I wrote an old post about AI difficulty. Many games rely on stats like enemies hitting harder or more health etc as quick easy way to inflate difficulty. It didn’t alter your tactics, it simply reduced your room for error if you made a mistake because you always played at optimum.
Continuing the discussion from Been playing Helldivers 2 recently and :
I remember playing some UFC fighting game at a friend’s house.
But instead of increasing enemy health or damage output it added more range of tactics against you.
It would also detect any cheese tactics or repetitive actions you use and completely change to counter.
i.e. if you kept blocking same series of moves, it would suddenly alter into variations to get past your defence moves, if enemy failed it would change into other tactics and keep trying other tactics.
It made the enemy very unpredictable as it was continously changing the way it played. The higher the difficulty setting, the increase in variation of tactics used against you.
I remember being impressed the game forced you into visual cues from enemy, not just first strike but subsequent combo so you had to prepare and plan your defence sequence.
It is a game with very good enemy AI design. Difficulty didn’t increase their health or damage output, it completely altered tactics and variations by trial and error to get past your tactics.
Very good enemy AI design.
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