Original Post
This is about a decision to program state-driven AI and events into a human or creature, to make it react more like a real animal, rather than simply simulating such behavior with straight-forward AI. I guess you could say to program all characters like The Sims. The biggest question is, is it a good idea? Or is generic simulation of behavior better for most normal gaming? A decent example would be an aggressive / passive nature for wild animals. To use real-states, the obvious choice would be hunger. Hunger would work just like it does in The Sims - a number counting down internally, over time, that fills back up when food is eaten, although the player wouldn't see a bar for this. A wild creature would react and make decisions differently, depending on its hunger state. It may be very passive when it's stuffed, and overly aggressive when it's starving. The simulation of this behavior with simplistic AI would be wild creatures attacking some of the time, or randomly being passive, to represent the creature's occasional full stomach. Within a short time span, the player probably wouldn't even be able to notice the difference between the two methods. The animals are simply aggressive or passive, some of the time. But I'm considering what could happen outside of that simple span of time. Most importantly, what type of gameplay effects could be introduced as a result of internal states changing the character's decisions? If the player can find a way to modify those internal states, he can change the creature or person's behavior. An obvious one for the example would be feeding the wild animal to avoid a fight. Another example would be sneaking a drug into a guard's drink to make him run to the bathroom. In this case, it would be a precisely-controlled manipulation of internal states, possibly to the point of the player being able to specify which states the drug should influence when it is created. It would be Sims style gameplay, but with an offensive twist: to manipulate other people. Any thoughts?