wonder what happened post WindWaker in the Zelda series. [...]
They do some stuff like this in Skyward Sword, like dropping the boulders they carry when they see the beetle flying towards them or fleeing from bombs. Or stepping on your fingers while you're hanging there.



Jet Force Gemini gives you some encounters where the enemies just throw their guns away and surrender.
If you turn away from them, though, they throw some grenades at you.
 
I think the big problems are 1. it's usually been used as a mechanic on an enemy with valuable drops or high EXP in RPGs and RPG-type games, and 2. some games force you to kill them anyway as I believe NGIII, which seems inherently wrong to force on a player.

You did have it in Bethesda games though, and could just let them run away.
 
Have you not seen them get super jumpy and start shooting at random things if you make noise near them? That's the best.
No, the best is silently taking down everyone but one guy in the room, then tossing a batarang at his feet just in front of him. "He's here! I need backup! Where is everyone?!" Then his pulse jumps from 90 to 140 when he realizes that he is alone in the room with Batman, and he has no idea where Batman is. That's when you can drop down right in front of him and he'll just scream out in fear. Of course, he'll start shooting after a few seconds, but you can handle that.

You can be a real bastard in the Arkham games.
 
The problem there is that AI is an all-or-nothing kind of deal. In reality if you shot at someone in a crowded place, you'd get tons of different reactions, have-a-go heroes, people fleeing, people protecting other people, and your typical enemy grunts would react differently to one another too. Some would be brave, some would not be. There just aren't many games that even try to attempt that balance so it's like "everyone's a badass". You'd only need a few people out of loads to shit themselves for it to feel realistic, because you'd expect that even with some expert grunt training and psychological conditioning, a few wimps are gonna slip through.

Yeah. It's a bit of a numbers game. You need to have enough enemies to demonstrate the variety in the behavior.

The Grunts in Halo manage this pretty well. Some try to fight, and some just throw their hands in the air and run in circles.

One thing I enjoy about Earthbound and certain enemies in Mother 3.

<3

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