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S.T.A.L.K.E.R.: Shadow of Chernobyl

A first-person shooter set in a post-apocalyptic wasteland.

1 source1 tips

Where S.T.A.L.K.E.R.: Shadow of Chernobyl comes up1 episode or test

Gcreator of Game Maker's Toolkit testWhat Makes Good AI?
At a glanceSTALKER's bandits pursue their own goals, creating unscripted battles
  1. 1Bandits make plansGoals beyond "kill the player"
  2. 2Wander the wastelandThey roam on their own
  3. 3Factions bump into each otherTwo factions meet by chance
  4. 4Battle breaks outNobody scripted it
  5. 5Player stumbles on itThe player finds the fight

From A-Life notes on STALKER: Shadow of Chernobyl

What was said about S.T.A.L.K.E.R.: Shadow of Chernobyl

1A-Life and AI with its own goals

  • 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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