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NPC opponents and creatures are more likely towards the end of the development phase as they should have all the core mechanics available. :)
Puppets are rather no comparison to what is really possible in the area of NPC opponents. I also don't think that this is the final result for them. You have a simple pathfinding and a simple order: attack until you can't. Accordingly, they often get stuck or jump even though it means their downfall. They simply don't "concern" anything on their way to the goal. Although you can do something like that with an NPC prisoner, the end result would be much more frustration than pleasure.
A sane NPC, however, should distinguish that. What is water, what is fire, what is deep, what is high, what provides cover, etc., so that it is believable and can also act independently. But then everything has to be there, because otherwise this NPC could suffer massive problems and that would lead to immense effort in troubleshooting.
In my first steps in creating modules, I was able to experience this personally because I placed opponents much too hastily. a lot of things changed and were added to, and in the course of this development process I basically broke something every time, which made it take me much longer than it actually should have. In the end, all opponents had to give way again because a lot had changed too much in the course of the creation process or had been supplemented.
With later modular constructions, I only used NPCs at the end, not only with far better results overall (especially with pathfinding) but also in the general ambience and style much better adapted. So right from the start they took into account exactly what they should take into account and acted as desired. So that's not wrong at all. All in all, it is more logical to insert this at the end because: You can then take everything into account that you need, the effort is significantly lower because only a little can be damaged.
Last but not least, you can adapt them in such a way that they fit very well into the game world, which again not only saves time-consuming reworks but also reduces possible conflicts or problems.
Personally, I've never watched videos. I learned my beginnings primarily with reverse engineering. I just plowed everything until nothing worked anymore :D. Videos help me less because I have to do it myself to understand it.
Especially games that bring an editor with them give a good first impression of what everything is related to and what you have to do, depending on the engine, however, this differs a bit.
Fallout 4 Creation Kit was my first major attempt at content creation projects etc but was also difficult to understand without references. So I teamed up with modders to learn from them. Accordingly, I would advise going to a modding hub and talking to the modders there, as there is a great variety of different experiences and you often get good feedback. :)
It's like my example. At the beginning the picture looks different than at the end. It is never very predictable whether the forms and opponent types thought of at the beginning will still fit. So it can happen that something else comes along in the sense of a different appearance and form etc, not that NPCs are generally abandoned.
Like Kick said, Concepts are a very vague thing, they do change but are not worthless as they inspire a lot of just by giving something a visualization.
Seems to be the way now, bin a lot of stuff that works, people like etc for 'better' things (cars, AI, base building)
Overall direction is muddled at best, terrible at worst.
It's just a possibility. That's why the developers often add WIP, ie work in progress and also that things can still change.
When you show such concepts, there is also a lot of feedback from the community, ideas and a lively exchange of inspiration, which often results in really good things, but of course influences the end result.
As long as nothing else is mentioned here, nothing has changed here either. So you should worry less. Normally, players are less aware of these processes. You can buy a concept art book for many games and you will find a lot there that ultimately doesn't appear. So it's a pretty normal process just shown here in the open rather than hidden.
Not that I can tell.
One of my biggest personal issues with the game is the lack of direction, focus and 'roadmap'. Updates often seem to be swept up that week with what is ready and not planned at all. I'm hopeful I'm wrong but that's certainly the impression that I get.
Going to continue to flog this seemingly dead horse too.... why oh why do they not bite the bullet and rework the database and inventory? The SQL lite, linear database is completely overwhelmed with scum at the moment leading to the majority of the lag and desync that was crippling beforehand and is now a fair bit worse after 0.8. Most servers I have tried (low loot, high loot, low pop, high pop, official etc) all struggle over 30 or 40 players now, not 50 or 60.
Obviously don't stop developing and fixing but for the love of god fix this issue that is holding the game back!
That means overall. There are a lot of such moments during development. Concepts help to find a direction, even if this can then come to nothing.
In the end, however, it is above all important to keep everything plausible and in lore because that is what ultimately shapes the game world. But as said, it is only intended as a point of information that nothing is set in stone yet and things can easily change for any number of reasons.
I didn't say it's scrapped, I'm saying that what was shown is concept art, and that it still has a lot of work that needs to be done, but there is always a possibility in development for something to be scrapped and replaced with something else.