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.

  • uralsolo
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    edit-2
    8 months ago

    deleted by creator

    • Owl [he/him]
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      11 months ago

      tracked your morals via seven different stats IIRC

      eight!

      Unfortunately it aged like ass. I'd recommend reading a Let's Play of it instead of actually playing it (but would still recommend doing that, the ideas are cool). The Ultima series doesn't get to the point where it's playable by modern standards until 6 and 7. And 6 had already collapsed the morality system down into a singular karma score.

      • uralsolo
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        edit-2
        8 months ago

        deleted by creator