Lord Shadow
Admiral
- Joined
- Oct 14, 2005
- Messages
- 2,052
Oof. We've discussed this at length over the past 15 years. I bet I can find older posts of mine that are still as relevant as ever.
My argument in its most distilled form is that truly smart ("good") AI requires a very desproportionate amount of resources, for little gain, given Civ doesn't have a competitive scene and hardcore players are always a niche. Assuming the same, finite amount of resources (people, time, money), you'd have to compromise a lot of the gameplay, its systems and its depth, just for the sake of AI. And the result may not be satisfactory even if the AI turned out more competent than the alternative.
Civ is among the most complex strategy games out there, light years ahead of chess or simpler computer games like StarCraft. It's also constrained by its turn-based nature, and having to strike a balance between AI and turn processing times. Nobody wants to wait minutes between turns. Hell, even 20-30 seconds would be grating, especially for the vast majority of the playerbase, who isn't looking to be really tested from a tactical/strategic standpoint.
Warfare in particular suffered the most due to the introduction and dogged adherence to the 1UPT model, which come Civ5 made a challenging task to the AI suddenly extremely hard.
Finally and unfortunately, there's one of Sid Meier's design tenets which rather gets in the way of truly prioritized AI in a complex systems context: computer opponents are meant to support the player's experience and give an illusion of challenge without really endangering the human civ's journey. I mean, as long as it's easy and cheap (Civ1-4), sure, make the AI challenging, but as soon as that task threatens the implementation of other parts of the game...
PS: Consoles and mobile gaming have, by and large, little to do with the 1UPT decision or the issue of AI. Nor does, really, any concept of "planned obsolescence".
My argument in its most distilled form is that truly smart ("good") AI requires a very desproportionate amount of resources, for little gain, given Civ doesn't have a competitive scene and hardcore players are always a niche. Assuming the same, finite amount of resources (people, time, money), you'd have to compromise a lot of the gameplay, its systems and its depth, just for the sake of AI. And the result may not be satisfactory even if the AI turned out more competent than the alternative.
Civ is among the most complex strategy games out there, light years ahead of chess or simpler computer games like StarCraft. It's also constrained by its turn-based nature, and having to strike a balance between AI and turn processing times. Nobody wants to wait minutes between turns. Hell, even 20-30 seconds would be grating, especially for the vast majority of the playerbase, who isn't looking to be really tested from a tactical/strategic standpoint.
Warfare in particular suffered the most due to the introduction and dogged adherence to the 1UPT model, which come Civ5 made a challenging task to the AI suddenly extremely hard.
Finally and unfortunately, there's one of Sid Meier's design tenets which rather gets in the way of truly prioritized AI in a complex systems context: computer opponents are meant to support the player's experience and give an illusion of challenge without really endangering the human civ's journey. I mean, as long as it's easy and cheap (Civ1-4), sure, make the AI challenging, but as soon as that task threatens the implementation of other parts of the game...
PS: Consoles and mobile gaming have, by and large, little to do with the 1UPT decision or the issue of AI. Nor does, really, any concept of "planned obsolescence".