Another interesting AI change.
Dragon has an AE breath weapon. With a better AI he isnt going to waste that AE on the one warrior standing in the corner, but wouldnt he turn his head and hit the max number of people each time? He would understand the difference between an AE attack and a single target attack. Storybricks AI would build in him the desire to hit as many people as possible with his AE and he would try to do that.
Even from that, it completely changes big boss fights.
Yeah, but this is what we're talking about. If the dragon is that smart, then I (And my fellow front line foot soldiers) should be able to stick my/our huge spears(s) in his rib cage when he turns to breath my harrying (Behind the lines) people. Remember, the tank is just an abstraction of front line troops--and people pay attention to front line troops because they will murder you very quickly if you don't. This is why you send things like fighter escorts in with bombers, it's not that the fighters are going to do
moredamage to the war machine (Group), it's just that they will kill your defenders more immediately. It becomes a rational choice for the defenders to make, to deal with the immediate threat (Fighter) and leave perhaps the more dangerous overall threat (To infrastructure and the greater war machine), the bomber, until
after. If people were completely rational about only thinking about the great goals, then Kamikaze actions would have been used sooner. (It's why drones are great, none of that human self preservation rationality in there--it only comes down to not losing money. So if theoretically a drone could Kamikaze a more expensive bomber, it would.)
If you're going to make AI think like a human, then you need to give it the
physicaland mental (Rational) limitations humans have. By physical, I mean "fair" abstracted playing grounds. And while I think it was be novel if a dragon was smart--I'd also think that a dragon with a nominal amount of HP for his mass, compared to players (So, no more than 15ish times the base player) would get raped. In fact, the more you make him "real" the more severe that rape would be. Imagine if we didn't have HP? But actual hit locations? Like taking out something's knee prevents it from moving. I
guaranteeif I could target hits, a dragon would pay attention to me, because I'd have a big ass, fire resistant shield, and one handed spear, and if the dragon turned, he'd have a new hole to breathe through in his lung. (Or a dozen new holes, as the multiple front line troops would do that.)
So it really comes down to, how abstracted are you making your game? If you use the level of abstraction WoW does, then it makes no sense for the dragon to do that, without a script. Because, in the end, Blizzard could easily have any dragon beat the piss out of the players. Even the most elite raid force won't beat a heavily abstracted (High HP, Immune to X or Y damage) raid boss. So, giving AI to that requires you take away some advantages we've given them over the MMO evolution. And I understand that's what this guy is saying BUT....
Does anyone think a game AI can realistically handle all the variables a team of humans can throw at him? I mean, maybe ONE human, in a "hard counter" type game, could be accounted for by an AI--because you limit choices and therefor variables the AI has to deal with. But when you're talking 5 or 10 players? The variables explode into the thousands or millions, and I just don't see a modern AI even coming close to beating that. Except if they have massive advantages, and then you get a system like GW2, where it's essentially super buffed mobs, that "cheat" but also don't follow the rules created to make their cheating tolerable.
And that usually ends up sucking. Because there is no fidelity in the nature of combat then. You have NPC's that have the "human" advantage of not being controllable, but they also still have the NPC advantage of being essentially 200 times stronger than a PC. It's essentially like playing against bad human opponents using a cheat code then. How much fun has anyone had doing that? Simon says scripting can be fun (Bleh, not for me)...Chaotic fights against opponents with the same values, rationalities and rules as yourself? Also fun if they are challenging (TF2). Chaotic fights against AI with numerous inherent physical advantages (GW2)? No thanks.
Again though, I get what you're saying and if they can pull it off, it will be great...I've just never seen a single player game that's at all challenging, ever. Unless it's a very deliberate set of variables against a single player (Like chess.) or it still gives numerous advantages to the AI (Dark Souls).