A first-person shooter set in a post-apocalyptic wasteland.
From A-Life notes on STALKER: Shadow of Chernobyl
STALKER's bandits pursue their own plans, not just the player. In STALKER: Shadow of Chernobyl, bandits make plans and wander the wasteland. Two factions can bump into each other, so the player can stumble on a battle that nobody scripted.
This is the game's A-Life system, cited as an example of giving AI goals beyond "kill the player". The same source says A-Life is buggy and that mods are needed to get activity away from the player. Rain World (animals hunting for food and fighting over territory) and Waking Mars (critters living and breeding in ecosystems you build) are cited alongside it for the same idea.
Bandits make plans, so two factions may collide in a battle you stumble upon. The A-Life system is buggy and mods are needed for activity away from the player.
STALKER's bandits pursue their own plans, not just the player. In STALKER: Shadow of Chernobyl, bandits make plans and wander the wasteland. Two factions can bump into each other, so the player can stumble on a battle that nobody scripted.
This is the game's A-Life system, cited as an example of giving AI goals beyond "kill the player". The same source says A-Life is buggy and that mods are needed to get activity away from the player. Rain World (animals hunting for food and fighting over territory) and Waking Mars (critters living and breeding in ecosystems you build) are cited alongside it for the same idea.
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