nzcamel
Nahtanoj the Magnificent
Maybe. A developer or artist costs about $180k/year (depending on overhead), 10 is a very small team and is 2 million being burned year after year. I have a small game company (consisting of three people) and I doubt I'd throw $400k/year at at AI if I was the size of Firaxis - one dedicated developer is generous IMO.
I appreciate that Civ Fanatics is not representative of the average player; but given how much they've made off VI, I think they can afford to put a bit more into AI. It wasn't a surprise that it's done well, so they can budget for that. And reviews are a bit mixed at the mo...
I gotta say...is real time strategy really harder for AI? Or is it that the limitations of what the human can see and do at any time compared to the AI (which can "see" and move all it's units at once) which gives it a different kind of advantage?
Cos the issue with turn based games (esp SP) is that the human can take their time to optimise the best move or choice in every case. In real time strategy we don't have that luxury. I'd suggest that real time AI gets made to look better by the very nature of putting time pressure on humans.
And I think I worded what I said badly - Even if real time is harder for the AI (makes sense)...it's actually even harder again for humans. Limited size screen, limited ability to make good decisions quickly. So my point was that it's kind of unfair to compare turn based to real time; as I think that real time AI has a leveling advantage that turn based AI does not. They can get away with more mistakes that the human will never even notice.
Every game in Civ we all can (and some do) scrutinise every single move the AI makes that is visible. That just doesn't happen in real time games to the same degree.
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