I didn't see this post yet, but its an article post in 2009 by the Head AI guy, Dave Mark its an absolute must read and does a good job of taking down the "Trinity"
http://www.gamasutra.com/blogs/DaveM...ontroversy.php
His general concepts are cool and it is an exciting article, but his understanding of Chris' position (Metzen? Not sure) is terrible, check this out.
article_sl said:
"If the enemy is smart enough to bypass the warrior, then what point having him, if the enemy is clever enough to kill the mage, the mage will die. The classes in WoW are not flexible enough to handle such a scenario. My point, is that without even any increase in AI or change to the enemy abilities, skill choice and use could be made far greater. This raises the number of choices a set of players could make before and during battle. As I was saying before, classes shouldn't be built with such harsh roles built into them. The players should be presented with a scenario, and then given the ability to work out their own way of surmounting it. Clever use of AI should merely alter the nature of the challenge.
[snip]
If you change AI you MUST alter class as well to balance your game again."
(Chris)
Again (and I hate to pick on Chris, but he is illustrating an unfortunate meme in the industry - by players and developers both), this is a horribly narrow-sighted statement.
In the end, his final claim that altering the AI forces the designer to alter the classes to re-balance the game is not necessarily true. As I illustrate above, it just changes how we must use those classes. In my Austin lecture, I use the exact example that he mentions... that of an enemy flanking to go after the "squishies" in the back. All this means is that the fighters in front can't simply pull up a lawn chair and be content with their mindless button-mashing. They must be ready, if necessary, to rush back to the aid of their pals - or better yet, alter their tactics originally to be aware of the potential for flanking and prevent it to begin with. See how the increased AI can lead not only to interesting decisions but also more interaction between players?
Sorry, I have to agree with "Chris" here, it sounds like he understands WoW's limitations better. I mean, how does Dave expect the WoW "tank" as designed at the time of this post (IE very narrow, 2009 defined roles) to "jump back and help if there is a flank"? With what abilities? Snares the bosses are immune to? Stuns they are immune to? Agro that won't be there thanks to these changes? This is WHY Chris talked about having to rebalance the classes of the game to account for new AI. The fact is, all of WoW's classes were designed around very narrow roles--and the bosses have a lot of specialized rules in place that do not allow the kind of leeway to help other classes you find in PvP (Snare immunity, high HP, Stun immunity ect.)
So, classes would most certainly need to be redesigned
orbosses would need to be completely overhauledin how they interact with classes. I'm not sure why he keeps saying "
nuh uh!" through the article while simultaneously "proving" this assertion with his later revelations (I mean, he literally says Chris is wrong at one point, then admits the current boss design is due to AI--so, wouldn't it stand to reason there would need to be dramatic shifts in the whole design if you change the AI?). He brings up TF2
a lot, but he doesn't seem to grasp that TF2 has classes that were designed with the
kindof gameplay he wants in games, while WoW's classes were not designed with that in mind in terms of PvE--so changing the AI behavior without changing the way mobs are balanced and what classes can do, would, indeed, not work. In fact, there was a fight that did this, and the mobs were different but still had to have an HP abstraction bonus because had they been on even terms with the players, we'd have raped them.
Overall though, it's an exciting article. I mean, it's stuff we've gone over forever. Should the mean monster go after the guy throwing fire? Not necessarily, because the guy with the sword might give him a new asshole as he walks by (Allowing for a flank.)....He essentially says this in his "gun vs knife" section..How mobs are terrible at reading immediate dangers and rather abstract danger down to damage and modifiers. But that's also, partially, because the very threat of danger has been abstracted by hit points. How scared of knives would you be in real life if you had some impenetrable barrier around you that could take 100 slashes of one? Yeah, not very--but we keep the HP abstraction because of how laughably easy things would be without it.
And he
doessay that, but all he says is "AI is good enough where you don't need that in single player games..."...In what game? I don't know of any single player game where the AI is a challenge if it isn't cheating. Are there games with far more challenging AI than WoW?
Sure. But I don't think they could make an AI that could take a player character and use said to duel and defeat another player (Who is decent in PvP, say, able to climb above 1850) unless the class is a HARD counter. I think his AI would get it's shit pushed in and I think the level of shit pushing in would increase dramatically as you added team variables to the equation. Which has us going back to HP abstractions to make up for it, which has us going back to unfair advantages forcing certain other abstractions. Which goes back to designing around certain realities
I mean, if what he says about actual challenging AI is true, then the trinity will be replaced by a more organic version of the trinity--a front line (Foot soldiers)/rear supply (Healers/surgeons/Artillery)/sabotage (Spies/Rogues/Terrorists) type game play. And that's great if they can do it, I'd love a game like that. But I just don't see the AI being good enough to pull it off. Hey, though, maybe they will surprise me. But I think, what's going to happen, is what we saw in the WoW arena fight, or in GW2. Which is essentially mobs that "react dynamically", but are still to dumb to prevent themselves from being destroyed, so they get all sorts of advantages and it makes the fights a boring, tedious, tag in/tag out fest.