From Thomas:
Yeah a big problem is that we pretty much only had two AI models in
Amnesia: The Dark Descent. One for the grunt/brute and one for the water
lurker. The water lurker works great because we used it in just a few
places and always under new circumstances. But, especially at the end,
the grunt/brute AI was spammed a lot.
So one thing in SOMA is that there will be more enemy types. Also,
what we are trying to do is to mess with your mind a bit more so that
you are less sure of how the creatures work. Normally in games the goal
is to win over the enemies, so you learn all their patterns, etc.
Eventually you have a mind model that is pretty true to the underlying
AI. We want to get away from this as much as possible.
Instead you should only have hints of how they behave and then fill
out the gaps with your own imagination. And it is here where the fun
starts. Your imagined model of the creature will be muchscarier than
anything we could code, yet you will act on this when playing the game.
If done correctly, you will never be able to figure out the true
behavior of a monster, and live in constant uncertainty if your beliefs
are accurate. This can lead to really nightmarish experience.
That is our goal
src:
http://blog.us.playstation.com/2013/10/1...on.Blog%29
comment 21