The author of a recent blog post discusses Creative Assembly's changes to AI in Total War: Warhammer 3, citing a desire to improve faction behavior and empire-scale conflicts. However, the author admits to playing the game more like an RPG, missing the thrill of fighting large enemy empires. The experimental beta branch offers an opportunity for players to test new AI mechanics. As a player who prioritizes immersion, the author wonders if this approach can be balanced with respect for gameplay mechanics. Human feedback, such as player experiences, plays a crucial role in shaping AI development and game design.
Key Points
The Evolution of AI in Total War: Warhammer 3: How do you think Creative Assembly's approach to AI has impacted the overall gameplay experience, particularly in regards to faction behavior and empire-scale conflicts?
Balancing Immersion and Gameplay Mechanics: Can an RPG-like approach to a strategy game like Total War: Warhammer 3 be balanced in a way that respects both the player's preferred playstyle and the game's core mechanics?
The Role of Human Feedback in AI Development: How do user feedback, such as your own experiences, influence the development of AI systems in games, and what implications does this have for the game's overall design and player satisfaction?
I tend to play Total War: Warhammer 3 closer to an RPG than a strategy game. Balance? Leave me alone, for I am immersed in the stinky fantasy of being a sniveling Skaven bin-licker, commanding my slaves to mine useless gold purely because it irritates my dwarfish enemies.
As such, I'm not quite as tuned into the nuances of enemy faction behaviour as a lot of players, despite my ungodly hour count. I do miss fighting against large enemy empires though, something the AI seems more reluctant to pull off these days. Creative Assembly seem to think so, too. A new blog post outlines the changes they're making to AI, and there's an experimental beta branch available right now if you want to test them out.
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