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From the WotC Boards: Mearls on 'Aggro'
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<blockquote data-quote="GSHamster" data-source="post: 3882359" data-attributes="member: 20187"><p>Actually, it's relatively easy to make "smart" AI for an MMOs.</p><p></p><p>1. Identify healer.</p><p>2. Nuke healer into the ground.</p><p>3. Identify wizard.</p><p>4. Nuke wizard into the ground.</p><p></p><p>The issue is not that AI is not smart, it's that this style of gameplay is not fun (at least is not fun if you have differing levels of survivability). Thus we have the aggro mechanic which can be manipulated, which makes the game interesting.</p><p></p><p>Quite honestly, most of us don't play monsters in the most optimum manner either. There's not a lot of fun in focusing all of the dragon's attacks on the wizard, ignoring the other party members. But 9 times out of 10, that's probably the best tactic for the dragon. Instead we usually play the monsters in a less optimal, but more fun, manner, and that is something which is very hard to capture in a ruleset.</p><p></p><p>It's the same thing in most video games. It's often relatively trivial to make an AI character that cannot be beaten. Think of a bot that never missed in an FPS. It's hard to make an AI that is a challenge, but beatable.</p></blockquote><p></p>
[QUOTE="GSHamster, post: 3882359, member: 20187"] Actually, it's relatively easy to make "smart" AI for an MMOs. 1. Identify healer. 2. Nuke healer into the ground. 3. Identify wizard. 4. Nuke wizard into the ground. The issue is not that AI is not smart, it's that this style of gameplay is not fun (at least is not fun if you have differing levels of survivability). Thus we have the aggro mechanic which can be manipulated, which makes the game interesting. Quite honestly, most of us don't play monsters in the most optimum manner either. There's not a lot of fun in focusing all of the dragon's attacks on the wizard, ignoring the other party members. But 9 times out of 10, that's probably the best tactic for the dragon. Instead we usually play the monsters in a less optimal, but more fun, manner, and that is something which is very hard to capture in a ruleset. It's the same thing in most video games. It's often relatively trivial to make an AI character that cannot be beaten. Think of a bot that never missed in an FPS. It's hard to make an AI that is a challenge, but beatable. [/QUOTE]
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