>Most people don’t find actually smart AI fun to play against
This is a common myth that has basically never been tested. I know devs (particularly of stealth games) claim as much from their playtests, but I hope I don't need to point out the troubles with the approach of playtest-driven game design.
At the end of the day nobody has ever actually given an actual shot and released, say, a stealth game with guards that are similarly good at their jobs as real guards would be and have a vision range of more than 5 meters.
It's one of those super common game design wisdoms like 'let your your player jump a few frames after they've left the platform, otherwise it'll feel bad' and it's applied in most jump and runs because it's the right thing to do and then you get one of the most critically praised jump and runs of all time like super meat boy which uses exactly zero of these common wisdoms and instead just works with proper and tight game design.
> It's one of those super common game design wisdoms like 'let your your player jump a few frames after they've left the platform, otherwise it'll feel bad' and it's applied in most jump and runs because it's the right thing to do and then you get one of the most critically praised jump and runs of all time like super meat boy which uses exactly zero of these common wisdoms and instead just works with proper and tight game design.
Can you give examples of games that implement this, where jump and run is also a core mechanic?
I've only seen this in Dead Cells, co-creator of which argues that the game wasn't supposed to be a jump and run in the first place.
It makes sense SMB wouldn't implement these crutches as it's literally the whole challenge of the game.
There are too many games in this world that I don't think you can make that statement. Have you really played all of them?
I can definitively say that in some games the stealth is so difficult that you need to use exploits just to complete it at all instead of taking the simple combat route of just killing everything. In Warframe all guns instantly alert all enemies, melee weapons and thrown weapons are silent but in reality they produce sounds too. If the AI was alerted by them then the only way to do stealth would be to just use permanent invisibility (most players don't even bother because it's too difficult).
This is a common myth that has basically never been tested. I know devs (particularly of stealth games) claim as much from their playtests, but I hope I don't need to point out the troubles with the approach of playtest-driven game design.
At the end of the day nobody has ever actually given an actual shot and released, say, a stealth game with guards that are similarly good at their jobs as real guards would be and have a vision range of more than 5 meters.
It's one of those super common game design wisdoms like 'let your your player jump a few frames after they've left the platform, otherwise it'll feel bad' and it's applied in most jump and runs because it's the right thing to do and then you get one of the most critically praised jump and runs of all time like super meat boy which uses exactly zero of these common wisdoms and instead just works with proper and tight game design.