But if we shift away the focus from player to the character, couldnt we better predict the mindset of the character. We have many variables that could affect their reaction, such as time survived, zombies killed, traits and skill levels, overall gear and locations, time of day, all of these could predict how you would feel towards a situation, if the character had a weapon out and were moving closer to hostile enemies or attacking them, intentions could be easier (not easy but easier) to predict. While the game can’t predict whats in the mind of the player, it can deduce whether your fleeing by basing how long your moving away from a horde, and whether that horde has seen you, and if they are chasing you, however if that horde has seen you, and your moving closer your effectively telling the game your getting ready to do something dangerous like combat, flanking and attacking are effectively the same thing.
One of the greatest things about audio, is its ability to change how we feel, and experience the world and our surroundings. Take COD Nazi zombies for example, once you activate the easter egg song “115” in a high round, you basically turn into an unkillable badass, or for a more horror example, the conjuring, im not moved by most horror movies but that had me spooked, the audio engineers and composers were able to ochestrate our reactions and emotions, using the audio to build tension and suspense in the right spots, and thats what a system like this would provide, the tools for sound and music contributers to manipulate us in the right ways.
Granted its a ton of complex work, and beyond my experience with programming, i feel its something that would pay off immensely to the gameplay experience. Forgive any typos or half assed logic im on cellphone and short on time.