One does encounter rudimentary intelligence (like bandits ambushing and letting me go if I hand over my gold or guards accepting bribes to open a gate etc). It is also encountered at the apex level (where the top enemy offers some choices). In my opinion, it should be incorporated much more appropriately then as a rare multiple choice question (or as puzzles). Let me share some examples...
Example 1 - I bomb my way through having bought / learnt to create demon oil. Or a barrel of explosive is blown up by me or a suicide goblin. Shouldn't it cause alarm because of the noise? Even beastial enemies have a different kind of intelligence that normally involves sound, smell etc. A pack of wolves attacking the player should attract others from far off as well becuase of all the howling. (Wish - Incorporate "sound" to a much greater degree just like you did hunger and thirst ). This will also make skills like "move silently" "hide in shadows" etc much more relevant). If feasible, incorporate "smell" and potions/spells to confuse smelling ability, though this maybe a needless and tall order with much lesser dividends. Sound should suffice I think.
Example 2 - I am fighting a few Dwarfs. Shouldn't one of them go and raise an alarm or fetch reinforcements - maybe push a lever, or get away, and summon a bunch of off duty guards or a Quick Reaction Team (who rush / transpond to the battle site) while the others evade and delay? In fact just the sounds should suffice to cause alarm unless I use long range weapons and/or stealth techniques (Wish - Incorporate raising alarm by enemies and reinforcements (ideally in conjunction with sound above but it is an improvement even by itself) )
Example 3 - I am fighting 10 Goblins. Must they all stand and fight to death? Shouldn't they withdraw to re-arm / re-protect / re-group into a stronger bunch once they realise the player is extremely strong and has effortlessly killed few of them? Maybe all they need to do is open a chest lying nearby and switch weapons, otherwise I just loot the same chest and get away with a super weapon after killing them all while the enemies just guard it like brainless zombies. Its illogical. They should use those better weapons/armor lying nearby unless killed by surprise/stealth and then it should fall as loot once the enemy is killed. (Wish - Incorporate re-grouping of enemies after re-arming with better weapons / re-protecting with better armor when faced with a superman type player, or if the better item is lying nearby. This can be a good difficulty level option as well )
Example 4 - I have conquered level 1 of an enemy complex and now entering level 2 after having massacred 20 evil Taurax / Goblins / Dwarves etc in long combat. Logically the same enemy at level 2 should have been alerted unless I am real stealthy (like one good feature of old games like Commandos was the ability to pick up and hide dead bodies combined with the enemies ability to raise an alarm on discovering a dead comrade). If the alarm is raised, the enemies should be better organised / armed / protected. (Wish - Incorporate ability to pick up and hide dead bodies (in conjunction with alarm and sound above) as also automatic upgrade of intelligent enemies in case an alarm has been raised or noisy weapons and melee combat is used too often)
Example 5 - Intermediate level intelligent enemies may prefer to make an offer instead of dying (like a dialogue pops up and says "I'll tell you where the pot of gold is hidden if you let me live?" or "I'll fight by your side if you let me live (works same as the "charm" spell maybe for random time after which they may betray))". Too many such offers would ruin the game flow but a few more can certainly add spice and intelligence. (Wish - Incorporate more enemies and NPCs offering barter under adversity)
If such intelligent features can be suitably incorporated in Book III, it would make it a really really awesome game
