Like in Stalker where the mutant dogs will turn tail and flee if they take too much damage or if you kill enough of their pack members. Red Dead Redemption's animals also ran away if a fight wasn't going their way.

Actually, Rockstar games are pretty good with this sort of stuff in general. I'm pretty sure you could shoot guns of of people's hands in RDR to make them put their hands up, or cause a fatal gunshot wound that would make them crawl around on their belly and call for help. Both GTA 4 and 5's enemies have injury states where they will take potshots at you with a pistol while bleeding on the ground or just passively clutch their wounds until they die.

I guess it wouldn't work in arcadey or linear games where the point is to kill everything on screen, but for anything more open-ended that tries to go for something approaching realism it'd be nice if the enemies you faced felt more alive and/or showed some basic survival instincts.

  • The_Walkening [none/use name]
    ·
    1 year ago

    Metro Exodus has a pretty good version of this - if you take out enough enemies in a location they surrender

    • WeedReference420 [he/him, they/them]
      ·
      1 year ago

      Metro Exodus did a really good job at humanising enemy mooks in general I felt, really incentivised me to try and kill as few of them as possible.

      • The_Walkening [none/use name]
        ·
        edit-2
        1 year ago

        Yeah I thought that was a pretty good strength to the game - you could play it like a regular shooter up to the point that enemies do that and it really opens it up to be about exploration/survival/crafting mechanics in the open world bits