Original Post
Most games in which you're battling enemies tend to create their gameplay by continually throwing lots of short-lived enemies at you. As the game goes on and the difficulty gets harder, you might see more enemies, or ones with more HP or greater accuracy, but the basic pattern doesn't change - continual onslaught, mowing your way through hundreds upon hundreds of bad guys. I'm interested in exploring the idea of the opposite route - use only a few enemies, maybe one at a time, but have the fights last longer. It's almost like a game built around back-to-back boss fights, but not quite so contrived... My number one question is, how do we make fighting against one enemy for a prolonged period of time remain interesting? Replacing ten enemies with one enemy that has ten times the health won't be interesting, it'll just be tedious, and it tends to destroy immersion (15 shots to the head and no frag? Bad game designer!). So, first thought is that the battleground needs to vary. One of the reasons the 'onslaught' is playable is because you're facing the enemies in new tactical situations; they might be pretty much identical enemies but the situation you're facing them in is different and requires a different approach. So, if we want to face off against a single enemy for 10 minutes, we need to keep the situation changing regularly throughout that. I don't think this idea is anything new; for example, the battle against the Gonarch near the end of Half-Life involved facing the creature in a number of different 'areas,' where enough damage dealt in one section caused the battle to progress to the next. The important thing, though, is that the change in situation causes a big enough change in gameplay, because "Same shit, different location" isn't that great. Instead I'm thinking things like a fight that progresses from a regular gunfight into a warehouse filled with hydrogen canisters, forcing you to be much more careful about shooting and using stealth and close combat techniques instead. There's also possibilities here for chase gameplay - both the player escaping the enemy and the enemy escaping the player - though care must be taken to ensure that the chase is interrupted at points to keep the gameplay varied. Second thought is that in order to recreate some of the "tracking multiple enemies" feeling that the groups of bad guys create, we need to allow our enemy to create 'auxiliary threats.' This is a great place to use some of the latest player tactics against themselves, and get the enemies using physics-gaming to their advantage. Imagine that you've managed to land a shot on the enemy, so he's in cover. You wait for him to pop out so you can land another shot, but instead of leaning out to shoot at you, he shoots the support holding up the platform above your head. While you're diving out the way of the platform, he makes a run for it, firing a couple of shots in your direction, and then he's disappeared and you have to find him again. Third thought is that if you've got this kind of thing going on, then as soon as you do encounter pairs of triples of enemies, the experience should become much more deadly. Using the same tactics that have been established in single-enemy mode but adding teamwork on top of that should really challenge the player. What are your thoughts on this? (I'd like us, if possible, to ignore the technical implementation of this kind of AI).