Drivatars are the worst example you could use. They are terrible, both on XBL and offline. The implementation was so poor.
It would be a disservice for them to spend all the time making destructible environments and then to just muck them up by removing them or having a crappy implementation in offline mode. Just make the game require online connection. It is 2015. Unless you live in Somalia, you can be online to play your games.
It is not that it is trivial to turn it on and off, it is that the destructible environments are really impressive and the immersion shouldn't be cheapened by people who can afford an Xbox One and the game, but not internet.
Drivatars as the example were so laughably bad, it might as well not be AI. They literally had no concept of any other cars. They simply took the "owners" lines and nothing else.
What would you have expected? They intended for the A.I. to mimic people, so they studied those people and produced those driving lines. I agree there are problems--they are WAAAAAAAAAAAY too aggressive in
Forza 5, but they're not a total failure. Plus, there are already talks online of how they're improving Drivatars for
Forza 6, like giving them separate plans of attack in the rain (if you've driven the track in the rains). It was a first try on dynamic A.I. like that for the team, and it's really not something we've seen approached much (if at all) in other games this generation (
Mordor's Nemesis KIND of did neat things on a smaller level). To basically call it a failure for being imperfect on the first try is a rather reckless way to assess a new approach to game A.I.
And it's not just about having Internet. you have to have GOOD Internet. Sadly, not everyone can get that (no, I'm not calling for Obama to give us the free Interwebz). Shoot, I remember a few years ago, I was wanting to look into U-Verse. The FASTEST U-Verse offering here was 756 Kbps. The fastest AT&T DSL was 3 Mbps. Luckily, we're now on 75 Mbps Comcast cable, but not everyone will be able to get something to handle the streaming of physics, especially in a time where households like to throw Netflix and Hulu streams up in every room of the house. Those with decent cable Internet should be fine, but that's not everyone.
I'm torn on the persistent online connection idea, though. Like I said, I'm set for having a good connection, not a concern. However, even in 2015, we get outages at times. It's not frequent, it's usually not for long, but it sucks. Heck, we say the DDoS of last Christmas. It's bad enough not getting to play
Halo multiplayer on Christmas, but having your whole copy of
Crackdown crippled because XBLC isn't available to run the destruction physics? That would be a crappy Christmas experience. Then there are the examples from when the Bone was supposed to need a frequent connection to work, like folks in the military. You can't buy a game in your favorite series because you're fighting for our country? It'd suck.
I guess I don't mind it on a small scale, having games here and there function in such a manner.
Destiny is fine with it, that's the scope of the game (plus, I don't care for the game). The core of some games demands a persistent online connection. I don't think
Crackdown necessarily does, even though it could benefit from such a thing. My issue would be that if we started with the acceptance of such a practice, it's not a long stretch to having the majority of games follow suit. That would suck for vacationing families. As an example, my grandma has a van with a 120V outlet, HDMI input, and TV screens. We could theoretically throw a console in the van and play games on the road. If games started leaning on XBLC with frequency, that idea could change (because tethering to LTE's not going to be a good-enough alternative, especially with data caps).