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> Brownian motion until you do or get tired

The point of movement for npcs in a videogame isn't to behave realistically (or to be simulated fully), it's to produce engaging and challenging behavior to the player. In 99% of cases giving characters, like enemies in an action game, some extra information to enable them moving towards the player is the correct choice, people are fine with suspending their disbelief if the alternative is npcs giving up or running around like brownian particles, which does not make for a good experience.

Almost all the time the correct choice in game design is that it's fun and interesting, unless for the exception where you're literally building a real world simulator.


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