This mostly applies to MMORPG, but can be applied to most slow paced games as well (strategy, RPG, etc). I can remember as early as EQ where AI is supposed to be a big point offering better challenges. Skill can be traced to at least as early as the days of Starcraft where Protoss is billed as the race of skill (if you only had the skills, you'd be able to beat the Zerg). Clearly there's the implication that SC was a good game because as you master this game you'd be able to do what no newbie Zerg player can do, though of course this is hardly the beginning of a game trying to use skill as a selling point. The 50 different adaptation of the classic RPG systems, to me, suggests that developer obviously wanted to come up with a system where skill sort of matters (or they could just be really bored). Almost every MMORPG after EQ came out has made AI and 'your skill matters' as their selling point. So, companies clearly care about that, or at least care enough to advertise those aspects. But are they really important to your gaming experience? I think not.
First let's start with AI. Almost every RPG uses a completely random targetting mechanism. That is when the bosses uses his super powerful hit one target attack he pretty much picks one guy at random (though all the super powerful attacks tend to hit everyone so it doesn't even have to think about that). In a MMORPG, the enemies work off a deterministic hate list where each action has an associated hate value, and the target selection is solely determined by who is on top. This is not challenging, the players complained. We should be fighting smarter guys! Then, I propose the cleric-killer AI, writeable in a day certainly, that does the following:
1. Determine every person who can heal.
2. Sort heal effectiveness in descending order (guy who can heal the most at top) by class (i.e. all clerics are considered the same).
3. Kill a random person with highest healing effectiveness. (this is assumed to always be possible. If not the boss is not capable of winning against the players to begin with, and any AI is futile).
4. Repeat until no more peole can heal, then add all the people who can resurrect (in case some people can resurrect but cannot heal) and repeat 1-3. After that the AI is free to do whatever it wants.
This AI would certainly be challenging. In fact, it is almost certainly unbeatable. It doesn't really do any 'cheating' (any sentinent beings with intelligence ought to at least be able to figure out which classes have the best healing capabilities). Yet you don't see this AI anywhere in a MMORPG! Because it'd utterly spank any players. No, players want something like say something with the AI of a World of Warcraft NPC, that will do something that appears smart before ultimately getting killed. Or, to quote something from Furor, a famous EQ guildleader, "The enemies need to be so hard that only the best (my guild) can beat it." Except, of course, that Furor's guild wasn't the best guild in EQ so when EQ does throw such an encounter at Furor's guild, he started complaining how the game is broken.
I'll write more on this when I get home!
First let's start with AI. Almost every RPG uses a completely random targetting mechanism. That is when the bosses uses his super powerful hit one target attack he pretty much picks one guy at random (though all the super powerful attacks tend to hit everyone so it doesn't even have to think about that). In a MMORPG, the enemies work off a deterministic hate list where each action has an associated hate value, and the target selection is solely determined by who is on top. This is not challenging, the players complained. We should be fighting smarter guys! Then, I propose the cleric-killer AI, writeable in a day certainly, that does the following:
1. Determine every person who can heal.
2. Sort heal effectiveness in descending order (guy who can heal the most at top) by class (i.e. all clerics are considered the same).
3. Kill a random person with highest healing effectiveness. (this is assumed to always be possible. If not the boss is not capable of winning against the players to begin with, and any AI is futile).
4. Repeat until no more peole can heal, then add all the people who can resurrect (in case some people can resurrect but cannot heal) and repeat 1-3. After that the AI is free to do whatever it wants.
This AI would certainly be challenging. In fact, it is almost certainly unbeatable. It doesn't really do any 'cheating' (any sentinent beings with intelligence ought to at least be able to figure out which classes have the best healing capabilities). Yet you don't see this AI anywhere in a MMORPG! Because it'd utterly spank any players. No, players want something like say something with the AI of a World of Warcraft NPC, that will do something that appears smart before ultimately getting killed. Or, to quote something from Furor, a famous EQ guildleader, "The enemies need to be so hard that only the best (my guild) can beat it." Except, of course, that Furor's guild wasn't the best guild in EQ so when EQ does throw such an encounter at Furor's guild, he started complaining how the game is broken.
I'll write more on this when I get home!
Last edited by Don on Thu May 19, 2005 12:35 am, edited 1 time in total.