Future of FPS: AI
Doom 3 is a shining example of how far the FPS genre hasn’t come. After a decade of technology development since Doom, the best the industry could do was stick players in even smaller, more limited, more repetitive corridor environments than those of the original… fighting monsters almost dumber then they were in Doom 1, and then turn the lights out to show off "real-time lighting".
The buzz focus in games lately has been on NPC friendly AI, like that of Bioshock or Swat 4, which can do things besides just fight you, but the truth is that enemy AI could still go much, much further than it has gone so far. Of course, discussing AI in games always sounds like you’re asking for some really complex, unreasonably difficult programming, but the truth is, a lot of the weaknesses in enemy AI these days comes down more to attention to detail than to technical implementation.










