So I don't get too excited by the occasional developer suggestion for changing the appearance of a mob (whether a creature or an NPC) based on that mob's age. It would be a minor addition to the worldiness of the game, so I wouldn't object to it, but it wouldn't excite me.
What would excite me would be if the behavior of a mob changed according to the maturity of an individual mob, the normal intelligence level for that type of mob, and the environmental conditions.
Assuming a world with Juvenile, Mature, and Aged versions of a mob, it's fun to imagine them displaying different behaviors in different circumstances. Maybe something like:
NORMAL | THREATENED | ATTACKED | INJURED | |
Grazer | ||||
Juvenile | play | run to parent | defend | escape |
Mature | graze/patrol | defend | defend | escape |
Aged | rest/graze | defend | escape | escape |
Predator | ||||
Juvenile | play | investigate | defend | escape |
Mature | rest/patrol | attack | attack | escape |
Aged | rest | defend | escape | defend |
Semi-intelligent | ||||
Juvenile | investigate | attack | run to parent | escape |
Mature | patrol | attack | attack | defend |
Aged | rest | defend | attack | escape |
Humanoid | ||||
Juvenile | play | investigate | run to parent | escape |
Mature | patrol | investigate | attack | defend |
Aged | rest/patrol | defend | defend | defend |
(Note that this is primarily for combat interactions. For other kinds of activities, semi-intelligent and intelligent mobs -- NPCs -- would have other tables for generating other kinds of reactions in other situations.)
If distinctive behaviors like these were implemented (especially with a little bit of randomness, and with the ability for members of groups to signal their states to each other), the game world would feel vastly more dynamic.
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