Since the dawn of the announcement of Guild Wars 2, I have never expected such a delicate and artistic style of the game’s AI. Such remarkable feats by professional programmers, drawn to the hardcore testing and rewiring, sharpening and optimizing its efficiency, and enhancing and upgrading its way of thought from the ground up by the creators of the heavy lore game that is Guild Wars 1. Filled with such personality and distinctive features, every mob is remarkably different!
Not so, unfortunately. So far, compared to other games that I have played, they’ve been quite shallow and lacking depth to a game that adds so much combat variety. Maybe this AI is acceptable on a game like World of Warcraft, but with a combat that’s as deep as below the ice berg, the game absolutely cannot reach its full enjoyment potential when 70% of the time I’m engaging with some kind of AI in the game. They’re literally moving punching bags.
So I will have a list (with details and such) for suggestions for the AI. Anybody with an idea that believes it helps the AI is welcomed.
1. Have different behavior for different types of mobs
When the games of TERA and other combat/adventure games came, they had a handful of variety of different kinds of monsters. Charging unicorns, fleeing fairies, and fish that eats your cash when you drop it in the water. While some of these things are subtle to the game world, they add life and encourage explorers to investigate and give light to their friends perhaps a mysterious creature in a underwater cave, slaughtering the Krait mindlessly for a reason hidden in lore (of course, this personally isn’t a great example itself).
Moas having a choice whether to flee from its attacker or maybe a charge, it wouldn’t be so repetitive if I see a refreshing breath of a unique attack from a particular mob. That is, if I don’t see a wild boar trying to act like a horse, that’s a bit off. The 2 minute animations does well, but is only fluff and does no significant impact to the player.
2. Attacks of a handful of variety brings different strategies
I hoped when I finally reached Orr, I would see the Risen attracting attention of its own kind. Perhaps when a Risen mob says “Everybody… Come!” it broadcasts a signal that even alerts the Risen from the other side of the island, creating its own zerg of zombies with teamwork. I also would love to see a mob attack while moving for once, I pity their handicapped skills.
Having strengths and weaknesses in all the creatures of Tyria, much like the Dredge will bring in more variety of combat while having players experiment with potions and traits that help them during their journeys (but not so much as to switch to a different set of traits every time I go to a different map). The Dredge as they are is a wonderful example of how Tyria’s monsters should work. Their underground attack and immunizations/strengths brings different strategies and encourages players to play with different strengths/weaknesses/tactics than the average mindless zerg player.
However, not all mobs should have strengths/weaknesses, because this actually messes up a player’s sense of organization by having to switch to a different set of traits and potions every single time he/she goes to a different map. Attack variety of mobs should be dynamic, a giant jumping and slamming the ground, harpies flying in the air and shooting down projectiles, or the Shatterer actually moving for once, destroying turrents and damaging Charr bases and it wreaks everything in its way.
Maybe one battle I see the Shatterer staying in put because we’re successfully surrounding it, or maybe another battle the Shatterer decides to ram into our defenses, having us to setup layers of turrets and traps and drag the Shatterer to where we need it to go. Giant mid-boss battles should bring a great risk of danger if not completed, not the result of a mighty dragon feeling bored and deciding to fly away.